[WIP] Project: Blackfire SDK (UPDATED 2/29/12)
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The Projects forums are only for projects. If you are asking questions about a project, either find that project's thread, or start a thread in the General section instead.
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Please read the full rules for more details.
The Projects forums are only for projects. If you are asking questions about a project, either find that project's thread, or start a thread in the General section instead.
Got a cool project idea but nothing else? Put it in the project ideas thread instead!
Projects for any Doom-based engine (especially 3DGE) are perfectly acceptable here too.
Please read the full rules for more details.
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Re: [WIP] Project: Blackfire SDK
Doesn't that require ZDoom to run? If you quit, the delaying UNLOADING script will be wiped from memory.
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Re: [WIP] Project: Blackfire SDK
Ghastly is correct. The potential for one to save user data like this would primarily be backed up by an unloading script. However, the way this is done, it's VERY hacky. Involves a lot of "LETS BREAK AND SPAM LOGFILES LOLOLOLOLOL"Ghastly_dragon wrote:I assume it has something to do with the UNLOADING script type.printz wrote:can you? if the zdoom framework can't allow that, then how can a mod do so? Unless said mod changes the port, but unlikely.
It's that kind of thing that, yes this will work, but the savable data will need to be in some way recompiled for it to run correctly. This is all assuming that ZDoom doesnt get that nifty feature of compiling scripts at runtime. Regardless, with the way it's set up, you should be able to at least store data on a server/file for at least the length of time a server/game session is running.
The module for long-term storage wont come for a while, I need to get a lot of other things up and running first before I can.
Another thing to consider, is that to save user data outside the game session, the save HAS to be triggered by a user. This is the only way I can think of to directly save user data in a manner of which that even COULD be formatted to be used at a later date.
Anyway, dont worry, it will be all open source. I will also have video tutorials on how to use each part of this project, and I will have my first video up on the basics and usage of the menu system. Stay tuned folks!

EDIT: As a side note, it's a really great thing to see such a positive response so far. Hopefully after a video or two, you guys will be happier

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Re: [WIP] Project: Blackfire SDK
I was wondering what Blackfire was for
All of this looks frickin amazing. Admittedly I don't get all of it, but it looks amazing nonetheless. Hope I can put it to use somehow.

All of this looks frickin amazing. Admittedly I don't get all of it, but it looks amazing nonetheless. Hope I can put it to use somehow.
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Re: [WIP] Project: Blackfire SDK
Okay, so I have a demonstration video or two made, but I need to edit them a little bit. Along with that, I also managed to get a bit more of the dialog system architecture done, so I will be able to give demo vids of that as well. That will be the feature set plugin that WildWeasel will be using in CHC.
The current demo video that I will be trying to show you is the usage and demonstration of the underlying system to the dialog plugin, which is the menu framework. The video will demonstrate the usage of the in-game menu builder along with using the generated code along with your own maps.
I really hope to have these videos done within the next day or so!
The current demo video that I will be trying to show you is the usage and demonstration of the underlying system to the dialog plugin, which is the menu framework. The video will demonstrate the usage of the in-game menu builder along with using the generated code along with your own maps.
I really hope to have these videos done within the next day or so!
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Re: [WIP] Project: Blackfire SDK
Okay got a video posted of the in game utility, check out the first post. I will be basically posting a video every day or two until I finish showing off everything I have so far. If I'm not posting videos, it's because I stopped caring and went back to coding 
So expect another video here in the next day or two!

So expect another video here in the next day or two!

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Re: [WIP] Project: Blackfire SDK (UPDATED 2/29/12)
I found those two videos entertaining, yet instructive. I also noticed that your collisionbox for button three in the third video was running script 1 rather than 11 
No idea why, but I've known about this project and what it's for for a long time (perhaps I could spy in back when I was a mod? I don't know). Very impressed with what you've shown off so far.

No idea why, but I've known about this project and what it's for for a long time (perhaps I could spy in back when I was a mod? I don't know). Very impressed with what you've shown off so far.
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Re: [WIP] Project: Blackfire SDK (UPDATED 2/29/12)
Phobus wrote:I also noticed that your collisionbox for button three in the third video was running script 1 rather than 11

As I went along, I kept fixing and debugging behind the scenes. My big focus for now was just showing mechanics. MY goal will also be to have written documentation on everything that I'm going over in the video.
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Re: [WIP] Project: Blackfire SDK (UPDATED 2/29/12)
So let me get this right. Basically, one of the features this project has to offer is that I can construct menus in real-time, input their base code by a mean of "logfile"-ing them and then using the generated code from the logged file to make functional in-game menus?
Heh, the part where you construct the menu reminded me with Visual Basic.
Also, LOL when that imp killed you.
Heh, the part where you construct the menu reminded me with Visual Basic.

Also, LOL when that imp killed you.