8543 posts
Posted 02 May 2017 - 04:36 AM
The blog post by Dan is
here.
The github repository is
here.
This is a move Dan had discussed previously, as his time for working on ComputerCraft has dwindled. He will still be maintaining the official repository for the mod, as well as creating periodic official releases. He'll be accepting pull requests from those who would like to contribute, and has spelled out guidelines on how to create a PR that is likely to be accepted.
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Posted 02 May 2017 - 09:09 AM
I'd say it's working rather well :)/>.
Taken from the
GitHub network graph.
Many thanks to Dan for all the work he has done on ComputerCraft over the years, and for open sourcing it. I cannot wait to see what the future holds for the mod.
Edited on 02 May 2017 - 07:09 AM
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Posted 02 May 2017 - 12:47 PM
By the way, are we allowed to fork it and create versions of our own? Because I wanted to make a custom version with new commands, notifications, enhanced BIOS, and more. Or is it still licensed?
Edited on 02 May 2017 - 10:47 AM
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Posted 02 May 2017 - 01:12 PM
By the way, are we allowed to fork it and create versions of our own? Because I wanted to make a custom version with new commands, notifications, enhanced BIOS, and more. Or is it still licensed?
https://github.com/dan200/ComputerCraft/blob/master/LICENSE
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Posted 02 May 2017 - 05:31 PM
I, for one, am looking forward to what such openness brings to the mod. It's obviously worked out well for OpenComputers, but I've always liked ComputerCraft for its simplicity, especially with the turtles.
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Posted 02 May 2017 - 08:25 PM
I am going to make BetterCC and its going to be really cool since it's open source
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Posted 02 May 2017 - 09:02 PM
I am going to make BetterCC and its going to be really cool since it's open source
Or just use CCTweaks, haha
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Posted 02 May 2017 - 10:37 PM
Nah, BetterCC will add many features.
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Posted 02 May 2017 - 10:40 PM
Nah, BetterCC will add many features.
I love the implication here that CCTweaks doesn't add lots of features :P/>. In all seriousness, instead of just creating your own "cool" fork of ComputerCraft, why not contribute to the original repo? - that way everyone benefits.
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Posted 02 May 2017 - 11:14 PM
Yep! Its better to be cool together then by yourself in the corner over yonder.
Speaking of cool stuff. All modauthors that made peripheral mods for CC please come to CC repo and give your opinions of future of peripherals.
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Posted 03 May 2017 - 12:56 AM
I would love to contribute to the original repo but the BetterCC changes CC a lot. Like a GUI BIOS, and a lot more and in the rules it says it cannot have like major changes. But maybe ill make smaller changes in the original repo.
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Posted 03 May 2017 - 01:42 AM
Even small improvements are encouraged. Every brick matters!
Edited on 02 May 2017 - 11:42 PM
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Posted 03 May 2017 - 09:19 AM
I would love to contribute to the original repo but the BetterCC changes CC a lot. Like a GUI BIOS, and a lot more and in the rules it says it cannot have like major changes. But maybe ill make smaller changes in the original repo.
Make your changes in feature branches and make pull requests on those features, those that are rejected get to be unique to your fork.
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Posted 03 May 2017 - 09:37 AM
I love the idea that CC is open source, I just worry that people will make forks and new versions of it, which potentially could make lots of versions of the mod?
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Posted 03 May 2017 - 02:59 PM
I would love to contribute to the original repo but the BetterCC changes CC a lot. Like a GUI BIOS, and a lot more and in the rules it says it cannot have like major changes. But maybe ill make smaller changes in the original repo.
I wouldn't call it "BetterCC" though. Everyone likes other stuff, and I would personally hate a GUI slapped into my bios.lua because it's unnecessary IMO for example.
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Posted 05 May 2017 - 02:57 PM
I made a cron job on my server to build and package a redistribution (with SquidDev's modified build.gradle) of the main repository every 3 hours (starting at 0:30).
You can find it at
https://crzd.me/files/ComputerCraft-nightly.zipThere is also a maven repository for it at
https://crzd.me/files/maven/ (the xml is located at
https://crzd.me/files/maven/dan200/computercraft/ComputerCraft/maven-metadata-local.xml).
NOTE: This is a nightly build. Do not expect this to be stable.
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Posted 05 May 2017 - 05:35 PM
Ok i am really sorry for what i am about to say. I know this is serious discussion and all but.
16 Shades of ComputerCraftI am not sorry.
Edited on 05 May 2017 - 03:36 PM
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Posted 06 May 2017 - 01:38 AM
I love the idea that CC is open source, I just worry that people will make forks and new versions of it, which potentially could make lots of versions of the mod?
