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DoD3 New Module in Process

by Zor · 2009-10-15 · 9 replies · 18627 views · 163 downloads

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Hiya all, if you have been following, I have been working on a new DoDx module. At the moment it don't do much, but its a start. And its alot more easy to work on. The real guts of it hasn't been started as of yet. But it will give me something to do for the next bit. Basically all it does at the moment is spit out data on different Messages sent by the HL / DOD engine. Such as CurWeapon and such. But this was one of the big problems I had before trying to seperate everything out into c++ classes to make understanding and modifying things easier. With a great deal of help from the NS module, whoever developed that, I got an idea and have run with it. So for now the messages come into the MessageHandler class, which then spawns off a pre / post message which is its own class. So if you needed to do work with the CurWeapon message you now just add the code into the CurWeapon class. Not rummage through the code to find wtf that would be and wtf to do with it. Next step is to get a usable player class that will reflect what the player is doing and has done, such as throwing a grenade, or spawning. Once I have that its just a mater of calling the correct stuff at the right time using the player class. So, basically for those of you out there who are able to understand and perhaps help out, here is the code to date. I will keep updating it as I go.
rn
rnCheers!

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The thread

All 10 posts from 6 people on DoD3 New Module in Process, kept as they were written.

Zor
started this thread
Posts: 688
Threads: 75
Joined: Jun 2006
10-15-2009, 10:02 AM #1

Hiya all, if you have been following, I have been working on a new DoDx module. At the moment it don't do much, but its a start. And its alot more easy to work on. The real guts of it hasn't been started as of yet. But it will give me something to do for the next bit. Basically all it does at the moment is spit out data on different Messages sent by the HL / DOD engine. Such as CurWeapon and such. But this was one of the big problems I had before trying to seperate everything out into c++ classes to make understanding and modifying things easier. With a great deal of help from the NS module, whoever developed that, I got an idea and have run with it. So for now the messages come into the MessageHandler class, which then spawns off a pre / post message which is its own class. So if you needed to do work with the CurWeapon message you now just add the code into the CurWeapon class. Not rummage through the code to find wtf that would be and wtf to do with it. Next step is to get a usable player class that will reflect what the player is doing and has done, such as throwing a grenade, or spawning. Once I have that its just a mater of calling the correct stuff at the right time using the player class. So, basically for those of you out there who are able to understand and perhaps help out, here is the code to date. I will keep updating it as I go.rnrnCheers!

Dr.G
posted here
Posts: 776
Threads: 75
Joined: Nov 2007
10-15-2009, 06:51 PM #2

Zor is alive!

N netmad
posted here
Posts: 24
Threads: 5
Joined: May 2009
10-16-2009, 12:29 AM #3

guten guten

Zor
started this thread
Posts: 688
Threads: 75
Joined: Jun 2006
10-16-2009, 09:26 AM #4

Oooo...you think me to be dead! Hehehe, well NOT! I really don't know how far I will get in the next 4 or 5 days, I have to pack up everything left into a U-Haul and head on out to Ontario here shortly. Once I get there, I do not know how long until I get Inet in the room I will be in. So, I am hoping that people can add upon the base thats there, and the updates as I go. Wish I had a web svn type storage area. But Alas, have to look.rnrnCheers!

Dr.G
posted here
Posts: 776
Threads: 75
Joined: Nov 2007
10-19-2009, 12:12 PM #5
Oooo...you think me to be dead!....
rnrnrnSometimes yea :)

ghzero
posted here
Posts: 160
Threads: 42
Joined: Sep 2007
10-20-2009, 02:25 PM #6

can you make it possible to made the submodel of head set-able for an player-model with your new module ?

Zor
started this thread
Posts: 688
Threads: 75
Joined: Jun 2006
10-20-2009, 05:12 PM #7

Dont know...have to get it working first. Then think about addons.

W wangqi6043
posted here
Posts: 1
Threads: 0
Joined: Nov 2008
12-08-2009, 04:17 AM #8

:D I am a Chinese rnrnFrequented this forumrnrnI'm not EnglishrnrnTo use translation software to see your forumrnrnThank you I hope you get better and betterrnrnrn你们好,如果有会英语的请表达我对这个服务器的感激之情!rn在中国DOD深受大家喜爱,虽然相继推出了DODS CSS 等游戏 但是我们仍然热爱DODrn我们中国人研究DOD地图的人很少,特别是DOD的 FDG , 我没有办法只好用搜索引擎搜索,于是找到了你们的网站,感谢你们无私的提供技术帮助,rnrnDoes the role of these entities?rnrn=============rnHintTypeChoicesrnActivityTypeChoicesrnDoDCamrnCPMasterrnTargetxrnWeaponrnRenderFxChoicesrnRenderFields rnPlayerClassrngibshooterbasernLightrnBreakablernDoorrn BaseTankrnPlatSounds rnTrackchangernZhltLightFlagsrnBeamStartEnd rnMonsterrnTalkMonsterrn==============rnNormal physical I know

Zor
started this thread
Posts: 688
Threads: 75
Joined: Jun 2006
12-08-2009, 06:07 PM #9
rn你们好,如果有会英语的请表达我对这个服务器的感激之情!rn在中国DOD深受大家喜爱,虽然相继推出了DODS CSS 等游戏 但是我们仍然热爱DODrn我们中国人研究DOD地图的人很少,特别是DOD的 FDG , 我没有办法只好用搜索引擎搜索,于是找到了你们的网站,感谢你们无私的提供技术帮助,rnrnDoes the role of these entities?rnrn=============rnHintTypeChoicesrnActivityTypeChoicesrnDoDCamrnCPMasterrnTargetxrnWeaponrnRenderFxChoicesrnRenderFields rnPlayerClassrngibshooterbasernLightrnBreakablernDoorrn BaseTankrnPlatSounds rnTrackchangernZhltLightFlagsrnBeamStartEnd rnMonsterrnTalkMonsterrn==============rn
rnrn您是相当受欢迎的,并且我是高兴的您享受比赛,和我一样多。 我在这不工作,当我准备搬到一个新的家,因此是太繁忙的。 然而我再将有它。 有希望地我可以补充说和或修理您提及了的项目。 好运!rnrnCheers!

K knife108
posted here
Posts: 108
Threads: 10
Joined: Apr 2006
05-28-2010, 03:17 AM #10

This is a great website in DoD world.rnrnthx all of u ,thx all of that u did.

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