Hard Light Productions Forums
Modding, Mission Design, and Coding => The Modding Workshop => Topic started by: Kazan on April 04, 2006, 10:22:56 pm
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Sorry - no progress. [redaction and update] I quit EQ last night
Probably will start getting somewhere - especially now that my love for soccer has returned and broke EQ's hold on me
/but with coding as my day job it's less enticing to code on my own relaxing time.
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If your love for
soccer football has resurfaced, you better get something done before June 9th ;)
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hehehe
Good to see you're still around Kazan, even if otherwise engaged at the moment :)
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Kazan and soccer sitting in a tree
K I S S I N G
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Janos your posting privaleges have just be removed. :P
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i just quit EQ
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I still can't understand why people play MMORPGs...
oh wait maybe that's cause i have real friends :D :nod:
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har har
because they're... you know - fun
anyway now i'm taking apart hardware that was dedicated to playing EQ and making a mythBox :D
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PCS2 would be great. Almost as great as PCS1 with working glowpoint import. Yes, that great.
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Why yes, my mom DOES want PCS2 (and she says get off your arse Kazan or she's calling your mom, COLLECT!) :D
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PCS2 would be great. Almost as great as PCS1 with working glowpoint import. Yes, that great.
i'm not touching the 1.x codebase with a 10 foot pole except to translate functionality
1.x codebase is baad... dirty.. a testament to basement hacks with poor top level design
seriously - 1.x is dirty - very poorly designed. I was learning much of that stuff as I wrote it so I couldn't design a nice clean technique ahead of time: why do you think the model preview window is such a CPU hog? I have it on an independant thread updating as fast as it can. In PCS2.x it only redraws the model when it needs to (window resizes, changes to the model, moving the model around in the view, etc)
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incedently, I started toying with makeing a new POF editor recently myself, well actualy its more of a generic binary file definition and editing program (eXtendable Editor Naritive Utility), but POFs were the files I had in mind. it uses an XML like text file to define a simple file structure, currently I intend to get a basic editing capacity, then add in scripting, then add in graphics as a plugin. the way I'm doing it is IMO neat due to the fact that it uses no predefined complex structures for handleing data or manageing files (it uses a dynamicly genorated tree, each node handles both data managment and editing functionality of the data it is explisitly responsable for).
the aproch I'm takeing is not to make the best POF editor, but the most flexable and adaptable, if I do my job right changes to the basic POF file will be a trivial matter of editing some XML(like text, it's not actualy XML).
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or you could put all the energy into helping me with PCS 2.x
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^^that sounds like a good idea! why dont you work together? kazan finally gets to work again and Bobboau and the rest of the community will get a tool they always wanted ;)
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i've only ran that idea passed him half a dozen times :P
[btw who added the ()'s to the headline - i didn't put em there]
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anyway now i'm taking apart hardware that was dedicated to playing EQ...
(http://www.startrek.com/imageuploads/200303/voy-168-borg-drone-in-alcove/240x320.jpg)
that looks like it was expinsive, hope you get some of that investment back, maybe you could sell some of the implants on ebay or something?
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i just quit EQ
Cold turkey?
Anyway, I wouldn't mind implementing basic scripting environment if you like, if the FS2_Open situation (http://www.hard-light.net/wiki/index.php/Scripting_API) seems to work for you. It can probably be done relatively quickly, but coding the scripting functions/hooks would be up to you...I don't have the time or desire to try and code two Lua APIs for separate programs.
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Lua scripting would definantly be post 2.1-roadmap and probably should be done by whomever implemented it for fs2 open (you i assume)