theavonlady 2 Posted September 25, 2003 Most of us are familiar with Gunslinger's Editor Update and Kegetys' rework of that for Resistance, the Editor Addon. Since the time those have been produced, numerous addon objects have been released by many addon makers. In another thread about the Stalingrad map, Suchey gave me the idea that it would be beneficial to mission makers if a new editor addon file, with objects not defined in the original ones, would be produced. Before 900 people volunteer, it would be wise to admit that this be done by a small dedicated team of 1 to 3 people, working together and pledging to maintain this in the future, in order to correct errors (perish the thought) and to add new objects as they come along. Opinions? Volunteers? This should be ironed out clearly if and before someone begins working on it. Share this post Link to post Share on other sites
AirwolfPL 0 Posted September 25, 2003 I understand that such 'editor update' should contain island objects not defined in cpp files by lazy addon makers in the cpp file? If yes - then I don't really see a point for it... You would have to download all of the islands and addon packs to use such 'editor update'. Missions using objects defined in this editor update should be distributed with the whole bunch of addons as well... I think it's just better idea to convince addon makers to create cpp file entries for all island objects (not only for those with defined action) and distribute it along with their addons (eventually - as separate small pbo file which contains only cpp file) - that's the way all of the 'island addons' from Airwolf Mod will come with the mod (well, maybe not all because there are some very specific object which just won't fit anywhere else than in the specific locations on our Island). Share this post Link to post Share on other sites
raedor 8 Posted September 25, 2003 yes, that's a good idea! @aiwolf: i think avon means all official objects which are not defined in the ofp-config file. cos the old versions (gunslinger's and kegetys) "produced" some bugs... Share this post Link to post Share on other sites
theavonlady 2 Posted September 25, 2003 yes, that's a good idea!@aiwolf: i think avon means all official objects which are not defined in the ofp-config file. I'm also referring to newly made unofficial objects. Quote[/b] ] cos the old versions (gunslinger's and kegetys) "produced" some bugs... I have never had an error with the latest version of Kegetys' Editor Addon V1.11. Share this post Link to post Share on other sites
raedor 8 Posted September 25, 2003 i didnt have some, too. but i made missions which did use keg's 1.11 and some users had problems with this addon: 1. they had problems when they had this version and an older one in their folder. 2. sometimes with other addons. Share this post Link to post Share on other sites
AirwolfPL 0 Posted September 25, 2003 yes, that's a good idea!@aiwolf: i think avon means all official objects which are not defined in the ofp-config file. cos the old versions (gunslinger's and kegetys) "produced" some bugs... I never had any bugs with editor updates but I agree that some things in those updates have 'freaky' definitions (I can't point out this things because I don't remember them, but some time ago I've been crawling through the cpp file and I noticed some thing I don't like) Avon: generally it's a good idea to give missionmakers an opportunity to use these 'undefined' addons in their's missions, but as I said - I don't see a point in making one huge cpp file containing definitions for all of the 'not defined' p3d files. I think it would be better idea to prepare several small, separate 'editor updates'. For example - if there are any undefined p3d's in the SebNam Pack - release 'SebNam Pack Editor Update', if there are any undefined p3d's in the StalinGrad island addon - release 'Stalingrad Editor Update'. PS.: Of course I still think, that it's in the addonmaker's interest to prepare such 'editor updates' before releasing addon/addon pack but It seems some of them thinks in different ways ;) Share this post Link to post Share on other sites
theavonlady 2 Posted September 25, 2003 Avon: generally it's a good idea to give missionmakers an opportunity to use these 'undefined' addons in their's missions, but as I said - I don't see a point in making one huge cpp file containing definitions for all of the 'not defined' p3d files. I think it would be better idea to prepare several small, separate 'editor updates'. For example - if there are any undefined p3d's in the SebNam Pack - release 'SebNam Pack Editor Update', if there are any undefined p3d's in the StalinGrad island addon - release 'Stalingrad Editor Update'. Thanks for a better and refined idea. Yes, that sounds right. As for addon makers doing this, well, since they haven't maybe someone else will. Share this post Link to post Share on other sites
dm 9 Posted September 25, 2003 Also, make use of the new cpp command we have at our diposal, like sorting the vehicle classes out. IMHO there is nothing more frustrating than searching through 1000's of entries in the "Support" or "Camera" classes for that small rock, or stack of pallets. My suggestion would be to have new classes including "Vegitation" (bushes, trees, rocks etc), "Road Objects" (which would include signposts etc), "Buildings", and "Objects"/"Static objects" which would include misc stuff like tables, chairs, bottles etc. I think it would just make it much easier and quicker to find and place objects in the editor, without having to scroll through mega lists of allsorts before finding what you want. Also, I like the idea of having one DIFINITIVE editor addon, because as it stands there is very little difference between kegs and gunslingers, and I like the modular idea too, but it would have to be clear as to what addons they would work with/need. Share this post Link to post Share on other sites
Donnervogel 0 Posted September 25, 2003 Hmm I though of something similar some time ago. I thought it would be great if there was a team that does some sort of editor addon but instaed of only using things that had been made before they would also make new objects like bunkers, road signs, buildings, sandbag fomations, etc. that can be used for all types of missions. Some sort of editor addon mod ;) If I had time I would work on such things myself but the problem is I don't have much time and I have some other projects that I work on. Share this post Link to post Share on other sites