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Coding Assignments


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#1 Radspakr Wolfbane

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Posted 07 May 2009 - 10:23 PM

Coding Assignments will be posted here.


For more information on how this works check out the Assignment Information thread.
http://forums.revora...showtopic=70894

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#2 Radspakr Wolfbane

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Posted 13 May 2009 - 03:43 AM

OK I have set most of the needed code to start off.
I used my MVA files to set all this up and removed most of the MVA code some may still be in there though.

I have put in some dummy files to show the layout we will use for files.
The factions are called Men and Elves in some places so that we can use CaH later on.

Anyone can code but all code will go through me before being compiled into the mod itself.
This role may be taken over by someone else later on.
This is to ensure that all code is working and set out properly.

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Edited by Radspakr, 13 May 2009 - 03:59 AM.

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#3 Crusard

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Posted 13 May 2009 - 06:31 PM

Sorry to be a little lost, but what is that .big file for?

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#4 Gfire

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Posted 13 May 2009 - 06:34 PM

It's all the mod's code.

You need to extract it using Finalbig.
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#5 Crusard

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Posted 14 May 2009 - 08:59 PM

-----____-----

Right now there is NO code at all for the community project mod...

You mean it's a template to follow?

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#6 Gfire

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Posted 14 May 2009 - 09:01 PM

Well, it's just unmodded code right now. Except a little work rad did getting it set up.
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#7 Radspakr Wolfbane

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Posted 15 May 2009 - 01:48 AM

It's a template for people to start on.
I have set up the factions to the point to will show up in the Skirmish Lobby.

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#8 Radspakr Wolfbane

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Posted 04 July 2009 - 12:12 AM

Time for the first coding assignment:
We need some of the buildings coded.
Buildings like the Greek Barracks,Archery Range etc.
The empty files have been set up in History.big
Code the buildings in an ini file and attach them to a post in this topic.

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#9 Gfire

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Posted 04 July 2009 - 12:38 AM

Erm... Have we even decided what buildings will be included?
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#10 Radspakr Wolfbane

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Posted 04 July 2009 - 02:38 AM

We can code in the basics we know there will be a barracks and a fortress and possibly a well too.
I'm trying to get the project rolling.

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#11 Gfire

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Posted 04 July 2009 - 06:16 AM

Well, yeah, I guess Greece would have a barracks... Longhouse for Norse/Vikings? I guess it doens't really matter what it's called, because the strings can be changed. It just needs a name for the code. Using barracks will work.

So how will we handle macros? Wanna just type in macros into the new file and then someone in charge (such as yourself) can add them to the gamedata file with some starting values, which can be balanced later. Or we could specify in a comment what they should start as in the gamedata file and then you can remove the comment when you hit it.

It'd be good to use a prefix for all the macros then, so they can be located in the file easily... If we have mostly new macros anyway, this shouldn't really be a problem.

Edited by Gfire, 04 July 2009 - 06:21 AM.

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#12 Crusard

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Posted 06 July 2009 - 04:37 PM

Bad idea to code stuff without a 3D model.
Buildings are very easy to code, I'll get them done as soon as I have the models.

Also, I prefer setting values in the respective inis rather than using a gamedata to balance later. This way I know where to find everything easier. This is just my point of view though.

Edited by Crusard, 06 July 2009 - 04:39 PM.

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#13 Gfire

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Posted 06 July 2009 - 07:44 PM

I think, especially for a mod like this with (hopefully) many people being involved, I think using the gamedata file would be a lot easier. I'm not gonna do any coding if the values are in the separate inis.

But the buildings can be coded in except for the art, for now... It's not a lot of work (mostly macro placements and whatnot,) but it means we don't have to do it later.

Edit: My own mod is a bit on hold at the moment, because of some errors and whatnot, so it's the perfect chance to do some work here...

Not sure what I was thinking up there... it'd probably be best for this mod just to forget macros altogether.

Guess for now I'll do the Greek barracks.

Edit2: Oh, hey, there should probably be some porters set up. :p

Edited by Gfire, 07 July 2009 - 05:33 AM.

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#14 Crusard

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Posted 07 July 2009 - 05:26 PM

What's a building without art... just the production modules and commandsets? It'll get messy when we want to add the models to it. I just prefer to do everything at once when everything is ready rather than having lots of incomplete code hanging around.

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#15 Gfire

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Posted 07 July 2009 - 06:02 PM

True, true... But where do we start, then? There aren't any models to use.
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#16 Crusard

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Posted 08 July 2009 - 03:08 AM

We start with modelling :)

Time for some 3DSMax Gfire :p

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