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wip SPMod 0.0.1

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#1
Amaroq submitted a new resource:

SPMod - SourcePawn Scripting Engine for Half-Life 1 based games

SPMod is a Metamod's plugin which is intended to be used as plugin system for Half-Life 1 and its derivatives. It uses SourcePawn as scripting language and allows to change completely the rules of a game or can ease the server administration by adding commands. SPMod's abilities can be extended by writing extensions, known as modules.

Motivation
We currently have replacements for various things (HLDS -> ReHLDS, cs gamedll -> ReGameDLL_CS, Metamod -> Metamod-r and other modern addons...
Read more about this resource...
 
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#2
What about CamelCase style for all spmod plugins api?

TODO plans?
- cvar manager, something fast as cvar pointers in amxx
- message manager
- event manager
- menu manager

- engine specific module: prethink, addtofullpack, etc
- game specific modules: cstrike, others

- packetmanager for plugins/modules?

Do you want copy code from sourcemod or write own?
 
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#3
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#4
What about CamelCase style for all spmod plugins api?
I don't really mind if it is CamelCase or camelCase, I used camelCase for first native and just kept that styling.

- cvar manager, something fast as cvar pointers in amxx
That could be implemented later, it's not "must be" right now. But could be implemented by someone else. I'm open for any PRs.

- message manager
- event manager
- menu manager
Those will be implemented, but I can't tell when, now I'd like to focus on command manager. If someone has some free time to spare, I'll welcome any contribution.

engine specific module: prethink, addtofullpack, etc
Those will be implemented later, when querying modules will be done, but there will be just engine module, not like in amxx where we have two modules engine & fakemeta, then people won't be confused which one should they use.

As same as engine module, at first I'd like to have core functionality more complete, then start to work on them, cstrike will be using regamedll api, there will be modules for games: DoD and TFC (most popular ones?). I don't want to add other game specific module unless someone wants to code it and then maintain it, because I don't feel like keeping dead code.

Could you elaborate more? Do you mean DataPack or something else?

Do you want copy code from sourcemod or write own?
I look at sourcemod and amxmodx mostly for reference, but I don't deny that I may copy some code in the future.

Thanks, fixed.
 
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#7
Also i will glad to see JSON and CURL modules
JSON and CURL both will be likely added in the future.

Load/update plugins from spmod plugins repository.
To be honest I haven't thought about it, but it seems like an interesting idea. How would it work? Something like this? There would need to be some master file in repo which stores info about plugin, name, ver, files, minimum spmod version to run, etc.
 
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#8
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#9
Amaroq Can you make github projects page (https://github.com/Amaroq7/SPMod/projects) for current and future tasks, so if someone wanna contribute will see where to help.
For example: I wanna help to project but dont know what are current tasks.
Here example of good todo system : https://github.com/kduske/TrenchBroom/projects (Example of progress: https://github.com/kduske/TrenchBroom/milestone/17)
Thanks for suggestion, I'll try to make todo list asap.
 
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#10
А по-русски будет описание? Я, например, ничего не поняла :sad:
 
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#11
Emilyfayri, да, позже. Разработка не готова к пользованию и рядовому пользователю пока-что.
 
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#12
Чтобы новичкам было легче знакомиться с SP, можно позже статью набросать об изменениях в синтаксисе. Вообще, данное событие уже напрашивается на создание отдельного SPMod раздела
 
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#13
Phantom, так рано же, еще никакого api толком нет, чтобы мало-мальски что-то написать.
 
 
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#14
d3m37r4, синтаксис sourcepawn следует описать, там куда больше возможностей.
API мода это механики движка, они сильно от амхх отличаться не будут.
15 Июн 2018
Amaroq, can you create channel in telegram for fast contact with you? where we can ask questions about future plans, spmod architecture.
 
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