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Plugins (SourcePawn) vs. Extensions (C++)


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asherkin
SourceMod Developer
Join Date: Aug 2009
Location: OnGameFrame()
Old 11-17-2010 , 08:41   Re: Plugins (SourcePawn) vs. Extensions (C++)
Reply With Quote #11

I've moved the SourcePawn vs. C++ debate posts from the Project Base thread to here.
If you wish to continue this discussion, do it without derailing that thread please.
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Doc-Holiday
AlliedModders Donor
Join Date: Jul 2007
Old 04-18-2013 , 17:50   Re: Plugins (SourcePawn) vs. Extensions (C++)
Reply With Quote #12

REVIVE THIS THREAD!!!!

I have failed miserably at creating extensions as I for one cant find the damn sdk need to even compile the damn thing... im blind... but I did find some that had to do with CSGO ... recreating all the spawn hooks and things like to manage the simple parts as well as the more difficult parts is a pain in the ass. So using the extensions + scripting language it stops you from having to recreate the wheel a million times for each plugin...

If a server administrator wants to run a plugin to give bots a random primary/secondary weapon they would need to hook the player spawn and verify they are a bot... No this other plugin gives all the T's C4.... now that extension also handles spawn...

Simplicity > Power....

Yes i know FT's been banned but this was always a good subject. For me I dont know alot about C++ and am currently teaching myself. My schooling only covered Intro to oop.... so I understand it but not enough to fully get in and create extensions all though i will one day actually play with them lol... would be good to know.
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nergal
Veteran Member
Join Date: Apr 2012
Old 04-19-2013 , 17:30   Re: Plugins (SourcePawn) vs. Extensions (C++)
Reply With Quote #13

question, why hasn't sourcemod updated with more scripting languages? my brother knows Python, and I religiously use Lua.
I know there's a python extension but it's very limited in use and barely works except on certain operating systems and engine versions, and there's absolutely no lua support....

I don't hate or dislike sourcepawn, but I'd rather use a language im more comfy with.
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Last edited by nergal; 04-19-2013 at 17:31.
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Dr. McKay
Sir Dr. SourceMod Plugin Approver Esq. Ltd. M.D. PhD
Join Date: Aug 2011
Location: Atlantis
Old 04-19-2013 , 18:11   Re: Plugins (SourcePawn) vs. Extensions (C++)
Reply With Quote #14

Quote:
Originally Posted by nergal View Post
question, why hasn't sourcemod updated with more scripting languages? my brother knows Python, and I religiously use Lua.
I know there's a python extension but it's very limited in use and barely works except on certain operating systems and engine versions, and there's absolutely no lua support....

I don't hate or dislike sourcepawn, but I'd rather use a language im more comfy with.
Because SourcePawn works?
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nergal
Veteran Member
Join Date: Apr 2012
Old 04-19-2013 , 18:26   Re: Plugins (SourcePawn) vs. Extensions (C++)
Reply With Quote #15

Quote:
Originally Posted by Dr. McKay View Post
Because SourcePawn works?
I know sourcepawn works, but I don't have the time to learn it compared to what I already know on Lua, and my brother on python
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Last edited by nergal; 04-19-2013 at 19:32.
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DJ Tsunami
DJ Post Spammer
Join Date: Feb 2008
Location: The Netherlands
Old 04-19-2013 , 18:43   Re: Plugins (SourcePawn) vs. Extensions (C++)
Reply With Quote #16

Anyone who is fluent at a scripting language should have no problem picking up SourcePawn, the wiki has extensive tutorials with loads of examples.

I think a better answer to your question would be that it's pretty time consuming to implement a language, and the SourceMod team has plenty to do as it is already. They can't just spend all of their time implementing every language possible. However you can implement other languages yourself, for example Viper is an attempt at a Python interpreter.
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nergal
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Join Date: Apr 2012
Old 04-19-2013 , 19:44   Re: Plugins (SourcePawn) vs. Extensions (C++)
Reply With Quote #17

Quote:
Originally Posted by DJ Tsunami View Post
Anyone who is fluent at a scripting language should have no problem picking up SourcePawn, the wiki has extensive tutorials with loads of examples.

I think a better answer to your question would be that it's pretty time consuming to implement a language, and the SourceMod team has plenty to do as it is already. They can't just spend all of their time implementing every language possible. However you can implement other languages yourself, for example Viper is an attempt at a Python interpreter.
Viper only works on Linux for Episode 1 engine games like CS:S, only the windows version of Viper works on TF2; which is "dead-ending" for TF2 server ops

But yes, also, question, is the sourcemod team looking for more members? I am going to school for programming and could really use the practice. I am sorry if this isn't the place to ask that.
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asherkin
SourceMod Developer
Join Date: Aug 2009
Location: OnGameFrame()
Old 04-19-2013 , 19:54   Re: Plugins (SourcePawn) vs. Extensions (C++)
Reply With Quote #18

Quote:
Originally Posted by nergal View Post
question, why hasn't sourcemod updated with more scripting languages?
EDIT: See dvander's post below for a more diplomatic answer.

SourceMod is SourcePawn, it's our language, it's our community.
If you're using another language - even if that is hosting itself in a SourceMod Extension - you're not using SourceMod.
It boils down to, if you don't want to use SourcePawn, you don't want to use SourceMod, and you're in the wrong place.
This has come up a lot lately, and it's not something we're interested in changing - we are interested in improving SourcePawn.

Quote:
Originally Posted by nergal View Post
But yes, also, question, is the sourcemod team looking for more members? I am going to school for programming and could really use the practice. I am sorry if this isn't the place to ask that.
Anyone is welcome to file patches for review, the team will review patches as time permits (although we often need poking - if we need too much poking, your patches are too big and should be broken into smaller steps) and provide feedback / merge them into the codebase.
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Last edited by asherkin; 04-19-2013 at 20:21.
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BAILOPAN
Join Date: Jan 2004
Old 04-19-2013 , 20:08   Re: Plugins (SourcePawn) vs. Extensions (C++)
Reply With Quote #19

Quote:
Originally Posted by nergal View Post
question, why hasn't sourcemod updated with more scripting languages? my brother knows Python, and I religiously use Lua.
I know there's a python extension but it's very limited in use and barely works except on certain operating systems and engine versions, and there's absolutely no lua support....

I don't hate or dislike sourcepawn, but I'd rather use a language im more comfy with.
We use one scripting language because it creates a cohesive, single, maintainable ecosystem. SourceMod isn't designed to be a multi-language architecture, and there is no way we could ensure the same level of quality if it was.

Programming is, in large part, having a broad set of tools on your belt, and being able to select and use the right tools for a given task. Hopefully if you find SourceMod useful, SourcePawn will be one of those tools.
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Doc-Holiday
AlliedModders Donor
Join Date: Jul 2007
Old 04-20-2013 , 19:01   Re: Plugins (SourcePawn) vs. Extensions (C++)
Reply With Quote #20

Any chance youll ever finish SP2 and SM2.0??

LOL It's crazy how much you guys do for a free community... I don't know shit about c++ nor how ever it is your creating your language but... keep that shit up its awesome..

I do plan on learning more about C++ and might play around with the extensions but still far from that..
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