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Re: Why not?
Posted: Sun Jan 10, 2010 2:29 pm
by ZaKaX
jurchiks wrote:then maybe we could add the custom features in root/trunk/optional in svn?
There you go, this is more than enough...I think.
@pokiokio: I didn't insult anyone o.o
Re: Why not?
Posted: Sun Jan 10, 2010 11:18 pm
by ThePhoenixBird
Over time this discussion has been made on public and on private (by developers) about how should we handle the MODs in L2j, at our first attempt we wanted to have a basic Event Engine and there was one included, but it proved to dont be enought to our needs so it was later removed, there were several pieces of shattered code left and then we proposed that any modification commited shouldnt be hardcoded and modify on a high degree the actual code of L2j, this is to prevent the slow down of the project if we had to rewrite actual code that was modified by any MODs, several different mods were added after that, but we always had the same goal: dont mess so much with the code, an custom MOD is commited to the SVN after it gets all the devs approval and under the condition that it will not degrade de performance of the server and code structure.
Devs focus on implement missing features and fix current bugs and problems, not in Custom MODs, every time that big server change is done the mod needs to be updated, and this would mean extra work for the Devs, so we have taken the desition to do not offer support and neither modify the server for Mod Support, the community should handle the MODs and keep them updated to work with the current server release.
There was a plan to make a "plugin" system for MODs but it was set as not-possible due the huge amount of code that would need to be rewritten to make it possible.
So, short version: Only Dev Approved MODs that doesnt affect the performance of the server and doesnt make shit out of the source code will be commited, there are plenty of extra mods out there, if you need one of them then apply it by yourserlf, and if it doesnt work fix it by yourself.
If you still dont get it... get lost!
Re: Why not?
Posted: Mon Jan 11, 2010 9:37 pm
by jurchiks
that's all nice you wrote there, but is there REALLY ONLY ONE MOD of all in the world, that is simple, yet effective, and doesn't mess up the code?
i don't and never will believe that, and i think you don't either, you just don't want to do it and thats it
Re: Why not?
Posted: Mon Jan 11, 2010 10:39 pm
by Tan
jurchiks wrote:that's all nice you wrote there, but is there REALLY ONLY ONE MOD of all in the world, that is simple, yet effective, and doesn't mess up the code?
i don't and never will believe that, and i think you don't either, you just don't want to do it and thats it
man get lost first at all there is alots more things to take care of them (exemple: Territory war, lots of istances and many quests ) then just a useless event for most of servers cause atm out of here there is more low rate servers with retail like style then high rate's and at the end whats the problem to open the eclipse and apply a patch from Custom Mods??
Re: Why not?
Posted: Mon Jan 11, 2010 11:05 pm
by janiii
this discussion was already more than this time. you think that, the others think something else, and l2j devs do what they want to do.
moving to offtopic. too much flame and nobody really wants to understand anybody.
Re: Why not?
Posted: Sun Jan 17, 2010 3:08 am
by ThePhoenixBird
I have already explained our (developers) point of view.
If you still dont get it or accept it, is your own problem.
I dont see why you get so upset about it, is so hard to apply a custom mod patch manually?
Re: Why not?
Posted: Sun Jan 17, 2010 1:30 pm
by DrHouse
I have been working on a new event engine for several weeks, but due to lack of time it stays unfinished and still on alpha status (non releasable).
When finished, it will support unhardcoded events through datapack scripts (like current AI or handlers). This will be your chance to get such events working with no "personal" effort (possibly just move a file into script folder).
Re: Why not?
Posted: Sun Jan 17, 2010 3:44 pm
by Crom
When you finish post it i'll try it
Re: Why not?
Posted: Tue Jan 19, 2010 10:41 pm
by ThePhoenixBird
DrHouse project is a "plugins" like Event Engine, but still is on heavy alpha (buggy) we will release it soon for the community and ask for help to improve it.
Re: Why not?
Posted: Tue Jan 26, 2010 9:29 pm
by leanndr
seems i'm not the only one here who wants
to have a server and dont know about coding
xP
i'm on the way, and all i'm doing is
copying and pasting stuff from a project to
another ^^
for now I would feel really happy if you
guys commit hellbound and territory war ^^
Re: Why not?
Posted: Sun Feb 14, 2010 3:35 pm
by jurchiks
leanndr wrote:seems i'm not the only one here who wants
to have a server and dont know about coding
xP
that's a grave insult right there young man
