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aperturecraftvanilla's Introduction

This repository has moved to https://codeberg.org/Adrodoc/ApertureCraftVanilla to avoid GitHubs two factor authentication (2FA) requirement. We believe that Microsofts decision to force all code contributors to use 2FA is very problematic for the following reasons:

  1. 2FA significantly increases the risk of irreversible account loss. This is very different to 2FA for something like online banking where in the worst case you can contact your bank and verify your identity to regain access. With GitHub however, if you loose your phone and backup codes (both of which is possible), you will never gain access to your account again.
  2. The decision to require 2FA for every code contributor seems very needless. Yes software supply chain attacks are a thing, but not every code contributor on GitHub is responsible for widely used libraries. It's quite the opposite: most code contributors are not responsible for widely used libraries and their code is reviewed and merged by those that are. Also, the details of the 2FA requirement seem arbitrary. Why for example is email not accepted as a second factor or why can WebAuth only be a second second factor and not a primary second factor? Just to make it really hard to not use a phone for 2FA? It feels like a "trust us, we know what's good for you" attitude from Microsoft and it is scary to think what arbitrary decision could come next.
  3. Depending on how you use passwords the account security is not necessary improved that much by using 2FA, especially if it is forced onto people that don't want to use it. So why is there no opt out?
  4. Many other developers publicly stated that they are leaving GitHub because of this, so staying on GitHub would prevent any code contributions from these people. This makes finding good contributors even harder than before. By moving to https://codeberg.org everyone can continue to contribute to this project.
  5. Unfortunately Microsoft does not allow mail as a second factor and some companies do not allow you to bring your private phone to work or install proprietary software (such authenticators) for security reasons. This means 2FA can actually completely prevent you from logging into the website in some circumstances. This is really sad, because it can make it harder for professional developers at companies that use free and open source software to return something to the community.
  6. Not everyone owns/can afford a smartphone or dedicated authenticator hardware and Microsoft makes it very inconvenient to use 2FA without that by requiring you to install authenticator software on every development machine. This discourages code contributions from poor people.

2FA is a good technology, but it should be up to repository owners to decide whether it is appropriate for the project at hand. Requiring 2FA for all code contributions, even for code that is reviewed and merged by other people, is completely unnecessary and discourages contributions.

Aperturecraft Vanilla

Aperturecraft Vanilla is a command block system that implements almost all elements of the game Portal 2 in vanilla Minecraft. Currently this includes:

  • Four Portals
  • Light Bridges
  • Laser
  • Weighted Storage Cubes
  • Discouragement Redirection Cubes
  • Material Emancipation Grills
  • Repulsion, Propulsion and Cleansing Gel

You can find more detailed information in the wiki.

If you want to build a map with Aperturecraft Vanilla you can find a lot of helpful templates in the Mapmaker Helper wich is also included in the demo world.

Aperturecraft Vanilla is written in MPL. To build this project you have to compile the file ApertureCraft Vanilla.mpl.

Creative Commons License Agreement
ApertureCraft Vanilla by Adrodoc55 is licensed under Creative Commons Attribution 4.0 International.

Trailer

Trailer for ApertureCraft Vanilla

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aperturecraftvanilla's Issues

Lasers Should be able to pass through Glass, Glass Panes, Iron Bars, and not be able to pass through normal cubes

This can be done by adding these commands before the last one in the laser chain:

/execute @e[name=ACV_Laser] ~ ~ ~ detect ~ ~ ~ minecraft:glass 0 /scoreboard players tag @e[r=1,c=1] add ACV_InAir

/execute @e[name=ACV_Laser] ~ ~ ~ detect ~ ~ ~ minecraft:glass_pane 0 /scoreboard players tag @e[r=1,c=1] add ACV_InAir

/execute @e[name=ACV_Laser] ~ ~ ~ detect ~ ~ ~ minecraft:iron_bars 0 /scoreboard players tag @e[r=1,c=1] add ACV_InAir

