00:00 < bridge> MC is literally the perfect example of how java makes it inherently easier to mod because the bedrock edition has 5% as much modding activity. 00:01 < bridge> bedrock edition probably has 5% as much modding activity because they were 10 years late to the party and their addon implementation covers little of what you may actually want to do in the game 00:01 < bridge> not to mention it's probably a completely different playing field. the addons are distributed by MS and you can charge for them 00:02 < bridge> it's now about how they can con kids out of $5 of their christmas money 00:02 < bridge> Also bedrock sells shaders for ,5€... 00:03 < bridge> java edition has zero first party support or distribution for modding and yet has 100x more mods. Mojang actively makes it harder by removing symbol names from their .jars and people still create modding support for every version within weeks 00:04 < bridge> bedrock is 8 years old 00:05 < bridge> it's sorta apples/oranges but 1.12 was released about 8 years after minecraft's inception 00:06 < bridge> which is the most popular version to mod 00:06 < bridge> maybe java decompilation is easier than native binaries but that's not really the big hangup imo 00:06 < bridge> it's basically the only hangup imo 00:07 < bridge> that's very little of the actual work going on in the modding scene 00:07 < bridge> it's about the APIs the mod loaders have built 00:07 < bridge> that's not really true at all, the mods use direct byte code editing in java via mixins and in C# IL with harmony. 00:08 < bridge> you can directly change the source code of the game in a very readable way 00:08 < bridge> all the major mods do this 00:08 < bridge> okay 00:09 < bridge> if you write any code expecting that nobody will touch it. it will inevitably be difficult for someone to manipulate it in binary form 00:10 < bridge> in regards to data, ownership, pipelines, etc. 00:10 < bridge> the language or mechanism you use to mod is something of an implementation detail 00:11 < bridge> the issue is re-writing or patching the existing code to safely allow the mods to work 00:12 < bridge> you've surely seen c/c++ decompilation projects around the internet.it's not like it's something ppl don't do cuz there's no supported language feature to do it 00:12 < bridge> I've done modding with c++ decomplication 00:12 < bridge> it is not fun 00:13 < bridge> it takes without exaggeration about 30 times longer to do the exact same thing in a C# IL game 00:13 < bridge> u mean than in the C# game? 00:13 < bridge> it really depends on your workflow 00:14 < bridge> you have a secret workflow that competes with ILSpy? 00:14 < bridge> it's not a secret 00:14 < bridge> IDA64 paid edition? 00:14 < bridge> what is it lol 00:14 < bridge> hex-rays provides amazing c and c++ decompilers 00:14 < bridge> yes 00:14 < bridge> have you used ILSpy? 00:15 < bridge> yeah 00:15 < bridge> what about DNSpy 00:15 < bridge> no 00:15 < bridge> these have gotten much better at representing the code at a high level 00:16 < bridge> it's not really just super simple c anymore 00:16 < bridge> DNSpy literally gives you the original code 00:16 < bridge> rght 00:16 < bridge> right 00:16 < bridge> go try it 00:16 < bridge> for real 00:16 < bridge> do you have terraria? 00:16 < bridge> open terraria in dnspy 00:16 < bridge> it's free 00:16 < bridge> yeah but im not touching that shit lol 00:17 < bridge> ?? 00:17 < bridge> ive seen the decomps 00:17 < bridge> terraria code is mortifying 00:17 < bridge> it's not that bad except for the 1 class that people talk about 00:17 < bridge> if it was that bad it would not have like 10000 mods 00:18 < bridge> i mean, yea 00:18 < bridge> idk what we are rly talking about any more 00:18 < bridge> but really you should open it in dnspy 00:18 < bridge> takes like 2 minutes 00:18 < bridge> from the time you search in google 00:18 < bridge> im not on win rn 00:18 < bridge> i dont have dotnet sdk or anything 00:19 < bridge> alr nvm 00:19 < bridge> i believe you 00:19 < bridge> it and java are very easy 00:19 < bridge> to decomp 00:20 < bridge> but i just think that the c/c++ way isn't really any less inviable as long as you know what you are doing 00:20 < bridge> but i just think that the c/c++ way isn't really any less viable as long as you know what you are doing 00:21 < bridge> it's well documented, it's generally easy to inject your own code where required, i guess it just requires more know how in the first place 00:21 < bridge> I think it's easier to decomp a C# game than it is to edit a C++ with the source code lol 00:21 < bridge> interesting 00:21 < bridge> @totar where did u go 00:22 < bridge> ok fine 00:23 < bridge> wzp 00:25 < bridge> I'm confused 00:46 < bridge> does this pr conflict with spectator clans 00:46 < bridge> ye seems like little changes 00:47 < bridge> i wonder why its still not merged xd 01:20 < bridge> `char` is the pointee type of `char *` maybe 04:02 < bridge> rip ddnet.tw 04:12 < bridge> <_gwendal> @blaiszephyr :kek: 04:17 < bridge> Is there a entity limit in demos? 04:17 < bridge> Could I have 5000 players in a demo?