What is your workflow when developing plugins?
Hi
I have just started to learn how to make plugins using SourcePawn. Currently I just write and compile plugins and upload them to one of my online servers, which somethimes have players. I don't feel like this is the most productive way of doing it. What is the common workflow when making plugins? |
Re: What is your workflow when developing plugins?
Sounds about right. You could run a local srcds instance to test locally if you wanted to.
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Re: What is your workflow when developing plugins?
I use notepad++ with sourcepawn syntax highlighting and auto-completion.
Also debugging is fully automated on my local server. To do that, I use this notepad++ script to compile with keyboard shortcut and smx auto-reloader . Hope it helps. |
Re: What is your workflow when developing plugins?
I write my plugins on my server itself with WinSCP's built in editor. Then I just use the addons/sourcemod/scripting/compile.sh script to compile it. And mv it over to the plugins dir.
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Re: What is your workflow when developing plugins?
vim on laptop with
Code:
:!./spcomp myplugin.sp -oplugins/myplugin.smx |
Re: What is your workflow when developing plugins?
That depends. If it's a public plugin, the first thing I do is start a new GitHub repository for it.
Then I copy the plugin_template.sp from my sourcemod-snippets repository and start working on the new plugin in NotePad++. I do testing primarily on my test server (mentioned in my signature) especially for game modes that are arena-based... said test server currently costs me around $10/month. |
Re: What is your workflow when developing plugins?
That depends on the scale of the plugin.
Mostly I just start right ahead (or with a small outline on paper) as most plugins are relatively small. Then if they are roughly finished but I see more potential in it which needs more experimentation I start a repository and use svn to keep track. I use PawnStudio with a customized compile script which is a C# program which utilizes WinSCP to open up a small dialog after successful compilation which then lets me either select existing or create new remote upload targets. Example: Right now I am working on a L4D2 plugin which spawns self-evading gifts. I finished the rough outline pretty quickly but then realized that I could try and use A* for better pathfinding, although it is quite experimental and maybe performance-costly due to not having a grid to begin with and having to use tracehulls. So I created a svn repo and used what I have for the initial commit. |
Re: What is your workflow when developing plugins?
I usually create a git repo for the plugin first, then create a jenkins project with an after build task of uploading the latest version to my test server and restarting it. Then I simply save + commit, I usually use a mixture of PawnStudio and Notepad++ for the actual editing.
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Re: What is your workflow when developing plugins?
Quote:
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Re: What is your workflow when developing plugins?
The only reason I still use PawnStudio at all is the autocomplete, with the way a lot of functions are written, especially in larger project, not having to reference docs/include files as frequently is a big help...especially when I don't develop for SourcePawn nearly as much as I used to.
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