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FF2 What would you like to see in headstart rewrite I'm doing.


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WildCard65
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Old 04-24-2014 , 20:26   What would you like to see in headstart rewrite I'm doing.
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Here's a rundown of what I have planned for the headstart rewrite of ff2 2.0.0 alpha while Wliu finishes up 1.10.0.
  • More natives and forwards for subplugins to utilize.
  • More readable boss configs plus easier way of making them.
  • No need use of sm plugins load/unload for subplugins. //May suggest a change for sourcemod to make this a little less of a hassle.
  • Have plugins like the boss selection plugin actually be in freaks folder.
  • Have a way for subplugins to work with each other(api) // Like natives and forwards to have less duplicated code.
  • Plugin supports for plugins that work great with FF2.
  • Ya, that is all I can think of.

and here's a list of plugins that are currently implemented so far in current code state:
and here's list of planned support but held back for a reason:For anyone that wants to see code, here's link: https://github.com/WildCard65/FF2-Alpha
Also I would like feedback on what I currently got implemented.
Edit: Note, I'm starting from scratch again because I was getting into issues with maintaining 2 branches, one for official ff2 branch, other for rewrite, so I made a new repo(updated link above) for my rewrite.
Progress: Almost done with boss config parser.

Last edited by WildCard65; 06-09-2014 at 19:36.
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WildCard65
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Old 04-24-2014 , 21:55   Re: What would you like to see in headstart rewrite I'm doing.
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/*
* Reserved
*/
Also note that atm ff2 rewrite branch on my forked repo ain't fully done so it doesn't act like a gamemode
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Powerlord
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Old 04-25-2014 , 09:29   Re: What would you like to see in headstart rewrite I'm doing.
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Quote:
Originally Posted by WildCard65 View Post
Here's a rundown of what I have planned for the headstart rewrite of ff2 2.0.0 alpha while Wliu finishes up 1.10.0.
  • More natives and forwards for subplugins to utilize.
  • More readable boss configs plus easier way of making them.
  • No need use of sm plugins load/unload for subplugins.
  • Have plugins like the boss selection plugin actually be in freaks folder.
  • Have a way for subplugins to work with each other(api)
  • Plugin supports for plugins that work great with FF2.
  • Ya, that is all I can think of.

and here's a list of plugins that are currently implemented so far in current code state:
and here's list of planned support but held back for a reason:
  • Friendly Mode <--Waiting for a better forward.
  • NativeVotes <--Going to give me headaches to implement, going to attempt after I release(or Wliu releases) alpha.
For anyone that wants to see code, here's link: https://github.com/WildCard65/FF2-Official
Also I would like feedback on what I currently got implemented.
NativeVotes is giving you headaches to implement? I tried to make it as close to the SourceMod voting API as I could, with the obvious exception being the vote type and it auto-populating Yes/No votes with their respective options (since Yes and No always appears as options 1 and 2 respectively).

Edit: Also, apparently GitHub now has a SourcePawn language option... just noticed your repo had a yellow language bar and so I checked what it meant... and then noticed it appears on my own GitHubs too.
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Last edited by Powerlord; 04-25-2014 at 09:40.
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WildCard65
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Old 04-25-2014 , 11:21   Re: What would you like to see in headstart rewrite I'm doing.
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Quote:
Originally Posted by Powerlord View Post
NativeVotes is giving you headaches to implement? I tried to make it as close to the SourceMod voting API as I could, with the obvious exception being the vote type and it auto-populating Yes/No votes with their respective options (since Yes and No always appears as options 1 and 2 respectively).

Edit: Also, apparently GitHub now has a SourcePawn language option... just noticed your repo had a yellow language bar and so I checked what it meant... and then noticed it appears on my own GitHubs too.
Ya the natives are confusing me. Also that would explain why viewing the code on github for sourcemod plugin sourcecode files is marking OnPluginStart as blue.
Edit: This PR I found for a repo explains why SourcePawn language is part of git syntax: https://github.com/github/linguist/pull/1011
Edit2: To expand on why native votes gives me headaches, it's the nativevotes types doesn't have a clear one for map voting.

