HOLY CRAP Do I have a lot of work on my hands.

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FlowerChild
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Re: HOLY CRAP Do I have a lot of work on my hands.

Post by FlowerChild »

badmojo98 wrote:rofl... i only just watched the hellraiser movies for the first time last year. the idea behind the demon guys (trolobites?) was just plain awesome, but yeh it started to go bad
Cinobites :)

The background mythos behind the whole thing is plain awesome too, although it isn't touched on much within the movies.

There's this whole thing where Leviathon is supposed to basically represent the forces of order, and views life itself as representing rampant chaos.

It basically flips the whole idea of order on its ear and turns it distinctly evil.
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Re: HOLY CRAP Do I have a lot of work on my hands.

Post by Poppycocks »

FlowerChild wrote:
badmojo98 wrote:rofl... i only just watched the hellraiser movies for the first time last year. the idea behind the demon guys (trolobites?) was just plain awesome, but yeh it started to go bad
Cinobites :)

The background mythos behind the whole thing is plain awesome too, although it isn't touched on much within the movies.

There's this whole thing where Leviathon is supposed to basically represent the forces of order, and views life itself as representing rampant chaos.

It basically flips the whole idea of order on its ear and turns it distinctly evil.
I dunno, it just sounds logical. If chaos is a highly complicated mass of interwoven systems with many inputs and outputs, and even a small change on any of the inputs can cause big changes on any of outputs, then life is chaos as more life means more interacting systems. Hence chaos is creation, Order is stagnation. Think of it this way: Before the big bang, there was but a single near infinitely small point, with a near infinite energy potential. A simple equation could describe this situation and as such the whole universe as it was then.

Perfect order. Perfectly dead, still, order.


On the other hand, the idea of pure good or evil is just fucking preposterous. In the real world at least - pinhead is awesome.
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Re: HOLY CRAP Do I have a lot of work on my hands.

Post by morvelaira »

Oh, jeez... could a mod spoiler badmojo's photo on the previous page?

Not judging if you people like that sort of thing, but it's no good for the cute and squeamish folk like me.
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Re: HOLY CRAP Do I have a lot of work on my hands.

Post by FlowerChild »

morvelaira wrote:Oh, jeez... could a mod spoiler badmojo's photo on the previous page?

Not judging if you people like that sort of thing, but it's no good for the cute and squeamish folk like me.
Hehe...yeah, Hellraiser was not exactly created with the squeamish as the intended audience :)
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Re: HOLY CRAP Do I have a lot of work on my hands.

Post by FlowerChild »

33 down. All mod blocks, containers, and entities have been converted. I decided to triage a few of the wolf behavior tweaks in the mod for the time being given that the Minecraft AI code has basically undergone a complete rewrite (and I think some of them are now in vanilla anyways).

For my daily dose of venting: Bloody hell this sucks.
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Re: HOLY CRAP Do I have a lot of work on my hands.

Post by RaustBlackDragon »

FlowerChild wrote:33 down. All mod blocks, containers, and entities have been converted. I decided to triage a few of the wolf behavior tweaks in the mod for the time being given that the Minecraft AI code has basically undergone a complete rewrite (and I think some of them are now in vanilla anyways).

For my daily dose of venting: Bloody hell this sucks.
Maybe this will cheer you up: sounds like you're going to be done long before I am!
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Re: HOLY CRAP Do I have a lot of work on my hands.

Post by finite8 »

My take on the latest changes:

New AI:
It is a step in the right direction that's for sure. Funnily enough, the list-based AI system is the same path i went down. It works great. Its current implementation however doesn't allow for complex pathfinding and by the looks of it, an entity can still get stuck in several scenarios. It is modder hell however as the "onActionUpdateState" method is now obsolete and not invoked when the new AI mode is in use.

MCP:
Screw you all! there are some methods that have not been remapped at all such as "findPathEntityXYZ". Took me a bit of digging to find it. It mainly got stuffed up because of the new pathfinding.

I do however like that they have started adding Javadocs to the decompiled code. Makes it less intimidating for new modders.

