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What is your workflow when developing plugins?


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Cerium
Member
Join Date: Dec 2013
Old 01-01-2014 , 12:40   What is your workflow when developing plugins?
Reply With Quote #1

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?
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friagram
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Join Date: Sep 2012
Location: Silicon Valley
Old 01-01-2014 , 12:59   Re: What is your workflow when developing plugins?
Reply With Quote #2

Sounds about right. You could run a local srcds instance to test locally if you wanted to.
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Alienmario
Senior Member
Join Date: Aug 2013
Old 01-01-2014 , 13:22   Re: What is your workflow when developing plugins?
Reply With Quote #3

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.
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NIGathan
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Join Date: Aug 2011
Location: /dev/null
Old 01-01-2014 , 13:32   Re: What is your workflow when developing plugins?
Reply With Quote #4

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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randunel
Member
Join Date: Mar 2007
Old 01-01-2014 , 13:48   Re: What is your workflow when developing plugins?
Reply With Quote #5

vim on laptop with
Code:
:!./spcomp myplugin.sp -oplugins/myplugin.smx
and a local server with bots
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Powerlord
AlliedModders Donor
Join Date: Jun 2008
Location: Seduce Me!
Old 01-01-2014 , 14:29   Re: What is your workflow when developing plugins?
Reply With Quote #6

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.
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Dr. Greg House
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Join Date: Jun 2010
Old 01-01-2014 , 15:42   Re: What is your workflow when developing plugins?
Reply With Quote #7

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.
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Last edited by Dr. Greg House; 01-01-2014 at 15:46.
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pheadxdll
AlliedModders Donor
Join Date: Jun 2008
Old 01-01-2014 , 18:22   Re: What is your workflow when developing plugins?
Reply With Quote #8

Quote:
Originally Posted by Dr. Greg House View Post
I use PawnStudio with a customized compile script..
Save yourself countless headaches and avoid PawnStudio like the plague. I know at least 3 ways to make it crash outright, switching between tabs is sketchy, it gets bogged down on large source files, and hasn't been updated in years so there's little chance of anything getting fixed. Notepad++, vi, sublime are all superior alternatives.
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Last edited by pheadxdll; 01-01-2014 at 18:29.
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Dr. Greg House
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Join Date: Jun 2010
Old 01-01-2014 , 20:51   Re: What is your workflow when developing plugins?
Reply With Quote #9

Quote:
Originally Posted by pheadxdll View Post
Save yourself countless headaches and avoid PawnStudio like the plague. I know at least 3 ways to make it crash outright, switching between tabs is sketchy, it gets bogged down on large source files, and hasn't been updated in years so there's little chance of anything getting fixed. Notepad++, vi, sublime are all superior alternatives.
I know, but I'm suffering from Stockholms.
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berni
SourceMod Plugin Approver
Join Date: May 2007
Location: Austria
Old 01-02-2014 , 07:09   Re: What is your workflow when developing plugins?
Reply With Quote #10

Quote:
Originally Posted by pheadxdll View Post
Save yourself countless headaches and avoid PawnStudio like the plague. I know at least 3 ways to make it crash outright, switching between tabs is sketchy, it gets bogged down on large source files, and hasn't been updated in years so there's little chance of anything getting fixed. Notepad++, vi, sublime are all superior alternatives.
I tried allot of alternatives to Pawnstudio, but none of them were satisfying me because of the lack of a good code analysis. I changed some options in Pawnstudio to reduce the crashes, it still sometimes crashes, but those are recoverable so I don't lose anything.
The sublime plugin is also quite good, but the code analysis still isn't that good like in Pawnstudio.

+ Pawnstudio supports on-the-fly FTP-uploading to a gameserver of your choice after compilation, in Sublime that's not possible without a few extra clicks.
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Last edited by berni; 01-02-2014 at 07:11.
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