Re: AdvancedMutator v4b + Examples [+ POLL]
Posted: Tue Sep 27, 2016 10:16 pm
There is no ini file in the download - reading through the post looks like there should be one?
There's no any configuration in the uc classes, no need for an INI file :/ Maybe you meant INT?OjitroC wrote:There is no ini file in the download - reading through the post looks like there should be one?
Presumably you meant INT?PrinceOfFunky wrote: EDIT: Oh and anyway, it doesn't work at all since I forgot to change the version inside the INI. I'll reupload it with the correct INI file.
I'm sorry, I didn't noticed it :/OjitroC wrote:I see - it's just that you saidPresumably you meant INT?PrinceOfFunky wrote: EDIT: Oh and anyway, it doesn't work at all since I forgot to change the version inside the INI. I'll reupload it with the correct INI file.
PrinceOfFunky wrote:Anyway, I think when the first release version will be released, the next versions will be backward compatible. They will be mutators extending the previous versions.
^This ...What exactly does your mutator do?Wormbo wrote:All those name choices are sort-of bad. What exactly does your mutator do? Sum that up in one, two or three English words (not counting articles and prepositions) that still allow people to recognize the functionality and you have your name.
PrinceOfFunky wrote:FullyFeaturedMutator?
No - as that still raises the question 'What features?'. Plus, of course, one hopes that all mutators are fully featured in the broad sense.PrinceOfFunky wrote:FullyFeaturedMutator?
Ohhhhhhh, now I understand why you're saying this .o. You don't code I guess, and you thought this is a mutator which does something at gameplay level. It doesn't at all, it's a base for new generation mutators. It's like the class "Mutator.uc", it does nothing in the actual gameplay, it's job of the modders to create a mutator which extends the base mutator to do something in the actual gameplay.OjitroC wrote:I did run it in-game for a while and noticed nothing beyond 'hitting wall' messages in the console.
And you didn't even try the v6b Great news!SilverSound wrote:Well I'd say that it's basically a super version of mutator. He's giving mutator.uc some big extensions.
I understand now. You need to call it something that reflects that it is an extended base mutator or extended mutator class?PrinceOfFunky wrote:...it's a base for new generation mutators. It's like the class "Mutator.uc", it does nothing in the actual gameplay, it's job of the modders to create a mutator which extends the base mutator to do something in the actual gameplay. (The logs are just for testing, they will be removed once this "base" mutator won't be a BETA anymore)
Mutator class is a base for all mutators, mine is a base for all mutators that want to use this mutator's new features, this can be represented as the following tree:OjitroC wrote:I understand now. You need to call it something that reflects that it is an extended base mutator or extended mutator class?PrinceOfFunky wrote:...it's a base for new generation mutators. It's like the class "Mutator.uc", it does nothing in the actual gameplay, it's job of the modders to create a mutator which extends the base mutator to do something in the actual gameplay. (The logs are just for testing, they will be removed once this "base" mutator won't be a BETA anymore)
As a matter of interest, what logs does it generate?
Code: Select all
+ Mutator(Does nothing but lets other mutators to use its features).
|- InstagibDM Mutator(extends Mutator).
|- FatBoy Mutator(extends Mutator).
|+ AdvancedMutator(extends Mutator class) + (Does nothing but lets other mutators to use its new implemented features).
|- FunStuff(extends AdvancedMutator).
|- QLModeClone(extends AdvancedMutator).
Now I understand why your mods affecting each other. I'm not a coder so I was always puzzled how this could work.Wormbo wrote:Oh, I think I realized what you're trying to achieve. Having done a similar thing before, I can tell you people will likely not care that much. The bulk of my mods based on EnhancedItems did a bunch of cool stuff with nice synergies between the mods, but that wasn't enough to promote widespread use either.
We are doing it for the community, if it will be alive longer, maybe there will be the day someone will use our stuff that now no one uses.Wormbo wrote:Oh, I think I realized what you're trying to achieve. Having done a similar thing before, I can tell you people will likely not care that much. The bulk of my mods based on EnhancedItems did a bunch of cool stuff with nice synergies between the mods, but that wasn't enough to promote widespread use either.
They still do.Wormbo wrote:The bulk of my mods based on EnhancedItems did a bunch of stuff