Silencer
08-18-2014, 12:47 AM
New Component Model
You may have noticed we haven’t updated in a while. This is because we have spent the summer re-writing and refactoring the entire program to be more efficient and customizable, for both users and developers.
This is a simplified view of our new component model, designed to make 3rd party development around PlanetSide very easy, manageable, and powerful.
422
Internally we manage players and events from the PlanetSide API and format it in an easy to navigate object model. The event then passes through our Listener class which will run through any defined 'Game State Methods.' These methods can be looked at as rules which tells our Listener class what to track. We can essentially get any combination of possibilities from the API, track them, and then reset them under any given conditions.
423
Trigger conditions are ways to activate user created components. This can be after a method reaches a certain count, the user presses a key, or through a combination of custom variables.
427
Interface components are completely abstracted and are a way of creating a Direct X UI from images, our internal data, or custom variables and displaying it in the game.
Here is a video demonstrating: UI Editor (https://www.youtube.com/watch?v=TmjIU7dHPbE&feature=youtu.be)
Upgraded Options
This is our new options menu. The end user can choose which components to load creating a completely customized experience. When a component is loaded that displays information, it will then have appropriate options show up under Display. If there is an activation key it will be able to be changed under Key Mapping. Also it's worth noting key-mapping fully supports modifier keys now.
424
Existing Achievements Enhanced
This new system also allows us to do some new possibilities with our existing achievements.
425
Most data is interchangeable throughout the components and we easily can allow variation.
426
What else is there?
Quite a bit, including many more changes to the program as well as new development tools and processes which we want to cover in more detail soon.
I'd go over more now, but there's a lot to cover and SOE live wore me out. >_<
You may have noticed we haven’t updated in a while. This is because we have spent the summer re-writing and refactoring the entire program to be more efficient and customizable, for both users and developers.
This is a simplified view of our new component model, designed to make 3rd party development around PlanetSide very easy, manageable, and powerful.
422
Internally we manage players and events from the PlanetSide API and format it in an easy to navigate object model. The event then passes through our Listener class which will run through any defined 'Game State Methods.' These methods can be looked at as rules which tells our Listener class what to track. We can essentially get any combination of possibilities from the API, track them, and then reset them under any given conditions.
423
Trigger conditions are ways to activate user created components. This can be after a method reaches a certain count, the user presses a key, or through a combination of custom variables.
427
Interface components are completely abstracted and are a way of creating a Direct X UI from images, our internal data, or custom variables and displaying it in the game.
Here is a video demonstrating: UI Editor (https://www.youtube.com/watch?v=TmjIU7dHPbE&feature=youtu.be)
Upgraded Options
This is our new options menu. The end user can choose which components to load creating a completely customized experience. When a component is loaded that displays information, it will then have appropriate options show up under Display. If there is an activation key it will be able to be changed under Key Mapping. Also it's worth noting key-mapping fully supports modifier keys now.
424
Existing Achievements Enhanced
This new system also allows us to do some new possibilities with our existing achievements.
425
Most data is interchangeable throughout the components and we easily can allow variation.
426
What else is there?
Quite a bit, including many more changes to the program as well as new development tools and processes which we want to cover in more detail soon.
I'd go over more now, but there's a lot to cover and SOE live wore me out. >_<