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  1. #46
    runiker's Avatar Contributor
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    Very true but what i hope is that whatever language you pick you could give us some type of command list or somthing so we all can learn off of it and it just not die down.

    [WoW Emulator] eWoW - a modularized C# emulator
  2. #47
    Hasbro's Avatar Banned
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    GameMonkey was dropped due to the fact it's only got 32bit support.

  3. #48
    Vindicated's Avatar Contributor
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    I would suggest using GameMonkey.NET. It would need slight updating, but other than that the engine looks great. We looked into it for Spurious a while back.


  4. #49
    Sounddead's Avatar Contributor
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    I do not personally see any point in this project, since it's a from scratch work but like the phrase goes, let all flowers flow.
    IMHO its better than starting a new emulator from one thats already existing. Sure you don't already have features like being able to logon and stuff, but it's most likely way easier to code a new emulator from scratch than to try and rework all of the Ascent based code. Oh yeah, and get flamed for not joining a project. lulz
    Last edited by Sounddead; 05-28-2009 at 07:29 PM.

    I live in a shoe

  5. #50
    Apoc's Avatar Angry Penguin
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    Originally Posted by Sounddead View Post
    IMHO its better than starting a new emulator from one thats already existing. Sure you don't already have features like being able to logon and stuff, but it's most likely way easier to code a new emulator from scratch than to try and rework all of the Ascent based code.
    From the model CMB wants, you can't even use any of the old emu's code. (Obviously, you can use some, but not in the same way)

    As for GameMonkey, I'll talk to CMB and see what he thinks. (I honestly haven't looked at it.)

  6. #51
    runiker's Avatar Contributor
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    CMB please update this thread as needed as i have it bookmarked and will be following it.


    -edit just tryed to post on forums and i cant get a post now link or anything like it.
    Last edited by runiker; 05-28-2009 at 09:27 PM.

  7. #52
    jjaa's Avatar Contributor
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    Even though, I know every little about emulation. Surely it would be better to implement a scripting feature that takes advantage of Language Interoperability in the .NET platform.


    If this was supported the scripter could use languages such as C#, C++/CLI, F# and VB.NET

  8. #53
    Claiver's Avatar Member
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    Hey CoolManBob, the concept looks pretty neat, good luck with it all, looking forward to a first stable release !

  9. #54
    Apoc's Avatar Angry Penguin
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    Originally Posted by jjaa View Post
    Even though, I know every little about emulation. Surely it would be better to implement a scripting feature that takes advantage of Language Interoperability in the .NET platform.


    If this was supported the scripter could use languages such as C#, C++/CLI, F# and VB.NET
    We talked about that jjaa. The issue is, once you load an assembly, you can't unload it. The only workaround would be to load it in a separate appdomain, and write some quirky system to make the cross-domain calls and shit. So if whoever decided to make 59845098 different edits, you'd have that many 'extra' assemblies in memory, which is a useless resource consumption.

  10. #55
    slack7219's Avatar Member
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    i wouldnt work with somebody that uses stuff like "CoolManBob's Shit =)" as names for his working directories...or splits each class into a new dll just because it looks cool and "modularized".a proof of concept is not a screenshot of some empty files.at lease write the main method and show us how you want your "modules" to work and what kind of security features you'd like to implement.also components are split into dll files when they need to/can be reusable.i just dont see how a different person using could use your "modules" in a different app.

  11. #56
    dexterkris's Avatar Member
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    Good luck with the project, I like the Modularization idea, it makes the emu look more organized

  12. #57
    Apoc's Avatar Angry Penguin
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    One thing I really hate, is people who spew stupid shit, when they don't know what they're talking about.

    Originally Posted by slack7219 View Post
    i wouldnt work with somebody that uses stuff like "CoolManBob's Shit =)" as names for his working directories
    If you honestly 'rate' someone on what they name their folders, you need to figure out what's wrong with yourself first. Bill Gates can name his folder "My Special Jiggly Fuzzy Wuffikins", and there isn't a damned thing you can say about it. But I'm sure you wouldn't say anything bad about him... (from a developers standpoint, not a business standpoint.)

    ...or splits each class into a new dll just because it looks cool and "modularized".
    Nobody ever said anything about splitting each class into a separate DLL. That would be just plain retarded. The idea was to split specific functionality into separate DLLs. (Look at the SS again, the structure has changed, but that's the general idea.)

    a proof of concept is not a screenshot of some empty files.
    I won't argue that CMB probably shouldn't have used 'POC', but instead used just plain 'concept'. However; you obviously got the idea of what he was trying to get across, and you're just blabbering idiot who can't understand WHY it's a good thing.

    at lease write the main method and show us how you want your "modules" to work and what kind of security features you'd like to implement.
    If you want a complete emulator written in 2 days, you're shit out of luck. A well written (and therefore, decent/good) emulator takes months, if not years to write. Having a good structure and design to work from, cuts that time nearly in half.

    also components are split into dll files when they need to/can be reusable.
    Uhhhh.... duh? That's the whole point of a 'modularized' emulator you dipshit.

    Split the functionality into separate DLLs so they can be reused wherever needed. Is that such a hard concept to understand? Say you wanted to write some plugin for eWoW down the road; an IRC app that would message you in a channel whenever a GM ticket is placed. You'd only have to reference ONE SMALL library, instead of one huge ass project just to gain a small bit of 'hookability' in the emulator.

    i just dont see how a different person using could use your "modules" in a different app.
    Just because there was no 'working' code in the original concept, doesn't mean it's not a good idea. In fact, a 'modularized' system is far superior for everybody in the long run. (Maintainability is cut in half, bug fixes are QUICK. There's no searching through 2983409285 different files in a single project to find where something is located. Non-core developers who want to add extra functionality, can just add the dependency related to whatever functionality they wish to add, and not have to look through a whole bunch of other code to find a single method. The list goes on...) See my above statement.

    And to end bashing your post; you're an idiot, and please, don't speak unless you actually understand how to program, how to write maintainable code bases, and how to write applications that can easily be reused by multiple parties.

    Actually, scratch that, just don't bother speaking at all.

  13. #58
    2dgreengiant's Avatar ★ Elder ★


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    Actually, scratch that, just don't bother speaking at all.
    qft .
    If you need me you have my skype, if you don't have my skype then you don't need me.

  14. #59
    Henkke's Avatar Member
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    Quite a bit of jabblering about something which is basically a bunch of few hour work and will most likely be gone in a month or so (Based on past experiences with projects like this)

    Well, will atleast be ok practice if it gets to stage where something is actually usable.

  15. #60
    Nivelo's Avatar Member
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    Originally Posted by Apoc View Post
    Split the functionality into separate DLLs so they can be reused wherever needed. Is that such a hard concept to understand? Say you wanted to write some plugin for eWoW down the road; an IRC app that would message you in a channel whenever a GM ticket is placed. You'd only have to reference ONE SMALL library, instead of one huge ass project just to gain a small bit of 'hookability' in the emulator.
    QFT, WCell is actually already using this concept and there's first IRC addon which was basically made without any extra requirements for core editing.

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