[Plugin]bloc *new plugin*

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Iron_Forge




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Post by Iron_Forge »

Actually, IFP's are the most advanced xml-style plugin available...I'm not sure which types I missed, because I'm pretty sure I got them all...Though, I do label things like vertex's as 3 floats, but as far as the actual values are concerned, they really are just 3 floats...Perhaps in the future some actual schema system could be defined to add lower level types such as a vertex...But when it comes down to it, the editor still has to display it as 3 floats...

I'm not sure how being the most advanced xml-style makes them obsolete...They're one of the newer structures, so I honestly can't see how I missed types the old ones somehow didn't have...Unless you want an entire display schema included in the plugins so you can control how the editor lays them out...But in my opinion, thats something best left to the developer...If people don't like Insolence's IFP display, they could easily create their own (as Insolence does allow for coded-plugins, thats how it handles IFP's)...

But again, separation of display and control is something any modern developer will tell you is a must...It's a standard of design...IFP is also expandable, since it is just a layout...So you could easily add new types if you created your own display control for it...Assuming I did miss some...
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Post by tjc2k4 »

Sorry to derail this thread (although it's still pretty much about plugins), but it's silly to see people duplicating work that they don't need to.

Would a simple, ADI-type (Tree View + Editing Space, one map at a time, one tag at a time), Map Editor program, supporting IFPs, allowing Renaming of IFPs from within the program help facilitate people using these plugins?

What kind of an interface would be easiest to use?
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Post by aka Monazight »

My big question is how you guys go from a MODE tag to a bunch of .obj's, a .mtl file, etc. with DM.

I mean, I understand following tag dependencies when using plugins, but going from hex to obj...how do you guys figure this out? Must take a while
Last edited by aka Monazight on Mon Oct 03, 2005 5:18 pm, edited 1 time in total.
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Post by shade45 »

Yeah ADI style is definatly my favorite
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Post by Punk Rock0905 »

Ok guys stop now before you get my topic locked. I dont care about all of these plugin types. I expiremented with xml, and I get a clash of plugin types in my topic. Thanks. JUST DROP IT
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Post by tjc2k4 »

The topic won't get locked, it's discussion, not flaming or arguing, and this thread has more 'real' information in it than probably the 20 threads below it combined.

Anyway, I was just noting that you're doing a lot of work which was already done for you, and everyone, but if that's how you guys like to do things, go for it. I figured maybe some people didn't understand that it was already done for them, so I explained a bit about IFP's differences.

So sorry for being informative, I didn't know that's frowned upon around here.
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Post by xbox7887 »

ifps are missing indexes, byte arrays, and enums.
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Post by trepdimeflou »

tjc2k4 wrote:Sorry to derail this thread (although it's still pretty much about plugins), but it's silly to see people duplicating work that they don't need to.

Would a simple, ADI-type (Tree View + Editing Space, one map at a time, one tag at a time), Map Editor program, supporting IFPs, allowing Renaming of IFPs from within the program help facilitate people using these plugins?

What kind of an interface would be easiest to use?
only if it supports lightmaps and has a very intuitive camera system ;)
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Post by Zigen »

...attack of the 1337 plugin makers.... :shock:
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Post by tjc2k4 »

xbox7887 wrote:ifps are missing indexes, byte arrays, and enums.
Enums are supported.. check [weap] tags, Needler, for an example..

Indexes are something "created" after IFPs and aren't really a data type, more of a linking structure.
And Byte Arrays are another thing noticed after I finished implementing IFPs, therefore not supported in Insolence, but they'll be in all future implementations (not sure whether "indexes" will be added...)

For example

Code: Select all

<struct name="SomeName" bytes="4">
   <float/>
</struct>
To define a 16-byte byte array as 4, 4byte structures.
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Post by Zigen »

so if i were to want to make an ifp plugin how would i do it?
hypethetically if i knew hex editing and stuff how would i be able to make those type of plugins?
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Post by Lavix »

Yes, please post a tutorial or something on how to make those plugins. I think it would be appreciated by many.
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Post by dec1234 »

WOW i cant read that much i got about as far as ONFG I LOVE THIS PLUGIN :lol:

can u make things not moveable with it?
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Post by Geo »

Dont know what the hell y'all talking about... :shock:

But punkrock.... can you make a plugin that allows you to make it brighter on the ground when a ghost boosts?!

Cheers :D
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Post by Punk Rock0905 »

sorry to bump, but the plugin has been updated with a new value to edit. Sharpness.
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Post by casuela »

Punk Rock0905 wrote:sorry to bump, but the plugin has been updated with a new value to edit. Sharpness.
Does that mean that we can impale people? What exactly is that value. Can't test myself, too much homework.

-cas
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Post by Punk Rock0905 »

Sharpness as in the quality. The higher makes it more blurry, the lower makes it less. Or vise versa, gotta ask my plugin tester.
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Post by xbox7887 »

Punk Rock0905 wrote:gotta ask my plugin tester.
i need to get me one of those :D
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Post by Lavix »

yea, sharpness is used to make the edges of an image more sharp to make it seem more clean cut and professional.
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Post by ScottyGEE »

xbox7887 wrote:
Punk Rock0905 wrote:gotta ask my plugin tester.
i need to get me one of those :D
*throws one arm up inthe ir excitedly...
*offers his hand out to xbox7887 hinting at cash....
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