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 CC Weapon Maker UPDATE 2 (23.08.07) 

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 CC Weapon Maker UPDATE 2 (23.08.07) 
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Joined: Mon Jun 04, 2007 5:55 am
Posts: 1627
Location: Ohio
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Post Re: CC Weapon Maker UPDATE 2 (23.08.07)
i just realized how to make this a little less complicated
have multiple basic editors, run by one larger program.
you've already KIND OF got that

but i ment individualy

you could include eventualy, a TDExplosive editor, an actor editor,
and all sorts of other stuff,
but that comes later,
makeing guns > makeing grenade launchers > actors
so finish the stuff for normal guns,
but make sure for the magazine,
include these 3 things
round = ____________
CopyOf = ___________
and of course, something to double-check that it wont crash
(for example round = AEmitter wont work, but round = AHuman will, also to check that you dont use round = round copyof = something thats TDExplosive, because thats not a round)

this way, you could edit a grenade, edit an actor, with this, then referance it in the magazine as a round.
just as long as you tell it the order for the instances (IE particle > TDExplosive > magazine > gun, in that order)
so you start at the top,
the guns, which is the last thing defined,
you add the ability to make it more complex later,
but when actualy useing it, you can go in any order,
but you number which goes first.
you could even make it number the .ini's and just make each thing its own ini granted, having an ini for the bullet and an ini for the tracer, and an ini for the mag, and an ini for the gun, is a bit repedative and needless,
it keeps it organized, sort of.
i mean
include file lists shouldnt be 30 entrys long is a bit much even for one of those awsome things like homeing missiles or the xenon bomb from AAL's bombs.

but there'd be a reason for makeing it multiple files
if you make an actor start with something in its inventory,
how would your program recognize the extra lines, to know where to put the next thing in the file?
if you include a break, it would have to recognize the same break the game does,
and i dont know if what your codeing in, can recognize that.

having a mod as many files in 1 RTE ensures that it will work, and that your prog could easily edit it.
but it also insures slgihtly larger RTE's and a huge ass mess if someone trys to edit it manualy.
which means debuging a mod would be a HUGE pain.

i'm not really asking to do one or the other,
i'm just throwing my thoughts out there in case it helps.


Mon Sep 10, 2007 8:54 pm
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Joined: Mon Jun 04, 2007 5:55 am
Posts: 1627
Location: Ohio
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Post Re: CC Weapon Maker UPDATE 2 (23.08.07)
oh and sorry for all my long-winded posts

~~edit~~
i've been gone for 2 days, and there hasnt been a post, or update?
i'm shocked.


Mon Sep 10, 2007 8:55 pm
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Joined: Fri Dec 29, 2006 7:42 pm
Posts: 1871
Location: UK
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Post Re: CC Weapon Maker UPDATE 2 (23.08.07)
That's because there's little to say until the weaponmaker actually comes out.


Thu Sep 13, 2007 5:47 pm
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Joined: Fri Feb 16, 2007 5:49 pm
Posts: 9
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Post Re: CC Weapon Maker UPDATE 2 (23.08.07)
TrouserDemon wrote:
That's because there's little to say until the weaponmaker actually comes out.


Yeaaaaahhh... like DukeNukemForever if you know what Im hinting towards... :grin:


Thu Sep 13, 2007 8:12 pm
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Joined: Sun Aug 05, 2007 2:47 am
Posts: 26
Location: Australia
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Post Re: CC Weapon Maker UPDATE 2 (23.08.07)
Miles_T3hR4t wrote:
i just realized how to make this a little less complicated
have multiple basic editors, run by one larger program.
you've already KIND OF got that

but i ment individualy

you could include eventualy, a TDExplosive editor, an actor editor,
and all sorts of other stuff,
but that comes later,
makeing guns > makeing grenade launchers > actors
so finish the stuff for normal guns,
but make sure for the magazine,
include these 3 things
round = ____________
CopyOf = ___________
and of course, something to double-check that it wont crash
(for example round = AEmitter wont work, but round = AHuman will, also to check that you dont use round = round copyof = something thats TDExplosive, because thats not a round)

this way, you could edit a grenade, edit an actor, with this, then referance it in the magazine as a round.
just as long as you tell it the order for the instances (IE particle > TDExplosive > magazine > gun, in that order)
so you start at the top,
the guns, which is the last thing defined,
you add the ability to make it more complex later,
but when actualy useing it, you can go in any order,
but you number which goes first.
you could even make it number the .ini's and just make each thing its own ini granted, having an ini for the bullet and an ini for the tracer, and an ini for the mag, and an ini for the gun, is a bit repedative and needless,
it keeps it organized, sort of.
i mean
include file lists shouldnt be 30 entrys long is a bit much even for one of those awsome things like homeing missiles or the xenon bomb from AAL's bombs.

but there'd be a reason for makeing it multiple files
if you make an actor start with something in its inventory,
how would your program recognize the extra lines, to know where to put the next thing in the file?
if you include a break, it would have to recognize the same break the game does,
and i dont know if what your codeing in, can recognize that.

having a mod as many files in 1 RTE ensures that it will work, and that your prog could easily edit it.
but it also insures slgihtly larger RTE's and a huge ass mess if someone trys to edit it manualy.
which means debuging a mod would be a HUGE pain.

i'm not really asking to do one or the other,
i'm just throwing my thoughts out there in case it helps.


