vo abrir o jogo,os codigos estao nessas pastas,vesa voce e pege-os(codigos para arrumar o smart moving)vo colocar os nomes das pastas do arquivo PlayerApi
so mais uma coisa,as botas estao bugadas,elas nao mudam de cor tambem.
Quote from destrondivel (translated) »
so one more thing , the boots station buggy , they do not change color as well.
Quote from destrondivel »
as botas nao estao bugadas,engano meu.
vo abrir o jogo,os codigos estao nessas pastas,vesa voce e pege-os(codigos para arrumar o smart moving)vo colocar os nomes das pastas do arquivo PlayerApi
api/player/client/todas as pastas:)
Quote from destrondivel (translated) »
the boots are not buggy , my mistake .
vo open the game , the codes are in these folders, you are VESA pege them ( codes to fix the smart moving ) v put the names of file folders PlayerApi
api / player / client / all folders
Não tem a certeza se eu conseguir isso exatamente ... mas estou a meio caminho feito com refatoração o renderizador para corrigir PlayerAPI ... Realmente o código envolvido é mais a ver com RenderPlayerAPI do que a própria PlayerAPI , mas independentemente disso, o representante de baunilha foi reformulado e está funcionando bem, agora eu tenho que implementar para SmartMoving / PlayerAPI / RenderPlayerAPI .
Not quite sure if I get that exactly... but I'm halfway done with refactoring the renderer to fix PlayerAPI... Really the code involved is more to do with RenderPlayerAPI than PlayerAPI itself, but regardless, the vanilla renderer has been refactored and is working fine, now I have to implement for SmartMoving / PlayerAPI / RenderPlayerAPI.
Oh, wow. Halfway through refactoring the rendering code, I find where the new entry point was hiding... So I don't need to refactor the renderer after all. After some tests, the new builds of MPS and Numina should be out...
Need I even respond to that? The translation through google translate seemed rather rude... Or is it just me? Regardless, he keeps insisting that he fixed the color in the powerfist and has no code to show for it... I've tried to reason with him in Portuguese to the best of my abilities... Does anybody here speak/read Portuguese and English who might be able to assist, perhaps we can get a better idea of what he's talking about? Some of these translations come out kinda vague... As it is, this isn't scheduled anymore for this upcoming release anyway. I'll try to make it in a minor patch build shortly after though.
Let me translate this: "I fixed the powerfist, accidentally." So he fixed the bug but he simply doesn't know how.
[PT]@destrondivel: por favor, use este site http://pastebin.com/, cole o código do arquivo inteiro e clique em "Submit", e poste o link para nós.
[EN]@destrondivel: please, use this site http://pastebin.com/, paste the source code of the whole file and click "Submit", and post the link for us.
----
EDIT1:
@Korynkai: Seriously, don't get me wrong, I'm starting to think the fix he's talking about doesn't exist. If he knows how to mess around with source code, why can't he find a way to show us the fix and get his point across? Simply post the code on the forum like those huge crash logs without spoiler tag, or post a screenshot, upload somewhere, send via mail or whatever. If one has actually managed to fix a thing, simply will find a way to show us the fix instead of saying all the time "There, I fixed it". This is no better than no fix.
For me this is entering the "show us the fix or didn't happen" phase.
----
EDIT2:
package bucky;
class apples{
public static void main(String args[]){
double tuna;
tuna = 5.28;
Need I even respond to that? The translation through google translate seemed rather rude... Or is it just me?
No. It's both him and Google being derpy.
"eu consertei o mod com esses codigos,e o powerfirst ainda tento descobrir como eu consertei"
Becomes:
"I fixed the mod with these codes, and the powerfirst still try to figure out how I fixed"
It should be:
"I fixed the mod with this code, and as to the powerfist I'm still trying to figure out how I fixed it."
The problem is, he is having troubles to communicate clearly, and Google Translate won't help that good. I speak and write in English and Portuguese, sometimes it's hard to understand what he writes. Sorry, I mean no offense.
Thanks EzerArch, this confirms the conclusion I had come to, myself.
Essentially I was at the "translation seems derpy... needs confirmation" -> "show us the fix or didn't happen" phase. I really just wanted to verify that he (still) wasn't giving any information of real use at this point that may have been lost in translation, but I seriously doubted it until you confirmed what I had surmised.
Your "issue", a non-fatal problem, was NOTthe focus of this changeset, and a fix will NOT be released this commit unless someone shows the code that fixed this issue... Now... Unless in your next message I either start seeing some code from you or you stop insisting you fixed this, I will have to report you. Any comment that is either hassling for a fix or insisting an unseen fix has been made is simply a waste of time. We are aware of this issue. It is not a priority at this time, but will be addressed, as with other issues, in order of priority. I could have spend as much time fixing this (and other) issue(s) as I have trying to decipher this conversation, and MPS would be more complete because of it, and this could already be fixed if we could see the Java/Scala code you supposedly wrote that supposedly fixes this.
