External Editors for CC23 in Progress
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Miles_T3hR4t
Joined: Mon Jun 04, 2007 5:55 am Posts: 1627 Location: Ohio
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Re: External Editors for CC23 in Progress
Hyperkultra wrote: Add optimazations and the ability for CC to use a graphics card. Reaction now? if we get is faster load times, less lag, and an expanded pallet, i'd be so happy that i'd be in pain. now if we ONLY get those things, and thats absolutely the ONLY thing that we get, I'd be pissed, after all, thats all data would be doing. data isn't the only one who does anything to the game now. however, what does that have to do with an external editor? And actually yes, there was an external editor, in the B19-21 timeframe, I was helping the guy beta test it. I still have it somewhere, although it is not compatable with this build, and it was horribly disorganized. the only thing that came out of it that worked was a RTE tester, that would load all the base files, then a specific mod to check for errors, and references to outside rte's. make sure it isn't out of order or missing something. It would return all errors, not just the first one encountered, and it would tell you if files where missing. and also, no, that doens't work this build either, because some stuff got re-named. Actually I think i might be wrong about time-frame, it broke when data added the dreadnought... i can't remember which build that was, but you can tell it was a long time ago. Weasel's little post hints that A) next build is soon, as well as either B) changes to how things work, IE anything you make would need re-made, or C) bundled editor. a new editor, or massive changes, would make anything you make useless. now if you only get as far as the interface, and data doesn't add an editor, then your good, at least cause it will be a while till the next build.
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Thu Oct 15, 2009 5:17 pm |
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Duh102
happy carebear mom
Joined: Tue Mar 04, 2008 1:40 am Posts: 7096 Location: b8bbd5
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Re: External Editors for CC23 in Progress
Or else he's just saying that the new build may break what OP is building, so if he wants to save himself some effort he should wait.
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Thu Oct 15, 2009 5:23 pm |
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weasel
Joined: Wed Sep 16, 2009 6:22 pm Posts: 491 Location: Victoria, BC
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Re: External Editors for CC23 in Progress
Duh102 wrote: Or else he's just saying that the new build may break what OP is building, so if he wants to save himself some effort he should wait. As long as you put emphasis on "may" that's the most accurate, yes
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Thu Oct 15, 2009 5:47 pm |
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Mongoose
Joined: Thu Oct 15, 2009 5:17 am Posts: 3
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Re: External Editors for CC23 in Progress
Wow, quite the response. It's settled then. I'll get started on this and try to get a prototype rolling ASAP. I highly doubt Data would change the structures so terribly bad that it derails every single little thing , though it might take adaptability - Good code, people, is what it's about I'll start on the offsets editor. One huge thing that worries me is I always feel like i'm missing some other facet. I know of the CC wiki that explains how some things work, but a lot of the fiddly little parameters aren't very well define - Anyone willing to throw me a bone on this? I've only learned by colliding other mods together at high speeds then loving whatever bastard child pops out. I'm going to slowly go into making a fully functional devices/actors editor as well and extend onwards, I just need a little guidance on everything allowed, Objects and their types/modes. If anyone wishes to help: AIM: CookMyMongoose MSN: noxthox@hotmail.com
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Thu Oct 15, 2009 11:34 pm |
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Rawtoast
Joined: Mon Apr 06, 2009 9:41 am Posts: 712 Location: New York
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Re: External Editors for CC23 in Progress
A walkpath editor would be so neat-o.
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Fri Oct 16, 2009 2:04 am |
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Dr. Evil
Joined: Mon Aug 17, 2009 3:00 am Posts: 242 Location: The Great White North
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Re: External Editors for CC23 in Progress
I would highly advise breaking up your email address so that bots can't read it. Otherwise you may soon be afloat upon the great sea o' spam. Just say'n.
