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MountainMan90

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  1. I can guarantee that this is going to be released. I will add the feature to the list, it shouldn't in theory be hard but as you know: If it seems simple - its not. Yeah that wouldn't be hard at all, it is almost like how the intellisense is. Off topic: I am a fan of your work! I really wasn't expecting this to catch your eye, On topic: Thanks for linking me the SDK, would you like to test the pre-release? I would send you the source code and you can review it to make sure nothing malicious is in it and compile and test. UPDATE: I honestly never expected to get this kind of good response so the development will go into full force adding features that you guys would like to have. The intellisense is starting to take form as we speak, probably a few days eta so that I can ensure there is no bugs.
  2. Yeah Intellisense, that is being worked on right now as we speak. It would have other features such as refactoring(renaming). The part that will be the most difficult will be the script 'compiler' - the amount of time that will take is going to be pretty big because I have to make sure that it is working 100% or it will give false positives.
  3. Thank you very much, the beta release may be in a few weeks. Is their any feature that you would like added?
  4. Important: This IDE will be open source and anyone can feel free to add and remove features how they see fit as it complies with the GNU GPL V2 licensing on release. Introduction: Hello everyone, I am MountainMan90. I have been lurking on these forums for years before I decided to make an account. I am a freelance software engineer and volunteer firefighter here in the state of Vermont. About: The motivation for writing this software is simply because the current IDE's for writing mods currently is below standards(little to no documentation, little to no intellisense, ect). I did find one IDE for writing scripts on the German forum, however I speak very little German and I didn't want to reverse engineer the IDE to only rename everything into English as it was a waste of time and would violate the programmers work. Current features: - Basic syntax color/highlighting - Basic project tree navigation Planned features: - Advanced intellisense - Basic script 'compiler'(parser to ensure script will work) - More eye candy (UI more easier on the eyes) - And anything you guys would like to see added. - Debugging variables and allowing you to trace them. Current state: PRE Alpha (0.0.1) Licensing: GPL V2(http://www.gnu.org/licenses/old-licenses/gpl-2.0.en.html) Update 4/23/16: - Code completion- Intellisense- Multiple tabs- Ability to start a new mod project within the editor- Ability to open a existing mod project within the editor- Basic parsing to ensure that the mod will run without error- Tracking of variables within the mod (int, double, String, ect.)What I am still working on:- Parsing the mod to look for memory leaks- Advance parsing 'compiling' of the mod. New pictures will be coming tonight! Pictures:
  5. Awesome to read this. A while back I was helping to pinpoint issues and giving some fixes to Itch. One of the issues I found was a car path issue. Nonetheless, I look forward to trying out the new version.
  6. To a point, you are correct. I am able to play some insanely fun and current games with my Intel Integrated graphics card. Their are some memory issues for this release, which you can see further back I have rewrote snippets for them. Such as it would cycle throughout the entirety of the volunteer's until it cycled to the one it needed to spawn. Furthermore their is a issue that crashes the game with one of the firefighters attempts to leave the map - it gets blocked. Again, very good mod. Good job team.
  7. The way I did it was a quick, dirty and cheap way of handling volunteer spawning, which took 2 minutes to do(if that). It was meant to cycle to the unit requested and spawn the volunteer's required and then break as you don't need to cycle through all 10 cars if you only need to spawn one. I have written a better method of doing this, and a bunch of more memory effective patches throughout the entire mod that I will be giving to Itch to review and add if he wishes. I don't know nothing of how scripting works as their isn't a documentation that goes in depth, although I found one in German. So for example, if I spawn 3 units, the breaking does not stop the mod from spawning the necessary volunteer's.
  8. If you guys need any help in the future, I am more than happy to review any piece you guys want. I am reviewing the stop sign script as we speak.
  9. I like this mod and because I want to play for more than 5 minutes, I have spent sometime looking through issues reported here and try and fix. When it loops through the number of vehicles, it never stopped. It would continue to cycle through eating at the memory a little bit, so adding the simplistic breaks where applicable, it saved a little bit on the memory. I am going to rewrite this to be more efficient on the memory, as making it cycle through the number of vehicles every time it declares a new vehicle seems a little weird.
  10. I have seen noticeable increase in FPS when I added the breaks, however it could just be me imagining it. I have isolated the crash(for me anyways) to this: I am unsure if it has to do with the volunteer script, I have been trying to pin point the exact cause but I haven't been able to find it. It seems plausible that if the civpath is blocked it leaves it registered and picks another civpath and attempts to destroy the civpath that was blocked, which causes this error. I am still looking into it(I really dislike notepad++).
  11. So far everything is working excellent, I will continue to test a little bit more then release my fix.
  12. I am attempting a fix as we speak, and I will test it and report back. Keep in mind, I don't know much c++, I am more of a Java developer.
  13. Lines: 380 -> 461 in the script: "MTVolunteerScript" It looks as if its continuously cycling and once the condition is met, for example car = vl10.GetVehicle(j) it doesn't break the loop. Although, I haven't looked at the memory usage during the time when this script is called, I suspect this is probably the/one of the issues.
  14. Their was a mod that actually had drafting? Intense! I would love to see some of these features implemented, although I know its in a city and you wouldn't necessarily need to draft from a pond, but I could see how it would be useful when you get the small forest fire event(although, I don't believe their is any lakes/ponds near by?).
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