swordedit

Halo modding and gaming related applications.
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Dirk Gently
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Post by Dirk Gently » Wed May 21, 2008 8:20 am

no shit. Graveen was prolly joking around. and sword if you are interested I have made some custom HMT plugins translated from Enitiy plugins, I also have some that are not included in the normal eschaton, and were grabbed from Decoy's site before it went down. I am guessing that if this is done the same way as the original sparkedit it is coded in Objective-C and eschaton is coded in RealBasic, I am not sure how well it would translate, because I am sure that Bobindashadows would have made sparkedit do the same as HMT if he could, which was also done in RealBasic I believe.

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Post by Mac Hacker » Wed May 21, 2008 1:49 pm

bcnroot wrote:no shit. Graveen was prolly joking around. and sword if you are interested I have made some custom HMT plugins translated from Enitiy plugins, I also have some that are not included in the normal eschaton, and were grabbed from Decoy's site before it went down. I am guessing that if this is done the same way as the original sparkedit it is coded in Objective-C and eschaton is coded in RealBasic, I am not sure how well it would translate, because I am sure that Bobindashadows would have made sparkedit do the same as HMT if he could, which was also done in RealBasic I believe.
corect well .75 was made in RB .5 was made in C i do belive and translated with a little ilusive appy aroudn the net for mac
TsGh

sword
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Post by sword » Wed May 21, 2008 2:11 pm

bcnroot wrote:no shit. Graveen was prolly joking around. and sword if you are interested I have made some custom HMT plugins translated from Enitiy plugins, I also have some that are not included in the normal eschaton, and were grabbed from Decoy's site before it went down. I am guessing that if this is done the same way as the original sparkedit it is coded in Objective-C and eschaton is coded in RealBasic, I am not sure how well it would translate, because I am sure that Bobindashadows would have made sparkedit do the same as HMT if he could, which was also done in RealBasic I believe.
I'm insulted.

This is coded in a mix of C, Objective-C, C++, and Objective-C++. I've rewritten everything but the file definitions (those don't need much changing), original BSP reading, model tag reading and rendering, and the original scenario reading order, and the camera for viewing the map. Otherwise, its all me. Granted, there are definitely some things that I've forgotten and am leaving out. Some functions may have the same name and do the same thing to preserve compatibility throughout all of the code, but the actual instructions have been changed entirely.

The map object I've written entirely myself to allow for much greater support and ability. Scenario handling / construction I've written myself. The new render view I've written myself. The map tag superclass I've written myself. The bitmap tag class is about 50/50, some is mine and some is Bob's or something. All of the memory handling has been done by me as the original sparkedit by Bob had close to none at all. Object translation / duplication / creation / any of that real content stuff is done by me.

So, to sum it all up, I've rewritten most of this baby from scratch. If you go through and compare the sources then you'll see similarities as we both were attempting to do the same thing, but I'd estimate that only about 1,000 lines of source in this project remain close to the same.
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Dirk Gently
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Post by Dirk Gently » Wed May 21, 2008 2:48 pm

sword wrote:
bcnroot wrote:no shit. Graveen was prolly joking around. and sword if you are interested I have made some custom HMT plugins translated from Enitiy plugins, I also have some that are not included in the normal eschaton, and were grabbed from Decoy's site before it went down. I am guessing that if this is done the same way as the original sparkedit it is coded in Objective-C and eschaton is coded in RealBasic, I am not sure how well it would translate, because I am sure that Bobindashadows would have made sparkedit do the same as HMT if he could, which was also done in RealBasic I believe.
I'm insulted.

This is coded in a mix of C, Objective-C, C++, and Objective-C++. I've rewritten everything but the file definitions (those don't need much changing), original BSP reading, model tag reading and rendering, and the original scenario reading order, and the camera for viewing the map. Otherwise, its all me. Granted, there are definitely some things that I've forgotten and am leaving out. Some functions may have the same name and do the same thing to preserve compatibility throughout all of the code, but the actual instructions have been changed entirely.

The map object I've written entirely myself to allow for much greater support and ability. Scenario handling / construction I've written myself. The new render view I've written myself. The map tag superclass I've written myself. The bitmap tag class is about 50/50, some is mine and some is Bob's or something. All of the memory handling has been done by me as the original sparkedit by Bob had close to none at all. Object translation / duplication / creation / any of that real content stuff is done by me.