Last edited by WildCard65; 04-25-2014 at 11:28.
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Powerlord
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Old 04-25-2014 , 11:45   Re: What would you like to see in headstart rewrite I'm doing.
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Quote:
Originally Posted by WildCard65 View Post
Ya the natives are confusing me. Also that would explain why viewing the code on github for sourcemod plugin sourcecode files is marking OnPluginStart as blue.
Edit: This PR I found for a repo explains why SourcePawn language is part of git syntax: https://github.com/github/linguist/pull/1011
Edit2: To expand on why native votes gives me headaches, it's the nativevotes types doesn't have a clear one for map voting.
NativeVotes has 3 votes types for map voting: NativeVotesType_ChgLevel (a yes/no vote with wording for changing a level now, uses the map name as it details), NativeVotesType_NextLevel (a yes/no votes with wording for setting the next level, uses the map name as it details), and NativeVotesType_NextLevelMult (a multiple choice vote with wording for setting the next level, details are ignored because it uses the NativeVotes_AddItems instead).

Actually... why are you trying to write a map vote anyway... isn't that what MapChoosers are for?
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Last edited by Powerlord; 04-25-2014 at 11:48.
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WildCard65
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Old 04-25-2014 , 11:55   Re: What would you like to see in headstart rewrite I'm doing.
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Quote:
Originally Posted by Powerlord View Post
NativeVotes has 3 votes types for map voting: NativeVotesType_ChgLevel (a yes/no vote with wording for changing a level now, uses the map name as it details), NativeVotesType_NextLevel (a yes/no votes with wording for setting the next level, uses the map name as it details), and NativeVotesType_NextLevelMult (a multiple choice vote with wording for setting the next level, details are ignored because it uses the NativeVotes_AddItems instead).

Actually... why are you trying to write a map vote anyway... isn't that what MapChoosers are for?
Mapvoting + Boss pack voting, don't know what I talking about, see this community's ff2 servers: http://www.disc-ff.com/home/index.php
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Powerlord
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Old 04-25-2014 , 13:27   Re: What would you like to see in headstart rewrite I'm doing.
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Quote:
Originally Posted by WildCard65 View Post
Mapvoting + Boss pack voting, don't know what I talking about, see this community's ff2 servers: http://www.disc-ff.com/home/index.php
The various mapchoosers use SetNextMap, which in turn sets the sm_nextmap cvar. Have you considered adding a ConVarChange hook on that cvar instead of adding the map vote logic directly to FF2? (I should note I'm at work and I can't see the site you mentioned because of it)
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Last edited by Powerlord; 04-25-2014 at 13:35.
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Vic Viper X
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Old 04-25-2014 , 18:09   Re: What would you like to see in headstart rewrite I'm doing.
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Here's my ideas.

I'm not sure how practical this would be but I think it would be nice if you could assign a player skin.
That way if a server had hales like cuddly heavy, CBS, (etc) that were just re-textures for stock player models, clients would only have to download the skin and not the separate model.

Also, not sure about this one but having the Khopesh Climber from VSH implanted would be interesting.
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WildCard65
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Old 04-25-2014 , 18:41   Re: What would you like to see in headstart rewrite I'm doing.
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Quote:
Originally Posted by Vic Viper X View Post
Here's my ideas.

I'm not sure how practical this would be but I think it would be nice if you could assign a player skin.
That way if a server had hales like cuddly heavy, CBS, (etc) that were just re-textures for stock player models, clients would only have to download the skin and not the separate model.

Also, not sure about this one but having the Khopesh Climber from VSH implanted would be interesting.
The model thing I think I can do.
Idk what khopesh Climber is :/
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Blinx
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Join Date: Oct 2013
Old 04-27-2014 , 13:39   Re: What would you like to see in headstart rewrite I'm doing.
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Quote:
Originally Posted by WildCard65 View Post
Idk what khopesh Climber is :/
It's a sniper melee weapon that let's you climb walls by hitting them at the cost of max hp. I think it was discussed and it wasn't viable to implement because of the different gravity mechanics in VSH and FF2 but that was some time ago. It's already part of the [TF2items] Give Weapon core under ID 2171

Last edited by Blinx; 04-27-2014 at 13:39.
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