Open Azuriuz opened 5 years ago
I'll eventually put up a beta release for 1.12.2, probably once I am done working on the flower pot.
Oh ok, awesome thank you!
Hey @Mineshopper I'd like to get involved with this project is there any way I can do that? I don't know if just going down the issues and bug-smashing is the best thing to do for you guys.
There's two issues currently. One is the breakage moving from 1.12.2 to 1.14.4+ on Forge side, and the other is my ongoing rewrite of defining block shapes in JSONs. If you were interested in attempting to port the current POC for 1.12.2 to 1.14 (or whatever is latest), that would be beneficial. Last time I looked the block state system was totally broken and I couldn't really understand how to use the new stuff.
Okay, I’ll start getting familiar with 1.14. Also just with the codebase in general. I might be hitting you up for questions.
So, there aren’t any docs for 1.14 funny enough. Guess I’ll just boot it up on 1.14 and see what happens.
@Mineshopper do you have a discord that we can chat on?
Soo, i've been busy the last couple days, and got some of the basics done (from scratch) for Forge 1.15.2. Ofc theres still a LOT to be done, and i'll continue these next few weeks working on it. Here is a GIF of some progress: https://gyazo.com/0b4532966a2a580bce74ddb813373508 ; Also the block lighting still needs to be adjusted as seen here: It's been a real challenge figuring the rendering stuff out so far xD
Hi @vincentmetevelis. Excellent progress! When you say from scratch; do you mean from the POC build of this mod, or something completely new? If you have managed to port some of the old Forge stuff to new Forge stuff that would be helpful whenever I manage to continue the porting effort.
I just started an entirely new forge project. Right now im rendering the quads manually via a TER (previously TESR) so that i can get the right clicked block real fast. But since they're quads, ill probably be able to move them relatively easily to a (faster) custom IBakedModel implementation. I haven't used any of your old code tho tbh, when i continue on the mod this thursday, ill check the code out then and see what i can use/port. ;)
No issue! It's great to start from scratch and also my preferred method. Not sure how much you will learn from looking @ my BakedModel approach to slopes, but they are the most mature block in the current POC.
Hey @Mineshopper e @vincentmetevelis , will CP Mod be released for 1.15.2? I am very happy that they are working, already have something ready or can you tell me if the mod has the same features as 1.7.10?
kinda working on a dozen mods at the same time. Compared to last message from me, i got the baked model with dynamic texture mostly working, but its a lot of effort to correctly draw all quads. If Mineshopper doesn't have plans to continue for 1.14+, then i will definitely soon continue my version
I pulled in 1.16.1 Forge a couple weeks ago, and see around 2000+ errors. Just porting the POC to a new version is a challenge these days. I work on it once in a while, but I can't currently put in the evenings required to make it work.
I understand ... I don't know about mod development but I believe that versions 1.16.1 are very unstable. Wouldn't it be better to focus on 1.15.2? And don't give up, it's a great mod and I love it. I was forgetting, will beta 1.12.2 come out on CurseForge?
I mean, some of it is working, like using ModelData in combination with non-ticking tile entities (that means no TESR) and sided textures (wooden log). But still need to do a lot of stuff, like enabling alpha on the scaffolding texture, adding blockstate rotation+correct rendering, add all the other blocks that were in the old versions and also need to somehow fix blocks like grass that somehow wont render
I understand ... I don't know about mod development but I believe that versions 1.16.1 are very unstable. Wouldn't it be better to focus on 1.15.2? And don't give up, it's a great mod and I love it. I was forgetting, will beta 1.12.2 come out on CurseForge?
When I reboot porting efforts I usually go for the latest available just to reduce the amount of work. I've been hesitant to release betas on CurseForge because the mod is missing many blocks.
@vincentmetevelis Good progress!
@Mineshopper Are you going to update the mod for version 1.14.4? I would love it to be that way, please consider adding it
I see some work is being done, is it only 1.14 and above that are getting updates or is a 1,12 version planned as well?
The 1.12 version is coming, it's still in beta. I think they are just porting forward while they work on 1.12 so that once the beta is finished it can be ready to go on later versions?
On Fri, Oct 2, 2020 at 9:03 AM Breadabix notifications@github.com wrote:
I see some work is being done, is it only 1.14 and above that are getting updates or is a 1,12 version planned as well?
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Brilliant, look forward to seeing a proper release 👍
Hello, sorry, version 1.12.2 has already been released.
I've been suggesting this mod to some modpack making friends because I love it so much; and I see that it's updated to 1.12.2. The problem is that the modpack makers I know refuse to use anything that isn't on the curseforge website, because they don't see mods as legitimate without being on the main modding website. Is there any way the curseforge page for this mod could be updated? I'd really love to be able to play with carpenter's blocks in some modpacks again :)