So, to sum it all up, I've rewritten most of this baby from scratch. If you go through and compare the sources then you'll see similarities as we both were attempting to do the same thing, but I'd estimate that only about 1,000 lines of source in this project remain close to the same.
nice job then, and here I was thinking you where just rebuilding bob's app from the released source code. my apologies, this is quite a masterpiece you have here.

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Post by G[v]N » Wed May 21, 2008 2:50 pm

I'm insulted.
By my joking around? :lol:
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Moxus wrote:Many thanks to the people who have made my years on MGM and on Halo Demo so memorable.

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Post by Mota-Lev » Wed May 21, 2008 2:51 pm

G[v]N wrote:
I'm insulted.
By my joking around? :lol:

I think possible cause root said it was only coded in Objective-C.

But not 100%


Wow sword this looks awesome. Nice work keep it up.
Stupid tinypic removing my images

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Post by sword » Wed May 21, 2008 3:28 pm

Yeah, I was insulted by root's comment. Not that he intended to insult me, because I'm sure he didn't, but just because I've put so much work into making my own, separate program from Bob's sparkedit.

swordedit is currently 6,732 lines of code.

The unmodified sparkedit is 5,630 lines of code, not including all of the extra, non-built files. Granted, a good bit of that code is also not in use, is repeated, or could be stripped down greatly and work just as well (which I did with some aspects of swordedit).

Gren's code is as good as it gets. Bob's, though, wasn't nearly as pretty. Heh, I think he had just picked up C / Obj-C when he began sparkedit, like me when I modified sparkedit last summer.

Oh, and tyler, all versions of HMT by Bob for mac were written in RB. No exceptions.
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Dirk Gently
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Post by Dirk Gently » Wed May 21, 2008 3:50 pm

yeah I was just thinking aloud in my previous statement, seeing that since the general idea of how the maps were viewed and stuff was basically the same, so I thought you also would be using Objective C for coding this, I had a suspicion that you were using other languages too, but was not quite positive about it so did not think to comment on it. now seeing some of the pictures, I can really tell the difference that has been made between bob's application and this one. the difference is great. One thing I really hope for is that this one will make a huge difference on the mac community. Harbinger was an example of this, but it died rather fast. I also want it not to be slow when used on PPC machines because I cannot stand how slow sparkedit is on my comp.

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Post by Mac Hacker » Wed May 21, 2008 4:23 pm

sword wrote: Oh, and tyler, all versions of HMT by Bob for mac were written in RB. No exceptions.
thanks for clearing that up i was kinda questioning HMT .5 tho since you cant open it up and see the RB frameworks and i know HMT .7 let you see that mabee difrent versons of RB XD
TsGh

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Post by Shodos » Wed May 21, 2008 5:55 pm

I can take no part in your computer-language discussion-skirmish

but I can say that sparkedit does not work on my intel mac, and I will love you forever (dearly, not queerly) if swordedit works for me.

conure
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Post by conure » Wed May 21, 2008 6:21 pm

sword wrote:Image
I see what you did there.......

Also fun fact The Ui BSP is a skybox bsp, meaning it DOES have bounds at which it ends.

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Post by Modzy » Wed May 21, 2008 6:22 pm

In swordedit will you be able to change the roll, pitch, and yaw of a object?

sword
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Post by sword » Wed May 21, 2008 6:35 pm

Moving on.

swordedit will be at beta just as soon as saving is done.

Saving will be done just as soon as scenario rebuilding is done.

Scenario rebuilding will be done as soon as I fix the buffer copying problems.

Basically, it'll take a day or two before I'm at beta (For intels at least, I haven't tested this on my PPC mac yet).
The sword.

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Post by cQuence » Wed May 21, 2008 7:03 pm

YAY! The beta must be already better then sparkedit XD
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Changed my name to cQuence... Im still Shockwav tho.

Shodos
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Post by Shodos » Wed May 21, 2008 7:05 pm

sword wrote:
Basically, it'll take a day or two before I'm at beta (For intels at least, I haven't tested this on my PPC mac yet).

...ff..ff.f...FUCK YESSSSS

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