| 01-14-2007, 07:29 PM | #1 |
It is getting rubbish and hard to update because of backwards compatibility, I am just try to keep it updated and bugless (so maps using it won't suffer) but I plan officially replacing it with something younger, stronger and better since that's the only way to keep the advatange of things like JassHelper to the max, I had a lot of experience on how would JassHelper help in the practical world and for a system when I made the map Snow and hazards (new name acquired recently) And I really think that a new system is needed for this new generation of stuff. But first I am gonna try to improve the caster system, aka will use structs and some other tricks I recently learned for collision and projectiles so they will be faster and safer. |
| 01-14-2007, 08:37 PM | #2 |
Which means? -Av3n |
| 01-15-2007, 12:11 AM | #3 |
Next version of the caster system is possibly the last version? And I am gonna start a better system? |
| 01-15-2007, 12:42 AM | #4 |
Hmmm, so the next is the last. And new caster system. Thats all I need to know -Av3m |
| 01-15-2007, 12:43 AM | #5 |
I wouldn't call it caster system though |
| 01-15-2007, 01:38 AM | #6 |
Whats the new thing gonna be called? |
| 01-15-2007, 02:35 AM | #7 |
Wasn't the caster system originally just a system for making efficient dummy caster units? I think I heard vex say somewhere that his intention of the caster system would be for it to become some sort of spellmaking utility system. Some names come to mind. -spell lab -spell factory -spellbook -library -blizzard sucks -the wizard -the magus edit: I forgot to ask, this "new caster system" will use cscache, right? Or is that aging too? |
| 01-15-2007, 03:14 AM | #8 |
CSCache brings at the same time a lot of things, some I would rather have removed, but some are still essential, I wouldn't get rid of tables, pools, csdata and dynamic arrays any time soon. |
| 01-15-2007, 10:24 AM | #9 |
Are you gonig to make more Noob/Gui friendly this time? |
| 01-15-2007, 10:34 AM | #10 |
I can answer that; No. ![]() Seriously though, I never used your caster system but I am curious as to what functionality you intend to bring with the new substitute. |
| 01-15-2007, 11:38 AM | #11 |
The caster system was very GUI friendly, but for what I am planning the system will be much less friendly. ... I want fully OOP so we can get rid of functions with a lot of arguments and lots of variations. And it will also implement the listener aproach and the missile objects will have a vector based movement, kind of like the bouncy object in that map, it prove to be really effective. |
| 01-15-2007, 12:17 PM | #12 |
And just how can all that be done? The OOP part I mean. I'm sure you've already explained this somewhere so could you just point me in the right direction? Sorry for the relative off-topic |
| 01-15-2007, 01:53 PM | #13 |
By OOP,I think vexorian means that instead of JASS:call ridiculousfunc(.02, 46.00, 725.00, 9.00, .27, 76.00, 1, false, function, 74.00, true, false, true, true, true, 9.9, false) That we will have a number of utility functions to use to piece together any desired effect, be it a collision missile, simple dummy cast, or whatever we need. The Guisers are going to hate this :D. But thats okay, you could always just make a list of GUI-friendly functions that do nothing but screen whats already in the system, so no harm done. |
| 01-15-2007, 04:03 PM | #14 |
hmph... was wondering... how about invx ? |
| 01-15-2007, 06:15 PM | #15 | ||
Quote:
Quote:
If you notice I've been doing stuff for invx already. The whole thing to make slk that hold structs loadable is intended for invx |