@destrondivel (hoping once again this translation is accurate): O seu " problema " , um problema não- fatal , não era o foco desta revisão, e uma correção não será lançado este cometer menos que alguém mostra o código que resolveu esse problema ... Agora ... A não ser que em sua próxima mensagem que eu quer começar a ver algum código de você ou você parar de insistir que você consertar isso, eu vou ter que denunciá-lo . Qualquer comentário que ou é incomodante para uma correção ou insistindo uma correção invisível tem sido feito é simplesmente um desperdício de tempo. Estamos cientes desse problema . Ele não é uma prioridade neste momento , mas serão abordados, como com outras questões , em ordem de prioridade . I poderiam passar o máximo de tempo que fixa este (e outros) problema (s) como eu tentando decifrar essa conversa , e MPS seria mais completa por causa dela, e isso já poderia ser corrigido se pudéssemos ver o Java / Scala código que supostamente escreveu que supostamente corrige isso.
Your "issue", a non-fatal problem, was NOTthe focus of this changeset, and a fix will NOT be released this commit unless someone shows the code that fixed this issue... Now... Unless in your next message I either start seeing some code from you or you stop insisting you fixed this, I will have to report you. Any comment that is either hassling for a fix or insisting an unseen fix has been made is simply a waste of time. We are aware of this issue. It is not a priority at this time, but will be addressed, as with other issues, in order of priority. I could have spend as much time fixing this (and other) issue(s) as I have trying to decipher this conversation, and MPS would be more complete because of it, and this could already be fixed if we could see the Java/Scala code you supposedly wrote that supposedly fixes this.
just out of curiosity, what is the most prioritized issue?
Crash with latest EnderIO (this is a fatal issue and is the highest priority, also affects RailCraft in some cases)
SmartMoving (hopefully... waiting to hear back from Divisor... This was the second highest priority issue)
Switch to CoFH Redstone Flux as MPS energy units (Third highest priority as MJ is no more)
Sounds (Fourth highest as there weren't any...)
Although during my tests I did find another issue involving UI cursor tracking (and I'm reporting it as we speak to my own GH issue tracker) which may be a higher priority than SmartMoving. I'm hoping to get a fix for this in, too, but (as I'm hoping to get the current code pushed ASAP anyway, as there are alot of people waiting for it...) don't necessarily hold your breath on this particular issue...
- NOTE - it should be noted that this is particularly addressing Modular Powersuits itself (and therefore should actually be in the MPS thread, not the MPSA thread). MPSA on the other hand is getting a few new modules this upcoming build, and (afaik) the only issues involving it are the issues involving MPS itself.
Pestering the developer does not help accomplish anything. If it is not listed, it is not scheduled for this upcoming commit. That does not mean we are not aware of it or we will not get to it.
@destrondivel: Importunando o desenvolvedor não ajuda realizar qualquer coisa. Se ele não estiver na lista , não está prevista para este próximo commit. Isso não significa que não estamos conscientes disso ou não vamos chegar a ele.
As for Smart Moving, the model seems to work semi-properly when I just extend from ModelBiped rather than RenderPlayerAPI's ModelPlayer but it doesn't hook into the Smart Moving animations or face anywhere but South...
Actually something really seems a-miss for Smart Moving, if I extend from ModelPlayer as is supposed to be the standard compatibility class, no armor model renders, unless I don't have RenderPlayerAPI loaded, which causes it to fall back to the Vanilla implementation which is a simple ModelBiped implementation, which, if I extend from anywhere else which presents the ModelBiped API or directly use this implementation when using Smart Moving, the model renders, but only facing South on my minimap compass (presumably "Old North")...
I don't see anything that could cause this behaviour in Modular Powersuits... Perhaps someone else knows? For days I've felt like I'm on the verge of solving this issue when suddenly, every single time I think I have it, my tests proves otherwise... Probably just going to disable the model for now while using Smart Moving so I can get everything else pushed and get back to it later...
Edit: OMG, right when I'm about to give up, I think I'm onto something. I'm able to rotate the model now using SmartRender's ModelPlayer it seems... Perhaps this'll (finally) be easier than I thought...
