sektor2111 wrote:Programming languages generally from my side should have a few healthy and common points:
- Logic in programming (missing mainly here and there);
- Purpose of programming (this amazingly is missing too);
- Optimization - borked, flawed and slow codes are not helpful;
I'm talking about UScript and how some coders are doing things.Feralidragon wrote:Such as examples of what you consider good languages and what you consider to be bad languages, and why?
sektor2111 wrote:Some dude was checking 3 types of actors using 3 Iterators - in a SINGLE function - rather than 1 iterator and written properly.
sektor2111 wrote:PS:
I do read this forum because I'm interested when UT community will want to recruit a team of coders in purpose to do some Ex-Official UT update as long as the game is way too bugged and "factory" doesn't seems to be interested about doing something here - at least UScript things properly conformed are going to vaporize a bunch of problems - I know what I'm saying here because I'm no longer using default main files in my private servers (until I'll throw everything in a single multi-server). The rest of discussions for me are entirely irrelevant and boring.
That's one point which is not a complete answer. May I elaborate a sample ? Allright, let's walk through a bad script called ScriptedPawn ruining the charm of MH game. NOT everything can be fixed with XC_GE, but you can prevent troubles by adding simple sanity checkers in STATES where they need to be. Berserker recursive crash is completely removed if somewhere is added a "Sleep(0.2)" so to so speak creature should have a "reflex" in his reaction as a normal life-form, crashes are gone this way. Other stuff can be not fixed as much as it can be improved and operational, here we can chat about some "defaultproperties" of several projectiles which can bring back in stage, being used used some messed up maps. When these properties are defaulted properly you don't even need any line of code executed for tweaking, they are good by default. There are other options generating packages perfectly compatible with original borks making a Coop/MH and even a DM server to work better and stable, that's the point.Feralidragon wrote:And there's also XC_Engine which allows to do that directly it seems, especially on the "replacing functions" department.
by making things to work flawless is disturbing for trash lovers, I gotta admit... I'm not convinced that some admins did not do this already and even more. Some topic with "forged object" is an evidence about this and... I have encountered this problem in my "beta" attempts, but now everything is normal, and me alone in endeavor I have a major advantage - I can test a lot of options for certain things by making WEEKLY changes without disturbing community with 1 GB of unknown packages - that's my master advantage of experimenting in a closed "lab", so here I cannot complainFeralidragon wrote:If it's to "conform" packages in the same way you have been doing privately, and having it done publicly instead, that's calling for trouble, so you're probably going to remain alone in that endeavor.
Higor wrote:There's only so much that can be done if you can't alter the original code.
XC_Engine is only doing 15% of the things an actual UT update would do if it were rolled by a team UT99.org coders.
Higor wrote:It's not about better or worse, it's about which is more convenient to use given your goals and knowledge.
sektor2111 wrote:sample ? Allright, let's walk through a bad script called ScriptedPawn ruining the charm of MH game. NOT everything can be fixed with XC_GE, but you can prevent troubles by adding simple sanity checkers in STATES where they need to be.
sektor2111 wrote:And yes,by making things to work flawless is disturbing for trash lovers, I gotta admit... I'm not convinced that some admins did not do this already and even more. Some topic with "forged object" is an evidence about this and... I have encountered this problem in my "beta" attempts, but now everything is normal, and me alone in endeavor I have a major advantage - I can test a lot of options for certain things by making WEEKLY changes without disturbing community with 1 GB of unknown packages - that's my master advantage of experimenting in a closed "lab", so here I cannot complainFeralidragon wrote:If it's to "conform" packages in the same way you have been doing privately, and having it done publicly instead, that's calling for trouble, so you're probably going to remain alone in that endeavor.. But I keep looking when coders will get pissed and will start doing the right thing. I'll point you to a community still developing things for "Win98SE" if you can believe that, there are still users doing stuff outta M$ if they don't care about their old products
. What seems to do community is exactly like buying the best spray trying harder to make a sh!t to smell better. There is a more simple solution to replace that sh!t with something else better and a good smelling, but if people are always getting the harder way or other useless way, this is not such a big issue for me.
sektor2111 wrote:As a reference for 1 iterator replacing 3 there can be reasons to not mess with 3 iterators especially in maps having 4000+ actors and even more (see UTR awesome loads - 7000+) - I know what I'm saying here. A single function doesn't break execution cycles, it's increasing them, but you don't have to believe me, my way of doing has stabilized packages in my playground (at dreams stage 10 years ago) and that's why I'll keep doing things in my way without "concepts" and fancy failures.
Umm.. the guy doing the mess can read these and will feel a bit "under heavy attack" - a bit true I gotta admit but let me see. If you want to debate:Feralidragon wrote:That's why I asked for examples, to understand which is the case you were talking about.
sektor2111 wrote:- Movers - there is not linked list as for PawnList or NavigationPointList, etc., NotifyList, etc...;
- Carcass - NONE links;
- Projectiles - Null Links to each-other and so on.
So to speak everything goes slow when it is used foreach Carcass, foreach Movers foreach triggers, etc. Not everywhere linked lists are working and... these hacks are more healthy in a state code as I could figure later. Patching a map is doable even slower (during 2-3 seconds) because no one will get hurt.
sektor2111 wrote:Speaking about terms like "illegal", if you read EULA, even there cheating is claimed forbidden. That's why in UT'99 NO ONE is cheating, because this is not accepted... ahah...
LannFyre wrote:Definitely not a wizard by any sense, still entirely a noob. I've only really using UnrealScript for UEngine 1, 227i for the past... Damn, 3 years now? I studied Python before hand, which helps because I'm moving to Godot with my project so I have to learn GDScript which is similar in some way to Python (no idea how, didn't use it much). I kinda get Java but never got into libraries and such. I think I touched HTML for Android plus Java, I don't remember what the complimentary language for colors and text and whatever else actually was so that's my best guess. As a tangent, Godot is nice in that it allows for sprite flipping and has support for 2D sprites in 3D terrain, but you can't instance a rotator as a variable and it is infuriating. Really made me rethink some of the code I've written already. I still don't really know how to create individual levels, it uses a Node-Scene system wherein everything considered an Object by UEngine standards in-game is a "node" and you group nodes together to make "scenes". The "scenes" can be instanced on a tree and... Pfff, got me past that. I'm still learning Godot.
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