Open Techjar opened 10 months ago
Compiled and tested, couldn't climb up the wall with climbing powers still unfortunately. It appears that the modCompileOnly version of Origins is a future version of the mod.
The Origin Mod's version for 1.20.1 is 1.10.0 and Apoli Mod's version is 2.9.0. I changed this and recompiled, but it still did not let me climb up the walls using the Arachnid Origin.
// for origins compat modCompileOnly "maven.modrinth:origins:1.10.0" modCompileOnlyApi "com.github.apace100:apoli:2.9.0"
that shouldn't matter I'm debugging it atm the climbing check is wrong, but the power check also doesn't return any powers
hm maybe it does matter, looks like they had some api changes from 1.20 to 1.20.2 https://github.com/apace100/apoli/commit/e63503197c3e4ed4f4f7fb7d8ab6b09c4a6426f6
implements #209
I fixed the incorrect logic. Not sure about the API stuff.
Okay, I changed how hasClimbingPower functions, see if the check works now.
It works! I compiled the mod, tested with climbing ability, could climb✅, tested without ability, couldn't climb✅. Tried without origins mod installed, couldn't climb ✅. YAY!!!
Removed the origins mod itself as a compile-time dep since we only actually use classes from apoli.
bug(?) i found: when climbing mode hand items are swapped, left hand items in right hand, vice versa.
I'm not sure I understand what you mean.
bug(?) i found: when climbing mode hand items are swapped, left hand items in right hand, vice versa.
that must be from a different mod
Only trouble we have now is that this effectively prevents you from using the other "stick hand in block" contextual interactions system we have, since climbing takes priority over that.
We now check if the climbing power is toggled on, best we can do to solve that issue. The mod has the toggle bound to G by default.
bug(?) i found: when climbing mode hand items are swapped, left hand items in right hand, vice versa.
that must be from a different mod
I'm not sure I understand what you mean.
here's a video showing the glitch with only vivecraft, origins, sodium & others: https://www.youtube.com/watch?v=spmHLP1lFUE (video recorded before most recent update to it)
See if that addresses the issue.
See if that addresses the issue.
It did. Thank you!
How goes this? I was looking at different mods to try in VR, and seeing Origins compatibility got me excited, but there's been no activity here for months.
How goes this? I was looking at different mods to try in VR, and seeing Origins compatibility got me excited, but there's been no activity here for months.
if you compile the code it should work! it just hasn't been merged into the main branch yet.
hm @Techjar could you resolve the confict please? I'm not 100% sure what goes where
Converting this to a draft as it needs some reworking to function correctly with changes on the master branch.
I think that's sufficient to make it compatible with the new model replacement logic. Please verify and I'll mark it ready again. Specifically, your main hand item renderers shouldn't be swapped or replaced in either first or third person when you have the climbing power without the claws.
seems to work fine with origins on fabric, didn't notice any item swapping. taht the climbing is always on is inteded right? just checking. also it doesn't work with the origins forge port, because they seem to not have ported the power holder for some reason https://github.com/EdwinMindcraft/apoli/blob/1.20.x/forge/src/main/java/io/github/apace100/apoli/component/PowerHolderComponent.java so need to exclude that somehow, or fix it with that, because right now it crashes on on world load. adding a class and field check might be safe to do, for just excluding.
Unable to test right now as my VR setup is broken, but it does compile at least.