Concerned.
Like I posted on the AMX forum, I hope this doesn't lead to negativity between the two communities in the long run.
Anyway, are you planning on keeping initial compatibility between the two platforms? In other words, will AMX plugins compile under AMXModx? |
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This has been a highly debated issue amongst the AMX Mod X developers.
Basically, we know that we need to keep basic backwards compatibility in order to provide an initial decent replacement for AMX Mod. Plugins that use the default AMX Mod modules will be fully backwards compatible. Plugins that use the following modules will be fully backward compatible: Quote:
Xtrafun has been merged into Fun and ENGINE. We will be including basic stocks (include files) so that the old #include lines are compatible with AMX Mod X to make cross compiling easier. |
so all you need is a .sma recompilation
or maybe even old .amx will be portable? anyway i would prefer first method :D |
What about private data support ? But not only for players entities :)
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AMX Mod X is based on AMX Mod 0.9.6j so there are the vault natives
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hmm on 0.9.6j, i thought on 0.9.8
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nope
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You will NOT NEED TO RECOMPILE many old AMX plugins.
However, anything that uses VexD will not be able to find the new natives, and will need a recompile. One thing ENGINE does is changes the VexD calls to be more readable. Entvars_Get_Int => entity_get_int ENT_SetOrigin => entity_set_origin et cetera. Although there is a VexD_Utilities.inc file to be backwards compatible, the binaries won't have the new natives. However, all authors will need to do is post plugin source and the autocompiler will take care of that. |
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