@Destrondivel: Para citar um músico famoso: "Deixe-me fazer meus erros no meu próprio, eu não preciso de sua ajuda"
Just to clarify, it says: To quote a famous musician: "Let me make my mistakes on my own, I don't need your help" -- This obviously isn't to say I don't need any help ever, just to say I don't need his additional help regarding SmartMoving at this particular time. He really just kinda pointed me in the direction I had already started off in about 10 hours or so before his post. Don't even know if this quite translated correctly.
vo abrir o jogo,os codigos estao nessas pastas,vesa voce e pege-os(codigos para arrumar o smart moving)vo colocar os nomes das pastas do arquivo PlayerApi
api/player/client/todas as pastas:)
Não tem a certeza se eu conseguir isso exatamente ... mas estou a meio caminho feito com refatoração o renderizador para corrigir PlayerAPI ... Realmente o código envolvido é mais a ver com RenderPlayerAPI do que a própria PlayerAPI , mas independentemente disso, o representante de baunilha foi reformulado e está funcionando bem, agora eu tenho que implementar para SmartMoving / PlayerAPI / RenderPlayerAPI .
Not quite sure if I get that exactly... but I'm halfway done with refactoring the renderer to fix PlayerAPI... Really the code involved is more to do with RenderPlayerAPI than PlayerAPI itself, but regardless, the vanilla renderer has been refactored and is working fine, now I have to implement for SmartMoving / PlayerAPI / RenderPlayerAPI.
-- Korynkai : Developer, QMX Technologies
Bugzilla: https://bugzilla.qmxtech.com
Official Builds: https://jenkins.qmxtech.com
GitHub (official release source code): http://github.com/QMXTech
GitLab (snapshot source code): https://git.qmxtech.com/open-source
Patreon: http://patreon.com/QMXTech
-- Korynkai : Developer, QMX Technologies
Bugzilla: https://bugzilla.qmxtech.com
Official Builds: https://jenkins.qmxtech.com
GitHub (official release source code): http://github.com/QMXTech
GitLab (snapshot source code): https://git.qmxtech.com/open-source
Patreon: http://patreon.com/QMXTech
-- Korynkai : Developer, QMX Technologies
Bugzilla: https://bugzilla.qmxtech.com
Official Builds: https://jenkins.qmxtech.com
GitHub (official release source code): http://github.com/QMXTech
GitLab (snapshot source code): https://git.qmxtech.com/open-source
Patreon: http://patreon.com/QMXTech
Let me translate this: "I fixed the powerfist, accidentally." So he fixed the bug but he simply doesn't know how.
[PT]@destrondivel: por favor, use este site http://pastebin.com/, cole o código do arquivo inteiro e clique em "Submit", e poste o link para nós.
[EN]@destrondivel: please, use this site http://pastebin.com/, paste the source code of the whole file and click "Submit", and post the link for us.
----
EDIT1:
@Korynkai: Seriously, don't get me wrong, I'm starting to think the fix he's talking about doesn't exist. If he knows how to mess around with source code, why can't he find a way to show us the fix and get his point across? Simply post the code on the forum like those huge crash logs without spoiler tag, or post a screenshot, upload somewhere, send via mail or whatever. If one has actually managed to fix a thing, simply will find a way to show us the fix instead of saying all the time "There, I fixed it". This is no better than no fix.
For me this is entering the "show us the fix or didn't happen" phase.
----
EDIT2:
package bucky;
class apples{
public static void main(String args[]){
double tuna;
tuna = 5.28;
System.out.print("I want ");
System.out.print(tuna);
System.out.println(" movies.");
System.out.print("apples");
}
}
See? I can post raw java code on the forum. It's no secret.
EzerArch.com | Armourer's Workshop Skins | MCHeli Content Pack Addons | Resource Packs | YouTube | G+ | Twitter
No. It's both him and Google being derpy.
"eu consertei o mod com esses codigos,e o powerfirst ainda tento descobrir como eu consertei"
Becomes:
"I fixed the mod with these codes, and the powerfirst still try to figure out how I fixed"
It should be:
"I fixed the mod with this code, and as to the powerfist I'm still trying to figure out how I fixed it."
The problem is, he is having troubles to communicate clearly, and Google Translate won't help that good. I speak and write in English and Portuguese, sometimes it's hard to understand what he writes. Sorry, I mean no offense.
EzerArch.com | Armourer's Workshop Skins | MCHeli Content Pack Addons | Resource Packs | YouTube | G+ | Twitter
Essentially I was at the "translation seems derpy... needs confirmation" -> "show us the fix or didn't happen" phase. I really just wanted to verify that he (still) wasn't giving any information of real use at this point that may have been lost in translation, but I seriously doubted it until you confirmed what I had surmised.
-- Korynkai : Developer, QMX Technologies
Bugzilla: https://bugzilla.qmxtech.com
Official Builds: https://jenkins.qmxtech.com
GitHub (official release source code): http://github.com/QMXTech
GitLab (snapshot source code): https://git.qmxtech.com/open-source
Patreon: http://patreon.com/QMXTech
[EN] Could you write a Portuguese version of your post? Just in case.