Well, this is essentially a non-issue, just like all other open-source projects.
The main repo gets the most attention and will be the best maintained version of the project, while forks and spin-offs could add functionality that doesn't belong in the main repo.
In addition to this, only the main repo will get stable official releases, so you don't have to worry about too many versions.
Edited on 05 May 2017 - 11:39 PM
194 posts
Posted 06 May 2017 - 01:55 AM
I love the idea that CC is open source, I just worry that people will make forks and new versions of it, which potentially could make lots of versions of the mod?
Well, this is essentially a non-issue, just like all other open-source projects.
The main repo gets the most attention and will be the best maintained version of the project, while forks and spin-offs could add functionality that doesn't belong in the main repo.
In addition to this, only the main repo will get stable official releases, so you don't have to worry about too many versions.
The issue i'm seeing is that if someone makes a major feature that isnt in the main repo, and wont be added for some unforeseeable reason, then that fork is going to be the most popular, and people will be more likely to use it rather than the official repo.
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Posted 06 May 2017 - 05:08 AM
I love the idea that CC is open source, I just worry that people will make forks and new versions of it, which potentially could make lots of versions of the mod?
Well, this is essentially a non-issue, just like all other open-source projects.
The main repo gets the most attention and will be the best maintained version of the project, while forks and spin-offs could add functionality that doesn't belong in the main repo.
In addition to this, only the main repo will get stable official releases, so you don't have to worry about too many versions.
The issue i'm seeing is that if someone makes a major feature that isnt in the main repo, and wont be added for some unforeseeable reason, then that fork is going to be the most popular, and people will be more likely to use it rather than the official repo.
Yea and then making this open-source Mabey Dan can make a team that can gather up ideas of CC and make it better somewhat the community can come up with. Also the community can also help with changes and help out with tweaks. They can also be mabey a signup form for mabey helping with the CC mod team. Just my personal opinion.
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Posted 06 May 2017 - 10:31 AM
Yea and then making this open-source Mabey Dan can make a team that can gather up ideas of CC and make it better somewhat the community can come up with. Also the community can also help with changes and help out with tweaks. They can also be mabey a signup form for mabey helping with the CC mod team. Just my personal opinion.
I prefer the current method, maybe add a few people with control of the repo, but have the majority of people work via pull requests.
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Posted 06 May 2017 - 08:31 PM
I prefer the current method, maybe add a few people with control of the repo, but have the majority of people work via pull requests.
I like having dan as the one with the final say on what does and doesn't get into the official repo.
Though SquidDev is a good candidate for maintainer when dan is too busy with other things :D/>
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Posted 07 May 2017 - 03:53 PM
It's been jolly nearly a week since the ComputerCraft went open source, so I thought I'd post some statistics, thoughts and what not. Note these are only correct at the time of writing
- There are 33 forks of ComputerCraft, possibly more. Computality is a 1.11.2 fork of CC, but isn't marked as such on GitHub.
- Of those forks, 14 of them have additional commits, many of which have been merged into the main repo.
- There have been 48 pull requests, of which 32 have been merged.
- There have been 83 new commits to the repo (I'm excluding merge commits here).
- There are 5 non-dan200 contributors.
These commits have fixed several bugs, as well as adding some new features. This includes:
- Added .getResponseHeaders() to HTTP responses.
- Return a HTTP response when a HTTP error occurs.
- Added a GUI to change ComputerCraft config options.
- os.time() and os.day() now accept parameters to give the real world time.
- Added os.epoch()
- Monitor text now glows in the dark.
- Added a "Pocket Computer upgrde API" so mod developers can add their own pocket upgrades.
- Added pocket.equipBack()/pocket.unequipBack() to add/remove pocket upgrades.
- shell.resolveProgram picks up on .lua files, meaning you don't need the file extension in the shell.
- The terminal pallet can now be configured with term.setPaletteColor()/term.getPaletteColor().
By the looks of it, there are several other exciting features in the pipeline.
I know a couple of people have some features they'd like to add to CC and want to put together a pull request. That's great - the more the merrier. However, I'd suggest a couple of things before wacking the fork button:
- Use Git: There have been several people committing via GitHub's web interface. For single file changes that's fine, but when you're changing anything more than that it gets confusing for everyone. If you don't know how to use Git, I'd really recommend following their Tutorial, or downloading one of the many GUIs out there - GitHub have a very user-friendly client.
- Don't commit to master: Create a new branch and add your commits to there. This means you can have multiple PRs on the go at once and, if master gets updated, it is much easier to rebase your commits. I've written a guide on how my repo is set up and how I handle merging.
