Shadow wrote:
aaahh and Feralidragon, by the way, do you feel ambitious and willing enough joining me developing the SDK together ? From Creavion's reports I know you are quite good programmer... what do you think ? (or anybody else feeling qualified ?)
preferred specializations:
- network/replication programming
- AI programming
- vehicle programming
- physics programming
- C++/Native Coding
- documentation experiences (a helping hand doing the docu)
First off, I'm glad you gave more news, and thanks for the invitation
Now about joining you, I simply
can't due to some few reasons:
1 - Although I had relativelly plenty of time some months ago to do several things at once (weapon mods, support in the mappack, etc), now I barelly have time even do something regarding any simple update or coding request.
2 - Creavion perhaps exaggerated regarding my coding skills and knowledge, because this level of coding you require is beyond what I can achieve, at least at my current state.
And from your prefered specializations:
- network/replication programming - The one thing only know to a very limited extent, and still today I have some mods with some parts not working correctly online, although they seem to be simple. My worst nightmare, and one of the reasons I will turn to SP.
- AI programming - Almost a zero on this (although I have to know this in the near future)
- vehicle programming - Although I am also developing one system of this, I started off with .:..:'s vehicle system (he quited the UScript version, I asked him to continue the system myself for my sp, and he gave me the entire source and all, and it's what I am still tweaking and developing right now). And I know you saw his system (tried it), and from what you said you will use native c++ for some functions, and a total different aproach regarding the entire system, as for instance: .:..: used quartenation and a few gravity/traction functions in order to work, and yours use full physics, traction, binary, and a lot of real elements to be considered, plus you plan to add MP support, and the same story repeats here: I won't bother to add MP support to my own version now, since it's for SP only, although I already really many many changes and enhancements, specially regarding modding support and physics (Creavion has what is now an outdated copy of my own version [outdated because many more enhancements were given], and you might see that I already have done there and the differences from the old .:..:'s system, which compared to your system aren't that big of deal, but for me they were a good achievement).
Also, the funny thing about all this is that I don't even know exactly what a quartenion is
- physics programming - This involves a good knowledge in physics, and collision calculations from what I know (volumes and so), something I don't have.
- C++/Native Coding - I think I don't need to say I really don't know any of this LOL
- documentation experiences (a helping hand doing the docu) - This is better done by several people, rather than just one, so one can actually build the info, another organize it the best way and another correct any english grammar kicks given in the docs.
So in the end, the only things that could be interesting for the SDK, and which I did already or will do for my SP are: overlayers, dynamic coronas/lensflares (not using the HUD, but also no blending as you might imagine), a different way/aproach for high performance particles using UScript (but not near as flexible as a normal particle emitter, but good enough to look right and fast), some other kinds of effects, some objects for mapping (like new zones and movers also), etc, basically a mini SDK of my own for my own usage and for who might want it as well, and not something this complete like your SDK (for example, I won't do projectors or other kinds of stuff I saw on your SDK, not because I don't like or anything, but since the overall quality of my SP has to be balanced and the system stable enough for some older rigs).
3 - The third reason is that I am currently developing my own SP pack, with several new stuff (including that quartenions based vehicle system and the mini-SDK I said above). And joining this with reason 1, it takes pretty much all the modding time I have (trying to dig out some exception times in the case of some scripts or updates like UTR for example).
4 - Even if I have time and no mods to do, and even with some of the knowledge/skills needed, your "going out and return" cycles without saying anything to anybody at all makes me kinda step back in this as well. I mean, I don't know if there is going to be a time soon like the ones you had as almost quiting. I know you have your life as I have mine, but most of the time you don't say anything to anybody, and things have to be clear to everyone on what the hell is happenning in those moments, because as you might imagine, no one guesses them (I mean, even TCO is always about to be released, but they still give news, and some shots times to times).
And this was the reason I started to develop activelly everything I might ever need for my own SP and for any SP mapper that might want to use them as well, not thinking in the release of this anymore. I know this involves a hell lot of work, but you should be a bit more respectfull regarding people that wants to use this system, although you're making it in your free time for free (at least I respect them to the point of warning people when I can't do anything for a while), otherwise one day you might release the full kickass SDK, but then most mappers and modders quited the game because they were waiting the SDK for so long, when they could have developed stuff in the meanwhile and develop with this now if they were warned and respected.
I really hope that you do find some coders to help you out because this project really needs them, and I "might" (not "will use it certainly" anymore due to the lack of info during 1.5 years, and since I had to move on because of that) use the SDK also when released.
But for now, I advice you to start warn people or show them you're alive and kicking to keep the people interested (no need to update all forums with detailed info or anything, just a "hi there <new screenshot>" in this area is enough to spread the word), otherwise this pack won't get the usage and popularity it deserves, and then all the work would be for nothing, and we shouldn't let that to happen.
So, good luck in finding someone up to this project so you can finish the excellent work so far.