[WIP] Zeus: Pre-alpha 1 release

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tokage
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Re: [WIP] Zeus

Post by tokage » Sun Aug 08, 2010 12:01 pm

Yes. Do you have any of this working?
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Re: [WIP] Zeus

Post by Sparky » Sun Aug 08, 2010 12:05 pm

Now is the time for you all to request features, and for me to figure out how to implement those features. The time for hand-coding will come...

By the way, the "Cast Lightning Storm" is my version of Altimit01's "Make Awesome" button for Eschaton 1.0.

Here, I'll start the list of suggestions to make it easier:


1. Speakable items and navigation (ie. saying "Zeus, Cast Lighting Storm" will run that command).
Last edited by Sparky on Thu Oct 07, 2010 8:09 pm, edited 1 time in total.
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Re: [WIP] Zeus

Post by Zanghfei » Sun Aug 08, 2010 12:34 pm

I'm sure you got a lot of hand to do.

dirk

Re: [WIP] Zeus

Post by dirk » Sun Aug 08, 2010 1:43 pm

So, how much do you actually have done? this is a LOT of codework if you follow through with your previous post.

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Re: [WIP] Zeus

Post by Sparky » Sun Aug 08, 2010 2:57 pm

dirk wrote:So, how much do you actually have done? this is a LOT of codework if you follow through with your previous post.
Yes, you're right about that. I'm going to finish the Eschaton plugins first (taking today off), which should be done in about 3 more days, by about Wednesday. Then I'll take another break for a while and see if any more ideas are presented for Zeus. I'm not sure what is next after the plugins, but Zeus will remain undeveloped until I get a sense that all the features I want to include have been mentioned. At that point, I'll keep them in mind while brainstorming how they will all fit together, then I'll revise the interface and get to work on the code, section by section. Since it's an application, I don't plan to make any unstable releases. I will guess that the first release will be out around the end of this month, if these plans fall into place. It will include core handling and will be useful from the start, but will not be fully-featured at the first release. Once all these things are set, I'll go about making another timetable for feature development.
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Mgalekgolo
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Re: [WIP] Zeus

Post by Mgalekgolo » Sun Aug 08, 2010 3:08 pm

heh
how bout a coll maker, like take the mod 2 and translate it into coll or something. would be great
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Re: [WIP] Zeus

Post by Sparky » Sun Aug 08, 2010 3:28 pm

Teh Pillar Of Autumn wrote:heh
how bout a coll maker, like take the mod 2 and translate it into coll or something. would be great
Collision model maker ("convert" mod2 to coll) ~ this one is going to take some serious thinking, and there might be easier alternatives. Coll models need to be sealed, while mod2 models don't. That makes this a bit of an issue, and it would likely be better to be able to make your own model in Wings3D and import that using OBJconverter... unless we come up with a better way, this is going very far down the list.
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Re: [WIP] Zeus

Post by Dirk » Mon Aug 09, 2010 5:18 am

Sparky, I am seriously not trying to be a downer here because It would be cool to finally have a "prometheus" to use. However, this is a pretty serious task to have an alpha by the end of this month.

What language did you say you wanted to do this in? Objective-C?

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Re: [WIP] Zeus

Post by Sparky » Mon Aug 09, 2010 7:30 am

Yes, Obj-C, and thanks for not being a downer. I would much prefer doing the coding in PHP, because that would make it so much easier to do... but then again, I'm not an expert in Obj-C, yet, and so this is only my present opinion.
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Re: [WIP] Zeus

Post by Dirk Gently » Mon Aug 09, 2010 11:22 am

Because this will probably take you a number of months to put out an alpha build. This is a lot of stuff to do before it gets off the ground.

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Re: [WIP] Zeus

Post by Mgalekgolo » Mon Aug 09, 2010 11:30 am

pick the fastest thing and show these naysayers you can!!!
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Re: [WIP] Zeus

Post by Moxus » Tue Aug 10, 2010 3:42 am

Teh Pillar Of Autumn wrote:pick the fastest thing and show these naysayers you can!!!
It doesn't matter if he picks the fastest thing or the slowest thing; I'm still skeptical until I see all of the Halo:CE tools in there and fully functional.

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Re: [WIP] Zeus

Post by Mgalekgolo » Tue Aug 10, 2010 3:44 am

yes me too... i dont know much about program developing, but this seems improbable. maybe someone should help sparkz...
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Re: [WIP] Zeus

Post by Sparky » Sun Aug 15, 2010 8:27 am

Dirk Gently wrote:Because this will probably take you a number of months to put out an alpha build. This is a lot of stuff to do before it gets off the ground.
I agree entirely and I should revise my timeline according to your advice. Once I finish the plugins for Eschaton, this project will come into the cycle of things. I would like to finish the other ToDo List items before focusing entirely on this one. Then we'll see how things go.

Since the plugins are about a day or two away from their final release, and the other ToDo List items would take ... at least two weeks, including research ... then it seems I won't be able to prioritize this until September.
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Re: [WIP] Zeus

Post by Asuka Langley » Tue Aug 17, 2010 12:54 am

The ability to import Custom Models, Sounds, and Animations will deeply increase the variety of mods we can make, considering most people on Mgm do not have a Pc.

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