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Future development of WorldEditCUI

Open ryantheleach opened this issue 13 years ago • 9 comments

It looks as if development of WECUI has stalled, yet @mumfrey @Mystou and @tyduptyler13 have made forks.

Is it possible to form a team so that WECUI can stay up to date, and even work with more then just worldedit? A good direction would be to make a serverside API library that can work with bukkit and forge.

ryantheleach avatar May 01 '13 00:05 ryantheleach

There is sort of a library. It's called plugin channels, however MCPC doers not support them yet. Mumfrey uses the WE API that is already in place.

octylFractal avatar Mar 14 '14 22:03 octylFractal

I am considering updating it to the latest version of forge soon. All depends on how much free time I can get. (Full time student with 2 part time jobs)

tyduptyler13 avatar Mar 17 '14 04:03 tyduptyler13

@tyduptyler13 I can help if you need it.

octylFractal avatar Mar 17 '14 04:03 octylFractal

You realise that the official version works with forge? LiteLoader doesn't interfere with forge at all and can even be loaded by it, so to install WECUI for 1.7.2 you just extract the liteloader jar and the wecui litemod to the "mods/1.7.2" folder.

Mumfrey avatar Mar 20 '14 11:03 Mumfrey

I think they want a version with fewer dependencies. Which is the whole reason that I don't use the official version. I don't care for adding needless dependencies.

tyduptyler13 avatar Mar 20 '14 20:03 tyduptyler13

Considering that using liteloader means that people don't need to install Forge just to run a lightweight, client-side-only mod, having a dedicated forge version seems to just create a separate version to support with no additional benefits.

Since I try very hard to provide support for all my mods and help to people using them by being extremely active user of the forums and answering queries to the best of my ability, I'm mainly concerned that I'm going to have people coming to the official thread asking for help with the ported version and not being able to provide adequate help to them.

I could see the argument for making a separate version if the installation was arduous or prone to causing issues or had some performance or stability impact, but honestly none of those things are the case. The LiteLoader installation is extremely streamlined and supports multiple methods of deployment, inlcuding being loaded by forge as a mod itself and vice versa.

At the moment I just don't see a compelling argument for having a separate version.

Mumfrey avatar Mar 24 '14 12:03 Mumfrey

Seems reasonable to me. Only reason I wanted it, was because I already use Forge and didn't want to use liteloader. My current plans for minecraft coding are low priority but all have possible applications:

List goes from big to small in order of complexity and time required

  • Custom Minecraft Client (Currently called MyCraft)
    • Extremely easy to mod
    • Compatible with standard minecraft versions
    • Hopefully will be backwards compatible with forge through wrapper or fork of forge (Could even design the internals to seamlessly implement forge)
    • New graphics engine (Either heavy focus on glsl or raytracer, could do both)
  • New shadermod for glsl moding of the graphics engine (Currently modding derived source of the shader mod by karyonix.)
    • Add two additional textures for glsl (reflectivity map and emission map)
    • Means also writing glsl code for shaders to work with textures. (Open source for maximum usage)
  • Bukkit mod (Unlikely to be finished)
    • Simple leaderboard for tracking who is the most progressed in the game of an artificially hard survival server. (Considering just implementing on top of scriptcraft)
  • Recover WorldEditCUI source and update it to the latest forge (Really unlikely to spend my time on it)

If anyone feels like working on any of the above with me then I would gladly help, just know that the one I am most interested in, is the custom minecraft client. (Essentially the spigot/bukkit project but for the client)

tyduptyler13 avatar Mar 25 '14 06:03 tyduptyler13

Well it seems like you have a good selection of potential projects, I don't honestly see that bifurcating WECUI at this point is beneficial, especially as I'm doing my best to move it forward (finally) and there's a chance that having a separate version would lead to feature lag.

Can we assume that this issue is closed for now and can be reopened if I ever drop off the planet for some reason?

Mumfrey avatar Mar 25 '14 11:03 Mumfrey

Sounds good to me. I have no real need to continue/start development of this.

tyduptyler13 avatar Mar 25 '14 23:03 tyduptyler13