Modloader:
CamelCase... sigh. What should be Pascal, and what should be Camel is the never ending argument. Personally, i prefer the Microsoft approach, but i can accept him switching to the Java standard. Perhaps Java would use Pascal for methods if they had properties rather than getter/setter methods, but meh.
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Re: HOLY CRAP Do I have a lot of work on my hands.

Post by FlowerChild »

RaustBlackDragon wrote: Maybe this will cheer you up: sounds like you're going to be done long before I am!
Yeah, I sympathize with you there man. Like I said, I decided to ditch some of the wolf AI tweaks I had been making in the past just because I have too much on my plate right now to worry about figuring out the whole AI system just to get them working with the new version.

You're pretty much stuck doing so with your mod though :\
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Re: HOLY CRAP Do I have a lot of work on my hands.

Post by SgtChuckle »

Bloody hell FC, 33 class edits done already? STOP RIGHT NOW AND ENJOY YOURSELF, you dedicated madman.
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Re: HOLY CRAP Do I have a lot of work on my hands.

Post by FlowerChild »

finite8 wrote:
MCP:
Screw you all! there are some methods that have not been remapped at all such as "findPathEntityXYZ". Took me a bit of digging to find it. It mainly got stuffed up because of the new pathfinding.

I do however like that they have started adding Javadocs to the decompiled code. Makes it less intimidating for new modders.
The comments are another aspect that I'd be in favor of if MCP wasn't on the way out. Given that it is though, again, I don't understand why they're putting the work into doing it, or messing with existing mods by causing our diffs to light up like Christmas trees (effectively making such tools useless) while merging.

It's like they're trying to justify their existence at the tail-end of their life-cycle by making sweeping changes or something.
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Re: HOLY CRAP Do I have a lot of work on my hands.

Post by RaustBlackDragon »

finite8 wrote:My take on the latest changes:

New AI:
It is a step in the right direction that's for sure. Funnily enough, the list-based AI system is the same path i went down. It works great. Its current implementation however doesn't allow for complex pathfinding and by the looks of it, an entity can still get stuck in several scenarios. It is modder hell however as the "onActionUpdateState" method is now obsolete and not invoked when the new AI mode is in use.
I beg to differ about this being a good thing. The new AI system seems to have extreme difficulty in doing more than one or two tasks at once, which is a huge problem when some of the tasks are "move" and "attack" and "jump". Mob-to-Mob combat is buggy as all hell, it's really a big mess and, imho, not a worthwhile improvement.
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Re: HOLY CRAP Do I have a lot of work on my hands.

Post by morvelaira »

FlowerChild wrote:33 down. All mod blocks, containers, and entities have been converted. I decided to triage a few of the wolf behavior tweaks in the mod for the time being given that the Minecraft AI code has basically undergone a complete rewrite (and I think some of them are now in vanilla anyways).

For my daily dose of venting: Bloody hell this sucks.
Is there anything aside from our sincere adoration, worship, appreciation or support that we can offer you for this?
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Re: HOLY CRAP Do I have a lot of work on my hands.

Post by FlowerChild »

morvelaira wrote: Is there anything aside from our sincere adoration, worship, appreciation or support that we can offer you for this?
Nah, other than feeling the occasional need to vent here, I've adopted a fairly zen attitude towards it now and am just getting the job done.

I'm taking the opportunity to restructure some of my own code too to make it more resistant to these kinds of changes, which should also help some when I have to do this again when the mod API comes out.

That makes it a bit easier as it introduces some thinking into what would otherwise be mindless drudgery.
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Re: HOLY CRAP Do I have a lot of work on my hands.

Post by FlowerChild »

RaustBlackDragon wrote: I beg to differ about this being a good thing. The new AI system seems to have extreme difficulty in doing more than one or two tasks at once, which is a huge problem when some of the tasks are "move" and "attack" and "jump". Mob-to-Mob combat is buggy as all hell, it's really a big mess and, imho, not a worthwhile improvement.
I'd consider it a work in progress man. They have an AI specialist assigned to the project now, so obviously they're planning on doing a lot more work with it.

This restructuring is probably just the first step, and sometimes you have to take a step back with these kinds of things before moving forward. What I've seen of the AI code so far makes sense, it just needs more work.
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Re: HOLY CRAP Do I have a lot of work on my hands.