- Think about what you're adding: Have a read through the suggestions forum and the list of closed PRs and think about what people's reactions have been to various additions. There is no point going to all the effort of a PR if it isn't going to benefit anyone. Try to avoid PRing in your favourite program or API unless you think it genuinely belongs in ComputerCraft. I'd personally prioritise improving the existing functionality of ComputerCraft than adding 20 new features.
If you're unsure, create an issue and ask. Even if your original idea is discarded, you might find some even better suggestions. There is also an IRC channel if you need to ask anything.
- Check it runs: Please, test everything. I've failed to do this once and it is dreadfully embarrassing, and causes more hassle for us all.
- Check it looks right: Have a prod through the rest of the code. Make sure yours follows roughly the same formatting and stylistic rules. While this is rather petty, a consistent codebase is easier to deal with.
- Contribute Have a look at other people's PRs. If you've got some feedback, say it (though try to be articulate).
Edited on 07 May 2017 - 09:15 PM
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Posted 08 May 2017 - 10:50 AM
I don't have too much of an issue with this, but I thought I'd just make everyone aware of it.
From the license:
Daniel Ratcliffe will retain the right to re-license the mod, including your contributions, in part or in whole, under other licenses.
Not that I can see anything him doing anything malicious, but still worth keeping it in mind.
119 posts
Posted 09 May 2017 - 04:30 AM
What does using term.setPaletteColor look like? I want to see if it is what I think it is, which is changing the rendered colors of the 16 color palette.
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Posted 09 May 2017 - 08:51 AM
What does using term.setPaletteColor look like? I want to see if it is what I think it is, which is changing the rendered colors of the 16 color palette.
Exactly that! You can see some examples
from the pull request:The capabilities of this can be better seen in asie's
ChenThread image format thread:
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Posted 09 June 2017 - 09:00 PM
CrazedProgrammer and I have been working on improving
the unofficial build server. It should be much more accessible now, as well as providing downloads for other PRs (such as CC with Cobalt and Minecraft 1.11.2 support).
You can find it at
https://cc.crzd.me/.
Please remember that these are development builds - whilst they have been well tested, there may be some issues. Please report them on the ComputerCraft repository.
Builds for other PRs are served on the
maven repository, so can be depended on by other mods (such as Plethora).
Edited on 12 June 2017 - 05:33 PM
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Posted 19 June 2017 - 05:08 PM
CrazedProgrammer and I have been working on improving
the unofficial build server. It should be much more accessible now, as well as providing downloads for other PRs (such as CC with Cobalt and Minecraft 1.11.2 support).
You can find it at
https://cc.crzd.me/.
Please remember that these are development builds - whilst they have been well tested, there may be some issues. Please report them on the ComputerCraft repository.
Builds for other PRs are served on the
maven repository, so can be depended on by other mods (such as Plethora).
On that I am thinking of possibly having versions of AirWaves server for every build/version of CC. What do you think?
So 1.8.9, 1.9.x, 1.10.x, 1.11.2, 1.12 etc etc?
Edited on 19 June 2017 - 03:09 PM
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Posted 20 June 2017 - 01:59 AM
More testing's always good, but actually finding the time for it is tricky… I suspect you wouldn't get all that many serious testers comparing their code across multiple builds. They'd pick one and stick with it, whereas with a single server you can force them to move up to the latest. More choice might actually be a negative.
If you did provide servers for each build, you'd at the least want to provide pre-made bases on all of them. Large enough to allow some experimentation with huge monitors, farming, mining, whatever.
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Posted 20 June 2017 - 09:11 AM
More testing's always good, but actually finding the time for it is tricky… I suspect you wouldn't get all that many serious testers comparing their code across multiple builds. They'd pick one and stick with it, whereas with a single server you can force them to move up to the latest. More choice might actually be a negative.
If you did provide servers for each build, you'd at the least want to provide pre-made bases on all of them. Large enough to allow some experimentation with huge monitors, farming, mining, whatever.
That's not a bad shout, it's really what you think would be better? Having an always up to date server…? or having an always up to date but on the same version server?
Would probably be better to always force them to update right…?
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Posted 20 June 2017 - 10:28 AM
I would like for everyone to test all versions. But I believe the best option is to just offer the "latest".
Those who truly have the time and inclination to do full testing are quite capable of setting up their own servers on their local machines anyways. It's not like you need even need a second computer to do it.
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Posted 20 June 2017 - 06:52 PM
I would like for everyone to test all versions. But I believe the best option is to just offer the "latest".
Those who truly have the time and inclination to do full testing are quite capable of setting up their own servers on their local machines anyways. It's not like you need even need a second computer to do it.
That's a good shout, okay, so keep AirWaves as an always latest server.