- Joined
- Sep 6, 2013
- Messages
- 6,742
Hello folks, again some hive news from our code sections - Part 2. So here we go:
But it was not perfect, and could not succeed to be used by multiple players properly. TriggerHappy, who works currently on his MMO Project, used the old knowledge as reference and created a new and stronger system for creating dynamic interfaces in a MUI and issueless way. His approach seems to work very good and seems to be stable. A new inventory and equipment system was born: Inventory & Equipment UI System v1.3.0 Also Quilnez, who's perma working on [Role Playing Game] - Garden's Tale, saw a good chance to create dynamic graphics and so he tried to modularize it to a general Panel System, which you can use now to create your own custom systems using the tequinique. The usage of these systems is nothing for beginners, but we still can hope to see their usage in one or the other map. |
AGD, a known JASS fighter, attacks the section with his muldidimensional array library. In contrast to already made approaches he used the strength of the already approved and standard library [Snippet] New Table . So he combined the already existing power of Table with some new syntax and wrappers, and ended up in having a very elegant system for infinite (as much you want) nested arrays, in still a very clean and readable syntax, which is in the end still pretty efficient. Not too many coders will ever use n-d arrays, but this is definitly worth to be mentioned, and can ease your life in the case of cases. |
It was there for some time already, but some months ago there still were some bugs TriggerHappy had to fight with - the sync library. It definitly needs some attention again as all errors seem to be gone, and it reached a stable and even better form than it already was. The sync library is used to sync async values for all players. That means we can work with local-only functions, for example a player's cam, and still can enjoy multiplayer maps at same time. An other, but very big point is a load system. Usually the player's have or - individual lode codes, or have local data somewhere on their pc which saved their map progress. When loading this local data it must be ensured that all players who are currently playing the map do also get this loaded information, and that's what this system does, it takes local data, and makes it global. Overall an extremly important system. |
|
The hive sent two new fighters in the Spells Section. Quilnez, who started wc3 coding on hive at approximatly the same time I started, too, at year 2013, has done a lot of impressive submissions and projects over the years. If you didn't know him yet, you definitly should check his profile out, I can guarantee that you will find something interesting for you. Also Wietlol isn't a new name at all to us, and also he has submitted own systems and often participates in planty of jass and system discussions. His self-confidence in discussions is one characteristic that everyone should know who talked to him for some longer. |
It's not much I can personaly I tell you about it at the moment, but leandropt, well known for the warcraft memory hack access, is now seemingly working on a new compiler to allow bytecode instructions and to use the full power of the JASS Virtuel Machine. I'm personaly unsure if this is a good step, because such coding gets less and less beginner friendly, but for those hackers it's probably just an other interesting journey. And I enjoy following their acitivities and always have an eye on their impressive work. If you're interested in it as well, you should definitly check out his thread. |
In the end a little note in my own name. I started to work on a JASS Class project, and hope that people use the chance to work together for a good learning atmosphere. The linked thread above is outdated, but stay tuned, I hope to get some things ready soon, and then we can also come in contact together to submit new and more JASS missions. |
@TriggerHappy @Quilnez @AGD @Jampion @Fruit Forest @Wietlol @leandrotp
Attachments
Last edited: