How easy would it be to     (Moderator: Hell Raiser) Previous Topic | Next Topic
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Post 09-Feb-2006 02:31        

allow the average person who knows moderate C/C++ coding to be able to create cog verbs and/or alter the basic cog verbs that you are implementing with the added dll? Or has this already been thought of and/or implemented, cause there are a couple of verbs that I'd like to have in and/or alter how some of your verbs work.
Hell Raiser
Site Developer
Post 09-Feb-2006 02:39        

Well, anyone with knowledge in C++ can submit changes, and would be more than welcome on the team. I of course, would be in charge of creating the master dll to distribute, since, well, I'm maintaining the project. (I'd make Sige do it all, but c'mon, Sige is a machine, and needs some help )

I need to brush up on my C++, and get a working install of VC++ on my computer before I can make any changes to the compilation. Not only that, but in order to make verbs that alter thing properties and whatnot, me and Sige have to wire together a few functions, to grab the stuff out of memory to read/write.

As for Ideas for verbs and such, post away!
Post 09-Feb-2006 03:30        

Well, I know that I would love to help code (I'll need to brush up on my C++ though, I've been slacking these last few months)
I think you should release a "testing" patcher for people to play with and try adding their own verbs, then if they do get a good verb to work properly, they can submit it to you (and Sige) for use in the actual patch.
Hell Raiser
Site Developer
Post 09-Feb-2006 04:09        

When I get the initial release setup the way I want, that's what will happen.
Post 09-Feb-2006 04:13        

Excellent
Post 09-Feb-2006 18:32        

Making new verbs is pretty easy. You'll mostly be able to go by example and use helper functions. The most difficult part will be if your verb needs to interact with jk's memory, but that isn't tough as long as you know where the values are at. Most verbs probably don't even need to touch JK's memory (a music player wouldn't need to).
Post 09-Feb-2006 19:20        

Hey, if you can map out the memory locations and stuff, I can design some C++ functions like SetJKMemProp(thingNum,memNAME,value);

And i'll make a list of valid memNAMEs that go along with their accosiated memory locations (or memory location algorythums if nessessary) like...

headPitch = 0x3412EA34;
attachedFace = 0x76 + (0x732BA34 + (thingNum*0x4353B));
userData = 0x21 + (0x732BA34 + (thingNum*0x4353B));
sectorSound = 0x64 + (0x4562BE + (sectorNum*0x3B35));

So, in theory, to set a certian thing's head pitch from .dll portion of your new cog function, you could use SetJKMemPro(0,headPitch,90);

I could also write some C++ functions that do things simluar to what GetThingPlayerNum() does in cog, but do it simply by reading a memory location you map out, cuz all this info SHOULD be held in the thing array i'm guessing.
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