SSGM2 [message #391693] |
Sun, 21 June 2009 19:49 |
HTT-Bird
Messages: 11 Registered: June 2009
Karma: 0
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Recruit |
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Is it worth my time to write a SSGM2 plugin, considering how bloated and buggy it is?
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Re: SSGM2 [message #391694 is a reply to message #391693] |
Sun, 21 June 2009 19:51 |
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Distrbd21
Messages: 743 Registered: September 2008
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Colonel |
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HTT-Bird wrote on Sun, 21 June 2009 21:49 | Is it worth my time to write a SSGM2 plugin, considering how bloated and buggy it is?
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that is really up to you...
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Re: SSGM2 [message #391733 is a reply to message #391732] |
Mon, 22 June 2009 03:39 |
nopol10
Messages: 1043 Registered: February 2005 Location: Singapore
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General (1 Star) |
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The current version of SSGM has always been known as SSGM 2.0.2. They probably didn't re-version after SSAOW became SSGM.
nopol10=Nopol=nopol(GSA)
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Re: SSGM2 [message #391911 is a reply to message #391693] |
Tue, 23 June 2009 04:15 |
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reborn
Messages: 3231 Registered: September 2004 Location: uk - london
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General (3 Stars) |
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Erm, no. SSGM is the Server Side Game Manager that everyone wanted and begged black-cell for, infact because they was a little slow in the first releases of SSAOW they had there servers dossed because of it, even during closed beta releases which they gave to a select few community members, it was leaked. SSAOW was hot stuff. SSGM is a massive improvement on SSAOW 1.5 and received well by the community. Until SSGM arrived there was no plug-in capability and you had separate .dll files for different game modes. Yes it has some bugs, but it isn't as bad as allot of people make out. Besides, there are few here who could actually do better.
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Re: SSGM2 [message #392009 is a reply to message #391693] |
Tue, 23 June 2009 18:28 |
HTT-Bird
Messages: 11 Registered: June 2009
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One major question about the current plugin mechanism: can you write a plugin without dragging half of SSGM in?
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Re: SSGM2 [message #392020 is a reply to message #391693] |
Tue, 23 June 2009 20:45 |
a000clown
Messages: 363 Registered: May 2005 Location: Canada
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Commander |
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If you would do a little research yourself, you might notice the SSGM download comes packaged with an example plugin to base your work off of...
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Re: SSGM2 [message #392044 is a reply to message #392009] |
Wed, 24 June 2009 04:08 |
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reborn
Messages: 3231 Registered: September 2004 Location: uk - london
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General (3 Stars) |
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HTT-Bird wrote on Tue, 23 June 2009 21:28 | One major question about the current plugin mechanism: can you write a plugin without dragging half of SSGM in?
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Depends on what you classify as SSGM. The API is a culmination of many peoples scripts.
However the Plug-in does not use the SSGM scripts if that's what you mean. It provides several sample hooks for you to use.
Just have a go...
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Re: SSGM2 [message #392130 is a reply to message #392044] |
Wed, 24 June 2009 18:46 |
HTT-Bird
Messages: 11 Registered: June 2009
Karma: 0
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Recruit |
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reborn wrote on Wed, 24 June 2009 06:08 |
HTT-Bird wrote on Tue, 23 June 2009 21:28 | One major question about the current plugin mechanism: can you write a plugin without dragging half of SSGM in?
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Depends on what you classify as SSGM. The API is a culmination of many peoples scripts.
However the Plug-in does not use the SSGM scripts if that's what you mean. It provides several sample hooks for you to use.
Just have a go...
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The sample plugin drags in several headers and .cpp files that are part of SSGM itself.
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