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Re: download addons in game

Posted: 12 Apr 2013, 20:42
by Emdek
Originway, with current widgets API nothing is drop in replacement. :-P
It would require some additional work (I think that a bit less if using Qt5) but with additional benefits (won't list it again, those that use Qt know ;-)), if done properly.

Re: download addons in game

Posted: 12 Apr 2013, 20:48
by Originway
Emdek wrote:Originway, with current widgets API nothing is drop in replacement. :-P
It would require some additional work (I think that a bit less if using Qt5) but with additional benefits (won't list it again, those that use Qt know ;-)), if done properly.
what additional work do you mean? if you would be more clear maybe some of us can help?
hey wait I just remembered that QT stuff. NO! WE DO NOT WANT THIS!
the QT that they had before was horrible! lots of horrible graphics lag no matter the options! :evil:

Re: download addons in game

Posted: 12 Apr 2013, 20:52
by Emdek
Originway, it was discussed so many times...
QT? QuickTime? :-P
I've said properly, it was done wrong way and for weird reasons.
And is still used (but not for rendering). :-P
Don't judge framework by wrong examples of use.

Re: download addons in game

Posted: 12 Apr 2013, 20:54
by Originway
what weird reasons?
it sounds like you used this before so are you going to show them the correct way?

Re: download addons in game

Posted: 12 Apr 2013, 20:59
by Emdek
Originway, I don't remember them exactly, that was long time ago and I don't have right now time to again dig into old source code revisions.
I'm using it all the time, and I can only tell that this would be complex task for existing and so big project, but engine slowly evolves in right direction.
Also I've said, (re)evaluate, it might be easier to use something SDL based, or even custom (like make current widgets not painful to use anymore).

Re: download addons in game

Posted: 12 Apr 2013, 21:25
by Ezio
Emdek wrote:Originway, I don't remember them exactly, that was long time ago and I don't have right now time to again dig into old source code revisions.
I'm using it all the time, and I can only tell that this would be complex task for existing and so big project, but engine slowly evolves in right direction.
Also I've said, (re)evaluate, it might be easier to use something SDL based, or even custom (like make current widgets not painful to use anymore).
this thread has completely going oot :lol2:
the one from earlier post called weaselgui is using SDL backend, although i prefer using current gui system but ported to file based instead of hardcoded

Re: download addons in game

Posted: 12 Apr 2013, 21:27
by Emdek
Ezio, file based? What do you mean exactly?
External data files defining layouts (XML, script, something different)?

Re: download addons in game

Posted: 12 Apr 2013, 22:23
by Ezio
Emdek wrote:Ezio, file based? What do you mean exactly?
External data files defining layouts (XML, script, something different)?
something like that, even .ini file is ok for me, on older thread someone even wants a css based menu

Re: download addons in game

Posted: 12 Apr 2013, 22:27
by Emdek
No, INI is definitely wrong one for such stuff, since it is can't be represented in such way in clean way (at least for more complex layouts). :-)

Re: download addons in game

Posted: 12 Apr 2013, 22:49
by Ezio
Emdek wrote:No, INI is definitely wrong one for such stuff, since it is can't be represented in such way in clean way (at least for more complex layouts). :-)
i took this from one of valve game, for me seems good enough for readability and future update but i still thinking an easiest and fastest way to archive something like this or maybe something better? :hmm:.

Code: Select all

"itembuilds/default_generic.txt"
{
	"author"		"Valve"
	"hero"			"npc_dota_hero_abaddon"
	"Title"			"Recommended items for Abaddon"
	
	"Items"
	{		
		"#DOTA_Item_Build_Starting_Items"
		{
			"item"		"item_tango"
			"item"		"item_tango"
			"item"		"item_clarity"
			"item"		"item_branches"
			"item"		"item_branches"
			"item"		"item_branches"
			"item"		"item_courier"
		}
		
		"#DOTA_Item_Build_Early_Game"
		{
			"item"		"item_tranquil_boots"
			"item"		"item_magic_stick"
			"item"		"item_sobi_mask"
		}
		
		"#DOTA_Item_Build_Core_Items"
		{
			"item"		"item_phase_boots"
			"item"		"item_magic_wand"
			"item"		"item_soul_ring"
			"item"		"item_urn_of_shadows"
		}
		
		"#DOTA_Item_Build_Luxury"
		{
			"item"		"item_vladmir"
			"item"		"item_mekansm"
			"item"		"item_pipe"
			"item"		"item_radiance"
			"item"		"item_assault"
			"item"		"item_necronomicon_3"
			"item"		"item_ultimate_scepter"
			"item"		"item_heart"
			"item"		"item_sheep"
		}
	}
}

Re: download addons in game

Posted: 12 Apr 2013, 22:52
by Emdek
Well, this is kind of cross between INI, JSON and XML. :-D
But maybe "standard" JSON would better.