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[1.5.1]Gulliver (Resizing Mod) getting Forged


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Posted

Hello folks :)

 

I've got a mod called Gulliver that allows you to change the size of the player and other entities, in both singleplayer and multiplayer: http://www.minecraftforum.net/topic/1112856-125smp-gulliver-the-resizing-mod-changing-your-perspective-of-minecraft

 

Currently Gulliver uses ModLoader and supports ModLoaderMP.  I would like to add Forge compatibility so my users can play with their Forge-based mods, not to mention that I've been wanting to see how well it works with RedPower sub blocks (drop ceilings & ductwork tunnels! :D)

 

Important caveat: Gulliver changes scads of base classes.  I plan to reduce the number of base class changes eventually, but I doubt I can get away with not modifying any base classes, considering how much fundamental Minecraft code I've had to adjust to get this mod to work well.

 

So, got any advice for a Forge noob trying to add compatibility for a ridiculously complex but highly amusing mod? ;)

 

Oh by the way, sp614x suggested that I ask you guys to add hooks for render view positioning and perspective changes.  I'm still working out the rendering details, but would you be open to making hooks of that sort?

 

Cheers,

UncleMion

Posted

Try to use as many Forge hooks as you can.

Then try to use Java Reflection to do what is left.

For the stragglers, try to make a new hook and try to make it as generic as possible, and submit a pull request for it to be put in to Forge proper.  :)

Posted

Ah, so that's what that mod is called. I've been wanting to try it out for some time, but never actually knew the name of it. I hope you manage to get it forge compatible. Anyways, I'm gonna go get tiny. :P

Check out my

Texture Packs Thread here on the Forge Forum. :)

Currently in the process of adding some mod support for JohnSmith Texture Pack.

width=105 height=12https://www.sugarsync.com/piv/D8135159_67366891_21351[/img]

 

width=209 height=19https://www.sugarsync.com/piv/D8135159_67366891_772852[/img]

Posted

Try to use as many Forge hooks as you can.

Then try to use Java Reflection to do what is left.

For the stragglers, try to make a new hook and try to make it as generic as possible, and submit a pull request for it to be put in to Forge proper.  :)

Thanks for the feedback :)

 

Hm, I'd like to have Gulliver be Forge compatible but not required.  I suspect that, since some of the Forged base classes I conflict with happen to implement Forge-specific interface classes, I'd be best off making 2 releases: one fully Forge compatible, one not (but close if possible).

 

So... the Forge one would need to incorporate Forge code into the base classes I modify, and the less-Forged would use reflection on existing hooks wherever it can.  Does that sound about right?

 

I'd actually try to replace code with Forge hooks if possible, but it'd be trickier to maintain 2 very divergent forks.  Probably worth it if the hooks are useful :) I'll see what I can figure out.

Posted

What should be done is no base edits at all, Forge is trying to massively get away from mods requiring base edits as they make some things near impossible (look at the mystcraft conflicts, Forge updates rapidly while remaining backwards compatible, but mystcraft edits a lot of base classes and it cannot keep up, thus it starts breaking other mods that require the new features).  It is better to use hooks when possible, then use reflection, else make a new hook and submit it for inclusion in to Forge.  That is what Forge is, a set of useful hooks for mods to not require base edits, and anyone can submit new hooks, and as long as they are not already there, cannot be done via reflection, and cannot easily be implemented in a better way, then expect it to be added straight in, else you will get feedback.  :)

Posted

Hmm, about how often does Forge add new features?  In the "Recommended" releases at least.

 

I can't really call my mod stable until I've finished adding the main features I've got planned and done a lot of code cleanup.  I don't expect to be submitting any forge hooks until after a good thorough refactoring and consideration of what features would be useful to other mods.

 

In the meantime it's more a matter of my mod supporting Forge and not the other way around ;) It shouldn't be too much trouble to update to new versions once I've gotten the current Forge features taken care of.

Posted

Just poke Lex here or on the IRC and he can generally give you feedback on a submitted hook quite quickly.  Recommended releases is a release that has been out for a while that has no known reported bugs, recommended usually comes out every few weeks at the slowest to a few times a week at the fastest pace, always backwards compatible though so just pick a version and work with it, or update as you need for new features.

  • 1 month later...
Posted

Yes! Forge compatibility good! :D

 

I foresee a miniature manor in a cloud of wool!

 

Even if it's only 20x20x20, that's 160x160x160 with little blocks and with Gulliver it's a mansion for kings and queens and many, many sheep.  This is going to be so much fun :)

  • 5 weeks later...
Posted

Quick FYI, I'm putting the Forge port on hold until after I get some particular mod features working.  It'll be a lot easier to take care of those features before I fork Gulliver into 2 separate releases for ModLoader and Forge.

  • 6 months later...
Posted

Restarting the thread now that I've made a Gulliver Forged release as an April Fool's not-prank ;)

 

http://www.minecraftforum.net/topic/1112856-151mlforge-gulliver-the-resizing-mod-v0132-beta-april-1-changing-your-perspective-of-minecraft-over-90000-downloads/

 

It's only partway converted over to Forge.  There's a lot more I want to do with using Forge hooks for Gulliver where possible, but I'm afraid it's still going to be a very base-class-heavy mod.

 

My goal is to have reasonable "default" behavior for resized mobs, as well as scaled movements, block-breaking ability, etc. so that other mods are reasonably playable even before doing specific compatibility changes.

 

Anyway, y'all are welcome to try the preliminary experimental Gulliver Forged thing and let me know what you think :) I'll ask more specific questions about code structure as I go along in the integration process.

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