I've begun work of integrating the first portion of DynLoad into the main codebase. This has several advantages:
1) it means content creation doesn't require the editing of core files.
2) it helps eliminate datablock bloat
3) it sets the stage for the auto-updater
now I just have the tedious job of transitioning the rest of the data over to the new setup. This includes audio profiles, particles, explosions, projectiles, items, tools, weapons, and vehicles.
also, the .audp file extension isn't necessarily a permanent thing, for now it helps narrow down my searches for unconverted datablocks. once I'm done with the conversions, should every type of content get its own extension, or I should stick with using .cs for everything?
[edit]
finished converting the audio profiles. I think I eliminated about 30 duplicated datablocks that just had different names. moving on to particle data. Also, I'm thinking it would be best to remove Bedroom 2 and Greener Hills 2 from the TBG distribution to further distance ourselves from the regular blockland community and avoid any accusations of theft. Green Hills 2 is as nearly as I can tell the same terrain file (with slightly different textures) as the original Blockland Green Hills map. Plague's Bedroom 2 seem's to at least his own creation, but graphically its VERY similar (read: identical with a computer added). In both cases its not as though the map fills a critical hole in the lineup. This is especially true for Bedroom 2, for which we have the IKEA Bedroom, and if anyone REALLY wants a lush, dark, map to take the place of Green Hills 2, I'd be willing to pop in Bri-Guy's BL-Reserve.
1) it means content creation doesn't require the editing of core files.
2) it helps eliminate datablock bloat
3) it sets the stage for the auto-updater
console.log wrote:
Executing core/server/scripts/dynload.cs.
Executing core/server/scripts/constants.cs.
Executing core/server/scripts/serverCmd.cs.
Executing core/server/scripts/audioProfiles.cs.
Loading audioprofiles (*.audp) from: core/server/scripts/dynload/audioprofiles/
Executing core/server/scripts/dynload/audioprofiles/footfall_closest3d.audp.
Executing core/server/scripts/dynload/audioprofiles/footfall_close3d.audp.
Executing core/server/scripts/dynload/audioprofiles/jump_closest3d.audp.
Executing core/server/scripts/dynload/audioprofiles/weaponswitch_closest3d.audp.
Executing core/server/scripts/dynload/audioprofiles/waterfall_looping3d.audp.
Executing core/server/scripts/dynload/audioprofiles/ambient_looping3d.audp.
Executing core/server/scripts/dynload/audioprofiles/ambientsound.audp.
Executing core/server/scripts/dynload/audioprofiles/sprayactivate_closest3d.audp.
Executing core/server/scripts/dynload/audioprofiles/mcptele_closest3d.audp.
Executing core/server/scripts/dynload/audioprofiles/breakbrick_close3d.audp.
Executing core/server/scripts/dynload/audioprofiles/clickrotate_closest3d.audp.
Executing core/server/scripts/dynload/audioprofiles/clickplant_closest3d.audp.
Executing core/server/scripts/dynload/audioprofiles/clickmove_closest3d.audp.
Executing core/server/scripts/dynload/audioprofiles/takeme_looping3d.audp.
Executing core/server/scripts/dynload/audioprofiles/sprayloop_closestlooping3d.audp.
Executing core/server/scripts/dynload/audioprofiles/sprayhit_closest3d.audp.
loaded 15 audioprofiles
Executing core/server/scripts/camera.cs.
Executing core/server/scripts/constants.cs.
Executing core/server/scripts/serverCmd.cs.
Executing core/server/scripts/audioProfiles.cs.
Loading audioprofiles (*.audp) from: core/server/scripts/dynload/audioprofiles/
Executing core/server/scripts/dynload/audioprofiles/footfall_closest3d.audp.
Executing core/server/scripts/dynload/audioprofiles/footfall_close3d.audp.
Executing core/server/scripts/dynload/audioprofiles/jump_closest3d.audp.
Executing core/server/scripts/dynload/audioprofiles/weaponswitch_closest3d.audp.
Executing core/server/scripts/dynload/audioprofiles/waterfall_looping3d.audp.
Executing core/server/scripts/dynload/audioprofiles/ambient_looping3d.audp.
Executing core/server/scripts/dynload/audioprofiles/ambientsound.audp.
Executing core/server/scripts/dynload/audioprofiles/sprayactivate_closest3d.audp.
Executing core/server/scripts/dynload/audioprofiles/mcptele_closest3d.audp.
Executing core/server/scripts/dynload/audioprofiles/breakbrick_close3d.audp.
Executing core/server/scripts/dynload/audioprofiles/clickrotate_closest3d.audp.
Executing core/server/scripts/dynload/audioprofiles/clickplant_closest3d.audp.
Executing core/server/scripts/dynload/audioprofiles/clickmove_closest3d.audp.
Executing core/server/scripts/dynload/audioprofiles/takeme_looping3d.audp.
Executing core/server/scripts/dynload/audioprofiles/sprayloop_closestlooping3d.audp.
Executing core/server/scripts/dynload/audioprofiles/sprayhit_closest3d.audp.
loaded 15 audioprofiles
Executing core/server/scripts/camera.cs.
now I just have the tedious job of transitioning the rest of the data over to the new setup. This includes audio profiles, particles, explosions, projectiles, items, tools, weapons, and vehicles.
also, the .audp file extension isn't necessarily a permanent thing, for now it helps narrow down my searches for unconverted datablocks. once I'm done with the conversions, should every type of content get its own extension, or I should stick with using .cs for everything?
[edit]
finished converting the audio profiles. I think I eliminated about 30 duplicated datablocks that just had different names. moving on to particle data. Also, I'm thinking it would be best to remove Bedroom 2 and Greener Hills 2 from the TBG distribution to further distance ourselves from the regular blockland community and avoid any accusations of theft. Green Hills 2 is as nearly as I can tell the same terrain file (with slightly different textures) as the original Blockland Green Hills map. Plague's Bedroom 2 seem's to at least his own creation, but graphically its VERY similar (read: identical with a computer added). In both cases its not as though the map fills a critical hole in the lineup. This is especially true for Bedroom 2, for which we have the IKEA Bedroom, and if anyone REALLY wants a lush, dark, map to take the place of Green Hills 2, I'd be willing to pop in Bri-Guy's BL-Reserve.