Post by RaustBlackDragon »

FlowerChild wrote:
I'd consider it a work in progress man. They have an AI specialist assigned to the project now, so obviously they're planning on doing a lot more work with it.

This restructuring is probably just the first step, and sometimes you have to take a step back with these kinds of things before moving forward. What I've seen of the AI code so far makes sense, it just needs more work.
Fair enough. But in its current state, it's in no way suitable for much of anything involving animal mods. I've been in touch with a certain high-profile animal modder (not saying names), and s/he suspects it might be necessary to bypass the new AI system all together if we're going to update.

You never know, though.
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Re: HOLY CRAP Do I have a lot of work on my hands.

Post by obl1terat1ion »

RaustBlackDragon wrote:
FlowerChild wrote:
I'd consider it a work in progress man. They have an AI specialist assigned to the project now, so obviously they're planning on doing a lot more work with it.

This restructuring is probably just the first step, and sometimes you have to take a step back with these kinds of things before moving forward. What I've seen of the AI code so far makes sense, it just needs more work.
Fair enough. But in its current state, it's in no way suitable for much of anything involving animal mods. I've been in touch with a certain high-profile animal modder (not saying names), and s/he suspects it might be necessary to bypass the new AI system all together if we're going to update.

You never know, though.
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Re: HOLY CRAP Do I have a lot of work on my hands.

Post by FlowerChild »

Lol! To add insult to injury with this release:

Modloader has decided to change the name of all of its functions, so that they are no longer capitalized. Sigh.
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Re: HOLY CRAP Do I have a lot of work on my hands.

Post by Xekrom337 »

FlowerChild wrote:Lol! To add insult to injury with this release:

Modloader has decided to change the name of all of its functions, so that they are no longer capitalized. Sigh.
*grabs knife and stabs self*

there goes a week of adding completely useless aesthetic blocks down the drain T_T
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Re: HOLY CRAP Do I have a lot of work on my hands.

Post by FlowerChild »

2 files left, and calling it a night once again. The two remaining are the hardest mind you, basically the Forge rendering code, but the end is in sight.
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Re: HOLY CRAP Do I have a lot of work on my hands.

Post by ZomB Tott »

Isn't this so cruel? Less than a month ago, modders seemed to be rewarded with extended block ID's. Now it's one hoop after another, with those ID's not even here. Carry on FC and Raust, you guys are troopers XD
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Re: HOLY CRAP Do I have a lot of work on my hands.

Post by FlowerChild »

ZomB Tott wrote:Isn't this so cruel? Less than a month ago, modders seemed to be rewarded with extended block ID's. Now it's one hoop after another, with those ID's not even here. Carry on FC and Raust, you guys are troopers XD
Well, my troubles with this update have nothing to do with Mojang. It's all on the MCP side.
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Re: HOLY CRAP Do I have a lot of work on my hands.

Post by Flesh_Engine »

While the whole situation is a bit of a mess, to say the least, i do find it positive that you feel comfortable with venting your frustration to the community.

Keep it up man.
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Re: HOLY CRAP Do I have a lot of work on my hands.

Post by SgtChuckle »

Yeah, it really shows improvement in character that he decided to vent his feelings here as opposed to beating us down with his Banhammer and going into ALL CAPS RAGE FESTS.
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Re: HOLY CRAP Do I have a lot of work on my hands.

Post by FlowerChild »

SgtChuckle wrote:Yeah, it really shows improvement in character that he decided to vent his feelings here as opposed to beating us down with his Banhammer and going into ALL CAPS RAGE FESTS.
Ummm...dude, are you out of your fucking mind?

I guess a week will do. Tempted to perma-ban you straight off though.
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Re: HOLY CRAP Do I have a lot of work on my hands.

Post by RaustBlackDragon »

FlowerChild, thank you SO MUCH for all your help. I've managed to update to 1.2.3, and thanks to your help, I didn't have to use the new AI and mess with that weird mutexbits() system.

Also, I've discovered firsthand that your precaution about it being crash-prone was incredibly well-founded. If anybody comes to me reporting crashes when they're using mods that edit entityliving, however, I can just go to these modders and ask that they add their variables to the end of the list rather than the beginning, to not throw off the order. If I understand the system properly, that SHOULD solve the problem.
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