I like that idea, i will make multiple editors instead of one. It will be easier for me and i can release it in sections and faster. :)


Fri Sep 14, 2007 9:57 am
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Joined: Thu Aug 30, 2007 1:22 pm
Posts: 2
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Post Re: CC Weapon Maker UPDATE 2 (23.08.07)
If you get this done...
...I'm swapping to Linux, since you'll be causing Microsoft to go bankrupt anyway. :D


Fri Sep 14, 2007 11:22 am
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Location: Australia
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Post Re: CC Weapon Maker UPDATE 2 (23.08.07)
Spazmodius wrote:
If you get this done...
...I'm swapping to Linux, since you'll be causing Microsoft to go bankrupt anyway. :D


...What? I dont follow


Fri Sep 14, 2007 11:24 am
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Joined: Thu Aug 30, 2007 1:22 pm
Posts: 2
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Post Re: CC Weapon Maker UPDATE 2 (23.08.07)
Monky wrote:
Spazmodius wrote:
If you get this done...
...I'm swapping to Linux, since you'll be causing Microsoft to go bankrupt anyway. :D


...What? I dont follow

And here I was thinking you were smart. :-(

Just kidding.
tl;dr You are a coding god, and Windows sucks. :grin:


Fri Sep 14, 2007 11:36 am
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Joined: Wed Apr 11, 2007 7:59 pm
Posts: 39
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Post Re: CC Weapon Maker UPDATE 2 (23.08.07)
You and data need to talk... I'm guessing you might be able to take off quite a load from Data by getting up some of the editors and stuff and giving em to him first so he doesn't have to waste as much time.

And let me say one thing.

You are not god.

Data is god.

You are god's right hand man, in line for the god position pending further review.


Fri Sep 14, 2007 3:52 pm
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Joined: Wed Aug 22, 2007 10:08 am
Posts: 1
Location: Ukraine
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Post Re: CC Weapon Maker UPDATE 2 (23.08.07)
Colors are not for users :]
Uhm, I just want to ask when you gonna put it here. :???: - damn, this smile reminds me Ike.


Fri Sep 14, 2007 6:49 pm
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Joined: Mon Jun 04, 2007 5:55 am
Posts: 1627
Location: Ohio
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Post Re: CC Weapon Maker UPDATE 2 (23.08.07)
Bandaid wrote:
You and data need to talk... I'm guessing you might be able to take off quite a load from Data by getting up some of the editors and stuff and giving em to him first so he doesn't have to waste as much time.

And let me say one thing.

You are not god.

Data is god.

You are god's right hand man, in line for the god position pending further review.


Correction
He is God,
Data is the existance that God is in.
and i'm sorry
this is good enough that "god" should be spelled with a capital G.
he = God
data = what we use to see god.


Fri Sep 14, 2007 10:20 pm
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Joined: Wed Mar 28, 2007 9:02 pm
Posts: 1639
Location: Somewhere. Nowhere.
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Post Re: CC Weapon Maker UPDATE 2 (23.08.07)
Actually.

Monky = Chuck Norris
God = God
Data = Data

From least important to most, top to bottom.


Fri Sep 14, 2007 10:23 pm
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Joined: Fri Feb 16, 2007 5:49 pm
Posts: 9
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Post Re: CC Weapon Maker UPDATE 2 (23.08.07)
Bandaid wrote:
You and data need to talk... I'm guessing you might be able to take off quite a load from Data by getting up some of the editors and stuff and giving em to him first so he doesn't have to waste as much time.

And let me say one thing.

You are not god.

Data is god.

You are god's right hand man, in line for the god position pending further review.


Hmm I wonder... I havent seen any actual piece of work from Monky yet.
Until then Ill remain scaptical... ¬_¬


Fri Sep 14, 2007 10:25 pm
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Post Re: CC Weapon Maker UPDATE 2 (23.08.07)
Tower wrote:
Bandaid wrote:
You and data need to talk... I'm guessing you might be able to take off quite a load from Data by getting up some of the editors and stuff and giving em to him first so he doesn't have to waste as much time.

And let me say one thing.

You are not god.

Data is god.

You are god's right hand man, in line for the god position pending further review.


Hmm I wonder... I havent seen any actual piece of work from Monky yet.
Until then Ill remain scaptical... ¬_¬

wow thats my opinion of god! i havent seen ANYTHING that proves he can do anything,
so i'm skeptical. Monkey however has at least SOMETHING to show for it.
folowing your skepticism, and that he couldnt code for ♥♥♥♥, therefor, what he posted, is DAMNED GOOD PHOTOSHOP WORK! which means either he's good at codeing, and we havent seen grafical work,
or he's good at lieing and grafical work.
either way, he's god.


Fri Sep 14, 2007 10:36 pm
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Joined: Sat Jun 30, 2007 4:39 am
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Post Re: CC Weapon Maker UPDATE 2 (23.08.07)
Topic is about the development of the CC Weapon Maker, not a debate about who is god.

Also, I'll push to get this sticked should it be completed.


Fri Sep 14, 2007 10:45 pm
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