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Sat Oct 17, 2009 1:49 am |
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Mongoose
Joined: Thu Oct 15, 2009 5:17 am Posts: 3
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Re: External Editors for CC23 in Progress
Good advice, but i'm not worried. It's a black hole email box anyways.
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Sat Oct 17, 2009 1:51 am |
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whitty
Joined: Sat Jun 16, 2007 2:31 am Posts: 2982 Location: Texas
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Re: External Editors for CC23 in Progress
weasel wrote: I don't know what will change in the next build but just for the sake of safety I recommend that... people... wait a bit? Maybe a week or two?
Just sayin'
Not that I know anything or am hinting at stuff ....Not cool man, not cool. Rawtoast wrote: A walkpath editor would be so neat-o. Very very few of us understand those.
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Sat Oct 17, 2009 5:43 am |
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Geti
Joined: Sun Jul 13, 2008 9:57 am Posts: 4886 Location: some compy
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Re: External Editors for CC23 in Progress
whitty wrote: Very very few of us understand those. There is an actor editor and Roon3's limbpath tutorial for the learning with.
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Sat Oct 17, 2009 5:50 am |
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Duh102
happy carebear mom
Joined: Tue Mar 04, 2008 1:40 am Posts: 7096 Location: b8bbd5
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Re: External Editors for CC23 in Progress
Geti wrote: whitty wrote: Very very few of us understand those. There is an actor editor and Roon3's limbpath tutorial for the learning with. I learned how in a day. It makes complete sense after you figure it out, kinda like offsets.
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Sat Oct 17, 2009 5:53 am |
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Geti
Joined: Sun Jul 13, 2008 9:57 am Posts: 4886 Location: some compy
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Re: External Editors for CC23 in Progress
that was kind-of my point. you just need to sit down with these things and nut them out. well, for quite a lot of them you dont (for example, defining a presetname should take <3 seconds to understand and be able to implement, but understanding the concept of recursive gibbing might take a bit longer, as would figuring out how to mirror another actor's actions with controller functions, horizontally flipped. but hey, if editors come and simplify it for everyone who doesnt currently get it, more power to them.
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Sat Oct 17, 2009 7:50 am |
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whitty
Joined: Sat Jun 16, 2007 2:31 am Posts: 2982 Location: Texas
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Re: External Editors for CC23 in Progress
Duh102 wrote: Geti wrote: whitty wrote: Very very few of us understand those. There is an actor editor and Roon3's limbpath tutorial for the learning with. I learned how in a day. It makes complete sense after you figure it out, kinda like offsets. I'm not saying it's impossible. All the offsets are easy for the exception of walkpaths. Those can take hours.
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Sat Oct 17, 2009 3:17 pm |
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Duh102
happy carebear mom
Joined: Tue Mar 04, 2008 1:40 am Posts: 7096 Location: b8bbd5
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Re: External Editors for CC23 in Progress
whitty wrote: I'm not saying it's impossible. All the offsets are easy for the exception of walkpaths. Those can take hours. Of course it isn't impossible. And, after you learn them, they are as easy as regular offsets, which was my point. The only problem I've had is figuring out how far the leg will actually extend, which is just a bit of playing with it.
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Sat Oct 17, 2009 3:27 pm |
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whitty
Joined: Sat Jun 16, 2007 2:31 am Posts: 2982 Location: Texas
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Re: External Editors for CC23 in Progress
They still take a long time.
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Sat Oct 17, 2009 4:03 pm |
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Geti
Joined: Sun Jul 13, 2008 9:57 am Posts: 4886 Location: some compy
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Re: External Editors for CC23 in Progress
This is getting petty. It depends on how complex the limbpath is, but overall if a walkpath takes you longer than 15 minutes to get right, take a break, do something else, then come back to it. All they are is instructions in segments of "move the hand/foot x pixels across and y pixels up and down", which if you draw up a diagram of how you want it to work doesnt take very long to get right.
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Sat Oct 17, 2009 9:08 pm |
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