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EFI Roadmap #26

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2 of 3 tasks
OtterCodes101 opened this issue Oct 22, 2024 · 28 comments
Open
2 of 3 tasks

EFI Roadmap #26

OtterCodes101 opened this issue Oct 22, 2024 · 28 comments
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@OtterCodes101
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OtterCodes101 commented Oct 22, 2024

This is a more trackable version of the EaglerForge Injector roadmap.

  • Add makeItemStack to LCI
  • Fix blocklook.js
  • Fix setblocktest.js
@OeildeLynx31
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OeildeLynx31 commented Oct 22, 2024

Setblocktest works for me, I tested it and it works fine, there is no error, and I used its code for a mod that I have still not finished, but it works correctly

@STPv22
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STPv22 commented Oct 22, 2024

  • explain how the hell to use the hooking API

@OtterCodes101
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eh i just copy pasted this from roadmap.txt

@ZXMushroom63
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ZXMushroom63 commented Oct 25, 2024

  • explain how the hell to use the hooking API

wdym

@STPv22
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STPv22 commented Oct 25, 2024

simplify it for people who are too autistic to understand code. (how do I execute java methods)

@FlqmzeCraft
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Can I help im from the eaglerbrothers (FlamePvPcodes)

@ZXMushroom63
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ZXMushroom63 commented Oct 27, 2024

Can I help im from the eaglerbrothers (FlamePvPcodes)

sure, just beware that it is an entirely different codebase than eaglercraftx. Right now the main thing we need is better documentation, feel free to make a pr.

@FlqmzeCraft
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k

@ZXMushroom63
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simplify it for people who are too autistic to understand code. (how do I execute java methods)

https://eaglerforge.github.io/EaglerForgeInjector/docs/apidoc/hooks.html
https://eaglerforge.github.io/EaglerForgeInjector/docs/apidoc/reflect.html

better?

feedback welcome

@FlqmzeCraft
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Them some stupid ppl.

@FlqmzeCraft
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coding is easy.

@OtterCodes101
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Can I help im from the eaglerbrothers (FlamePvPcodes)

you don't need to ask
just make a pull request
its that simple

@OtterCodes101
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@ZXMushroom63 would it be possible for us to load custom textures as the game is loading? this way, we don't require the AsyncSink resource pack to be constantly loaded, and you don't need to run .reload_tex

@OtterCodes101
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basically what i'm saying
load the custom textures on the fly when the game initially loads textures

@OtterCodes101
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reload text should be automatically ran when getting into the game.

again that's what i'm saying

@OtterCodes101
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why are you explaining stuff to me 😭 are you just an AI chatbot

@OtterCodes101
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press x to doubt

@OtterCodes101
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NO IM NOT USING AN AI BOT IM JUST SAYING. I typed in my buisness voice for betetr understanding

"business voice"

what the hell is that+it makes it harder to understand+it makes it look like an ai wrote it

just write normally its not that hard

@OtterCodes101
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this aint discord write your whole thing before sending it don't just make more messages
also I KNOW already WHY are you explaining it to me I KNOW what I'm yapping about

@OtterCodes101
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what are you yapping about you're not even close to being a "partner" or whatever

@OtterCodes101
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you're just like "dude can i help i'm from the eaglerbrothers or whatever skid group that attempts to port mc versions to eagler but they fail miserably can i help tho???????????"

@OtterCodes101
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OtterCodes101 commented Nov 22, 2024

if you want to help make a pull request. It's not that hard
if you want to help us then do it.

@ZXMushroom63
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@ZXMushroom63 would it be possible for us to load custom textures as the game is loading? this way, we don't require the AsyncSink resource pack to be constantly loaded, and you don't need to run .reload_tex

nope, i've tried. the problem is that eagler loads it's assets into memory before initialising the Minecraft class, and the modloader only starts AFTER minecraft has been initialised. Finally, it is really not that big of a deal, as you only have to do this once per page reload. The reason I want to keep it as a command is to make it easier to avoid issues where, due to someone's potato internet, textures don't load in time for the initial texture reload. It would probably be possible to solely reload single assets, but that kind of breaks the point of AsyncSink's current design, which is 'let eaglercraft do it's thing'. All the library does is make a second virtual filesystem for mods to put stuff in.

@OtterCodes101
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@ZXMushroom63 what if we added zip mod support and let you contain any assets in the zip without encoding them to base64

@ZXMushroom63
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@ZXMushroom63 what if we added zip mod support and let you contain any assets in the zip without encoding them to base64

Adding to the to do list

@OtterCodes101
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if you want to implement something and know exactly how and you think coding is easy, make a damn PR

@radmanplays
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if you want to implement something and know exactly how and you think coding is easy, make a damn PR

LMFAO, hes just feeding the comments on this issue to chatgpt 💀

@ZXMushroom63
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Setblocktest works for me, I tested it and it works fine, there is no error, and I used its code for a mod that I have still not finished, but it works correctly

Just realised that the main use case for this is block/item textures, and resource packs already exist ;-;

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7 participants
@radmanplays @OeildeLynx31 @ZXMushroom63 @OtterCodes101 @STPv22 @FlqmzeCraft and others