[PT] Você poderia escrever uma versão em português? Só por precaução.
EzerArch.com | Armourer's Workshop Skins | MCHeli Content Pack Addons | Resource Packs | YouTube | G+ | Twitter
@destrondivel (hoping once again this translation is accurate): O seu " problema " , um problema não- fatal , não era o foco desta revisão, e uma correção não será lançado este cometer menos que alguém mostra o código que resolveu esse problema ... Agora ... A não ser que em sua próxima mensagem que eu quer começar a ver algum código de você ou você parar de insistir que você consertar isso, eu vou ter que denunciá-lo . Qualquer comentário que ou é incomodante para uma correção ou insistindo uma correção invisível tem sido feito é simplesmente um desperdício de tempo. Estamos cientes desse problema . Ele não é uma prioridade neste momento , mas serão abordados, como com outras questões , em ordem de prioridade . I poderiam passar o máximo de tempo que fixa este (e outros) problema (s) como eu tentando decifrar essa conversa , e MPS seria mais completa por causa dela, e isso já poderia ser corrigido se pudéssemos ver o Java / Scala código que supostamente escreveu que supostamente corrige isso.
-- Korynkai : Developer, QMX Technologies
Bugzilla: https://bugzilla.qmxtech.com
Official Builds: https://jenkins.qmxtech.com
GitHub (official release source code): http://github.com/QMXTech
GitLab (snapshot source code): https://git.qmxtech.com/open-source
Patreon: http://patreon.com/QMXTech
just out of curiosity, what is the most prioritized issue?
- NOTE - it should be noted that this is particularly addressing Modular Powersuits itself (and therefore should actually be in the MPS thread, not the MPSA thread). MPSA on the other hand is getting a few new modules this upcoming build, and (afaik) the only issues involving it are the issues involving MPS itself.
-- Korynkai : Developer, QMX Technologies
Bugzilla: https://bugzilla.qmxtech.com
Official Builds: https://jenkins.qmxtech.com
GitHub (official release source code): http://github.com/QMXTech
GitLab (snapshot source code): https://git.qmxtech.com/open-source
Patreon: http://patreon.com/QMXTech
Pestering the developer does not help accomplish anything. If it is not listed, it is not scheduled for this upcoming commit. That does not mean we are not aware of it or we will not get to it.
@destrondivel: Importunando o desenvolvedor não ajuda realizar qualquer coisa. Se ele não estiver na lista , não está prevista para este próximo commit. Isso não significa que não estamos conscientes disso ou não vamos chegar a ele.
As for Smart Moving, the model seems to work semi-properly when I just extend from ModelBiped rather than RenderPlayerAPI's ModelPlayer but it doesn't hook into the Smart Moving animations or face anywhere but South...
Actually something really seems a-miss for Smart Moving, if I extend from ModelPlayer as is supposed to be the standard compatibility class, no armor model renders, unless I don't have RenderPlayerAPI loaded, which causes it to fall back to the Vanilla implementation which is a simple ModelBiped implementation, which, if I extend from anywhere else which presents the ModelBiped API or directly use this implementation when using Smart Moving, the model renders, but only facing South on my minimap compass (presumably "Old North")...
I don't see anything that could cause this behaviour in Modular Powersuits... Perhaps someone else knows? For days I've felt like I'm on the verge of solving this issue when suddenly, every single time I think I have it, my tests proves otherwise... Probably just going to disable the model for now while using Smart Moving so I can get everything else pushed and get back to it later...
Edit: OMG, right when I'm about to give up, I think I'm onto something. I'm able to rotate the model now using SmartRender's ModelPlayer it seems... Perhaps this'll (finally) be easier than I thought...
-- Korynkai : Developer, QMX Technologies
Bugzilla: https://bugzilla.qmxtech.com
Official Builds: https://jenkins.qmxtech.com
GitHub (official release source code): http://github.com/QMXTech
GitLab (snapshot source code): https://git.qmxtech.com/open-source
Patreon: http://patreon.com/QMXTech
Just to clarify, it says: To quote a famous musician: "Let me make my mistakes on my own, I don't need your help" -- This obviously isn't to say I don't need any help ever, just to say I don't need his additional help regarding SmartMoving at this particular time. He really just kinda pointed me in the direction I had already started off in about 10 hours or so before his post. Don't even know if this quite translated correctly.
-- Korynkai : Developer, QMX Technologies
Bugzilla: https://bugzilla.qmxtech.com
Official Builds: https://jenkins.qmxtech.com
GitHub (official release source code): http://github.com/QMXTech
GitLab (snapshot source code): https://git.qmxtech.com/open-source
Patreon: http://patreon.com/QMXTech