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Messages - Neil

#1
Wall Worm News / Re: Wall Worm 1.9528 Released
September 13, 2013, 11:13:25 PM
Great work! :D
#2
Wall Worm News / Re: WWMT 1.9519 Released
August 23, 2013, 01:40:55 AM
Thank you sir!
#3
Very helpful. Thanks :D
#4
Wall Worm News / Re: WWMT 1.9511 Released
August 05, 2013, 03:16:32 PM
Thanks for the update  :D
#5
Really cool :D
#6
WIP Levels / Re: ze_cathedral_css
August 05, 2013, 03:12:58 PM
Wow, well done! :D
#7
WWMT Feature Requests / Re: Icon Design for WWtools
August 05, 2013, 03:11:01 PM
Nice! I like them.
#8
WIP Levels / Re: de_sacrilege
July 18, 2013, 09:50:39 PM
Amazing... Didn't think graphics of that scale was even possible with Source.
#9
Wall Worm News / Re: WWMT 1.942 released
June 11, 2013, 11:39:10 PM
Thanks buddy :D Works great!
#10
Anvil Bug Reports / Re: Entity Tool Bugs
May 18, 2013, 10:41:58 PM
Thanks for the update.
#11
Feature Requests / Re: Create Native Entity Tools
May 15, 2013, 11:48:53 PM
You are basically asking for a LL(1) stack parser or some kind of pushdown automaton. Such automata are generally preferred for block code analysis over simpler finite state machine algorithms. That is the best you can do for unanticipated code and "forward" compatibility. Moreover, if coded properly, automatons can lexically analyze data pretty quickly. I haven't written a KV parsing automaton, but I'll see what I can do for a "generic" parsing class when I have time. Currently taking summer classes for school, so I don't have too much time.

Take note, generic automata-based classes/functions usually involve much more "setting up" on the end of the programmer. If I were to code a KV parsing automaton, you'd end up writing many maxscript definition tables which may not be too fun to set up :) However, once set up, it's definitely much easier to maintain.

For our route, however, I think a binary tree tokenizing algorithm is much more efficient (in terms of speed) than some kind of generic future-compatible automaton. Thinking logically, the DMX system (KeyValues2) is unlikely to be radically different from KeyValues1. Therefore, I think we should prioritize on speed instead of future compatibility.
#12
Wall Worm News / Re: WWMT 1.899 Released
May 15, 2013, 10:58:15 PM
Don't worry.

#13
Wall Worm News / Re: WWMT 1.899 Released
May 15, 2013, 07:39:02 PM
#14
Feature Requests / Re: Create Native Entity Tools
May 15, 2013, 07:10:50 PM
Hidden:Source's concept seems too much like Crysis IMO... If we do decide to work on an indie game, I have at least 2 friends (experienced mappers) who would love to join. I'll be thinking of some golden ideas in the meanwhile. Add me on Steam please when you have the time :)

And sure, I would love to help with the KV parser. It's coded in c++, so converting the parser to .NET should be trivial, but remember that would create a dependence on Windows (since .NET is for Windows... unless you compile with Mono or something). If you want your code to be cross-platform, stick to native c++ and the Max SDK. I haven't really gotten into the Max SDK yet, but there are a bunch of samples. This sample explains how to use custom attributes, so perhaps one can just loop through all the entities' attributes and export to a VMF. A slower (but better) generic idea would be to create a c++ MaxScript extension that wraps the parser; then one can read/write VMF, VMT, and other Valve KV files from MaxScript without having to sacrifice speed. That way, you get full control of what to do with the parser in MaxScript, and since the parser's core will be compiled c++ code, the speed will be significantly faster than equivalent MaxScript code.
#15
Feature Requests / Re: Create Native Entity Tools
May 14, 2013, 11:11:29 AM
At this rate, I will never have to open up that buggy Hammer Editor ever again! How awesome this whole thing is. There are thousands upon thousands of props and environments on TurboSquid and elsewhere on the internet. Heck, I can even design maps on UDK and export it to 3ds max, and then export from Max to Source with WWMT.

And Jesus, all this is free too :) I feel like you should start making lite and pro editions of WWMT (you're going to disagree, I know). Lite is free, and for pro, you can charge a small amount of money. I honestly think you should because you put so much effort into this, and thus should be rewarded financially.

Would I be able to compile and test a map right off Wall Worm (without Convexity)? If all the models export (which they do currently), and you have custom entity attributes with MSCustAttribDef instances, you can export them all to a VMF keyvalue file fairly easily. Back when I was screwing around with the Source SDK, I used to write tutorials on how to hack in new features into an "antiquated" engine (EDIT: I use that term loosely-- the Source engine is quite powerful). Around that time, I learned a lot about the actual dynamic runtime process of entity generation, where I applied similar concepts to a game whose source code I did not possess and ended up adding an entire scripting engine which could network video across clients (the least of it). Moreover, during all that time, I messed around a lot with keyvalue systems, both SQL database KVs and file-based Valve KVs, and ended up writing a KV parser if you want it. The actual structure of the Valve KV is fairly simple, so given a bunch of entity attributes, it's somewhat easy to export a VMF and send it to the compiler for compilation.
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