Natural Selection 2 News Update - Developer Resources Area
Max
Technical Director, Unknown Worlds Entertainment Join Date: 2002-03-15 Member: 318Super Administrators, Retired Developer, NS1 Playtester, Forum Moderators, NS2 Developer, Constellation, Subnautica Developer, Pistachionauts, Future Perfect Developer
Comments
<!--quoteo(post=1744856:date=Dec 25 2009, 11:24 PM:name=TrC)--><div class='quotetop'>QUOTE (TrC @ Dec 25 2009, 11:24 PM) <a href="index.php?act=findpost&pid=1744856"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Kind of missed point here, how does this help NS2 should we decide to do something for it?<!--QuoteEnd--></div><!--QuoteEEnd-->
This is a website where they can release libraries made by Unknown Worlds too other indie developers.
So you expect Lua developers to simply guess at NS2's API?
I'm sure many of those anticipating mods for Lua will welcome this necessary step (myself included)
As far as I can tell it doesn't, they're just being nice, giving open-source developers on Christmas day. 'Tis the season and whatnot :P
I'm sure many of those anticipating mods for Lua will welcome this necessary step (myself included)<!--QuoteEnd--></div><!--QuoteEEnd-->
This has nothing to do with Lua, you guys are missing the point. This website is for indie developers not Lua developers of NS2
So, I gather you guys liked the general idea behind Steamworks?
I hope your style of releasing and publishing your work will spread more in the world of videogames.
There should be way more developers publishing SDKs, code parts, libaries and tools. Everybody would benefit.
It's in their right not to release the game if it isn't fairly in a playable state enough to be so. It would sure be nice to move around with the marine in our levels but then what?
I'm sure there is far more work done than we might think of (including me) and I'd say that I like the surprise effect myself so just be patient on your side.
:D
I may incorporate the Updater into my own engine at some point.
Any chance you'll release your implementation of the Lua stack and how you tie Lua scripts into your actual engine? I've been working on that myself but eventually got tied up with the logical borders between the Lua-implemented scripts versus the Engine-implemented scripts and decided to post-pone implementation of Lua scripting until I figured out the implementation details. I think its awesome that you've started that site :)
Merry Christmas.
Edit: Icons added now. Neat!
I noticed this in the updater library page:
<!--quoteo--><div class='quotetop'>QUOTE </div><div class='quotemain'><!--quotec-->The Updater Library is <!--coloro:#FF0000--><span style="color:#FF0000"><!--/coloro-->the the<!--colorc--></span><!--/colorc--> library <!--coloro:#FF0000--><span style="color:#FF0000"><!--/coloro-->we for<!--colorc--></span><!--/colorc--> to provide automatic updates to users of all of our applications.<!--QuoteEnd--></div><!--QuoteEEnd-->
I notice there isn't any type of cryptographic validation of the sources, is this something you plan on adding?
Very cool update, it's awesome that you guys are being so open with the community. Hope you all have a merry Christmas and a happy new year!
gpl pls!
gpl pls!<!--QuoteEnd--></div><!--QuoteEEnd-->
<!--quoteo(post=0:date=:name=From Developer Resources Website, Downloads tab)--><div class='quotetop'>QUOTE (From Developer Resources Website, Downloads tab)</div><div class='quotemain'><!--quotec-->All of the downloads below are released under the <a href="http://creativecommons.org/licenses/BSD/" target="_blank">BSD License</a>. You may use these downloads as part of your own commercial, non-commercial and personal projects.<!--QuoteEnd--></div><!--QuoteEEnd-->
i dont see it o.O
It shows up on IE8 and Firefox at least.
i love all those expert projectmanagers here on the forums... It's like germans watching soccer-matches: everybody sitting on their couch knowing everything better than the players, trainers, managers or referee.
Start your own project, do better, then start constructive criticism.
I love this style of working - not simply rushing forward to release something they could call a game - they work the style they want other developers to work. And it is good that way.
It's just a small yet goodwill gesture in time for the goodwill season. Updates on the game will come when they're ready. Overall, it actually harms PR to show off game elements before they are of a shippable quality, so just wait until they're ready to reveal the next asset/feature.
It's just a small yet goodwill gesture in time for the goodwill season. Updates on the game will come when they're ready. Overall, it actually harms PR to show off game elements before they are of a shippable quality, so just wait until they're ready to reveal the next asset/feature.<!--QuoteEnd--></div><!--QuoteEEnd-->
QFT!
No, it doesn't.
Note: Do not hire for construction of death star.
Also: I find the use of void in this context amusing.
<!--c1--><div class='codetop'>CODE</div><div class='codemain'><!--ec1-->#ifndef IID_PPV_ARGS
template<typename T> void** IID_PPV_ARGS_Helper(T** pp)
{
// make sure everyone derives from IUnknown
static_cast<IUnknown*>(*pp);
return reinterpret_cast<void**>(pp);
}
#define IID_PPV_ARGS(ppType) __uuidof(**(ppType)), IID_PPV_ARGS_Helper(ppType)
#endif<!--c2--></div><!--ec2-->
also in UpdaterImpl.cpp line: 606 need to be changed to
<!--c1--><div class='codetop'>CODE</div><div class='codemain'><!--ec1-->#ifndef BCM_SETSHIELD
const UINT BCM_SETSHIELD = 0x0000160C;
#endif<!--c2--></div><!--ec2-->
BCM_SETSHIELD is defined in Windows 7