To prevent lasers from passing through a normal cube you can add this to the end of the chain:
There might be a better way to do this but it works for me
/execute @e[name=Weighted_Storage_Cube,tag=!ACV_Redirecting] ~ ~1.5 ~ /kill @e[name=ACV_Laser,dy=0]

Keepin it goin

Howdy Adrodoc, I know you are no longer interested in working on ACV, so i have been spending the past few weeks getting it all working in 1.17 and it is working very well. I am also adding new features to it as well. I started from the 1.12.2 version and it is currently in physical form but i also wanted to put it into datapack form as well, But i need to check with you if it would be ok to release it publicly (giving you credit of course). Have an awesome day

Conversion Gel , Adhesion Gel, Aerial Faith Plate suggestion

This suggestion brings the other two gels from the game (one of which isn't present in the original storyline of Portal 2), and of course the Aerial Faith Plate.
Conversion gel would just behave like other gel dispensers, instead, it would pump out white wool, replacing the blocks it hits with the first block in the block-option box or white wool if the block-option box is empty.

Adhesion gel would behave like any other gel dispensers, instead, it would pump out purple wool, covering a 3x3 area in purple carpet. Entities on the carpet receive slowness effect (works like the opposite of propulsion gel dispenser).

Aerial Faith Plate would work just like the game, it would launch the player in the direction it is facing.
Nothing else to say, just this link to a currently existing project that could inspire you.
http://pastebin.com/5X4pUmDr

Expansion: Blue Gel Levitation

So we've added to the Blue Gel the Levitation Effect... so that works now witch levitation...
However the MPL doesn't really work with the Install and Uninstall parameters so the scoreboards have to be added by Hand.

ACV_gels.zip

Validation can incorrectly return invalid when using ACV_remote_createPortal

This occurs, when a Player shoots a Portal immediately before a remote call to ACV_remote_createPortal is triggered.

The ACV_Main from the normal execution will remain after the lock on ACV_online is released and ACV_remote_createPortal will spawn a new ACV_Main. Therefor the system is then running with two ACV_Main, wich often results in a validation failure and sometimes even worse effects.

Multiplayer MEG

If one player in this case the blue/orange player goes through the MEG the Portals of the Blue/Orange Person closes and the Portals of the Blue/Purple Person as well. May be you do this with teams?
Generally I had to edit the MEG by myself so that they work.

Surface validation fails when portal is shot in the exact center of a block

The surface validation fails when a portal is shot in the exact center of a block. This is almost undetectable with bow and arrow, because the y coordinate has to be exactly in the center of a block (for instance 58.5). This is also an issue when using the remote interface to create a portal. For the latter a workaround is to not summon the param entity in the exact center of a block.

To reproduce this bug with an arrow you can use a command like this:

/summon arrow -1494.1 58.5 -409 {damage:5.5,Motion:[10.0,0.0,0.0]}

This bug is caused by https://bugs.mojang.com/browse/MC-111789.

Portals Should have a glowing outline

2016-02-15_10 18 04

Create a team for each portal color and set their color to their corresponding portal color.

Use the commands:
/entitydata @e[name=ACV_PortalDisplay,score_ACV_COLOR_min=0,score_ACV_COLOR=0]{Glowing:1b}

/scoreboard teams join BluePortal @e[name=ACV_PortalDisplay,score_ACV_COLOR_min=0,score_ACV_COLOR=0]
[make sure to swap out the teams and color scores for each portal]

All commands should be in a repeating command block chain and are not conditional

Portals should keep Velocity

When a Player, Cube or Gel enters a Portal the velocity should be kept. This would enable a lot of level design possibilities.

Use /teleport for 100% rotation accuracy

Using the new /teleport command it should be possible to achieve perfect rotation preservation by executing a teleport command at the portal with relative coordinates.

1.13?

Is this ever going to be updated for 1.13? The update has been out for months now and there haven't been any new commits since 2017. Seems pretty dead at this point.

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