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Things worked on offline

UndeadStar edited this page Jan 7, 2020 · 18 revisions

Hello,

This is where I put the things I'm working on offline for a while before posting an update. Those changes may be incomplete, altered or given up by the time an update happen, but it's to show a bit more activity when I'm being slow.

Recent stuff:
-This version of GPTP won't be worked on anymore (unless some bugfixes compatibles with old code).
-New version will be published after a try to make some mod, to test how far the features in development can go, and if there are things still lacking or not working, and in this case fixing it.
It should be worth the wait, if you find how to use it to the best.

Older stuff:
-I'm temporarily no longer a NEET, as I start Training.
This will considerably slow down things I was working on, though I will still have a look around here once in a while if somebody post an issue about a bug, and do my best to answer it if that happen.
-Before the previous point, I had advanced a lot in working on hooks handling all the stuff that get displayed when selecting an unit (or several, but that's separate and with less useful content).
This will definitely be useful when coming out (to the point of bumping the version number to 4.500 or something).
-I think one thing still missing to implement some advanced changes would be hooking the Save/Load mechanism, but I haven't looked into it yet.Could be the think I will work on after dialogs, and if successful, would give birth to Update-5.Unless I do a few other things before.

Oldest stuff:
-changed the ExtendSightLimit.h feature (it will work differently, should have memory leak fixed, and have a clearly defined max value)
-planning to have a look at some dialog related functions.Lots of paths cannot be taken, but I will try to understand better the structure of things that lead to the display at the bottom of screen.
-recently saw some videos of SC2, maybe it will help me find out things not hooked yet that if they were hooked, could lead to some interesting features.But some things, to work properly, may require complex mechanisms split over several functions, and worst, other modding (especially adding new graphics/animations/stuff), so that it would look serious enough to be thought as good enough to be used for modding. -still extremely unlikely at this time, but I considered for a bit to make a split of the code, with the new branch or project or whatever it would be being more optimized and/or more flexible (killing unnecessarily insistent checks on unit id especially), even if it mean being farther from original code.
Of course the issue is that it could be much harder to debug if anything go wrong, and I would have a lot more files to handle, and a need to adapt the updates of the main branch to the new one, and other things that make this possibility unlikely at this time.

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