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 Comparative Coding Resources

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treebeard
dalex
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dalex
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dalex


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PostSubject: Comparative Coding Resources   Comparative Coding Resources EmptyTue Jun 07, 2011 2:18 pm

Hi everyone,

I figured it might be reasonable to have a listing of which mods distribute their source code, as it might make some of our coding efforts a lot easier if some feature we are intending to code has already been partly implemented in a mod.

=========
Open Source Mod List
=========

Blood and Steel
http://www.mbrepository.com/file.php?id=2119

Rigale
http://www.mbrepository.com/file.php?id=2829

Custom Commander by Rubik
http://www.mbrepository.com/file.php?id=1851

Diplomacy
http://www.mbrepository.com/file.php?id=1975
Integration Guide:http://forums.taleworlds.com/index.php/topic,116434.0.html


Last edited by dalex on Fri Jun 10, 2011 1:05 pm; edited 4 times in total
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treebeard
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PostSubject: Re: Comparative Coding Resources   Comparative Coding Resources EmptyWed Jun 08, 2011 8:56 pm

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Drahau
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PostSubject: Re: Comparative Coding Resources   Comparative Coding Resources EmptyThu Jun 09, 2011 12:07 am

Custom Commander v1.33 for Warband 1.134 would be a great addition since long I was propposing to have something like that and not just go to the store or read a newspaper once you fall in battle. In this way we would create other characters in perhaps different ways and achieve many playstyles in one game.
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mp84
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PostSubject: Re: Comparative Coding Resources   Comparative Coding Resources EmptyFri Jun 10, 2011 11:37 am

Everyone talks about adding the "Diplomacy Mod" every other day over on the PoP Community Forums..

Thus did a little digging and the Diplomacy Mod is open source for anyone to use, and something we should highly consider down the line.

Source: http://www.mbrepository.com/file.php?id=1975
Helpful Guide: http://forums.taleworlds.com/index.php/topic,116434.0.html
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mp84
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PostSubject: Re: Comparative Coding Resources   Comparative Coding Resources EmptyFri Jun 17, 2011 12:56 pm

Here's another one everyone loves talking about, and that it may nice to just have it in there for PoP 4.0.

"Polished Landscapes" - http://forums.taleworlds.com/index.php/topic,122423.0.html (We may have to do some minor work to get it compatible with the latest patch though)

MP
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PostSubject: Re: Comparative Coding Resources   Comparative Coding Resources EmptyTue Jun 28, 2011 11:45 am

Pavise Shield Deployment - I suspect it will need some work for the AI, but it would be perfect for Santara.
http://forums.taleworlds.com/index.php/topic,117391.0.html
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abhuva
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PostSubject: Re: Comparative Coding Resources   Comparative Coding Resources EmptyTue Jun 28, 2011 12:33 pm

I just wanted to add my experience with Polished Landscapes : I really love this mod but there is one huge drawback with it, this mod totally changes the way tree´s are spawned - this means that nearly every scene need to be reworked (not always huge changes but in nearly every scene there are some minor fixes needed then).

In case you decide to use this mod i could provide my reworked Polished Landscape files. I maked LOD´s for nearly every model in there and used Ambient Occlusion to get more depth/shadows for the tree´s.
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mp84
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PostSubject: Re: Comparative Coding Resources   Comparative Coding Resources EmptyTue Jun 28, 2011 2:22 pm

abhuva wrote:
I just wanted to add my experience with Polished Landscapes : I really love this mod but there is one huge drawback with it, this mod totally changes the way tree´s are spawned - this means that nearly every scene need to be reworked (not always huge changes but in nearly every scene there are some minor fixes needed then).

In case you decide to use this mod i could provide my reworked Polished Landscape files. I maked LOD´s for nearly every model in there and used Ambient Occlusion to get more depth/shadows for the tree´s.

That's good to know Abhuva..

At the moment the thinking of Polished Landscapes is to be a separate download from the main download itself. This way people with not so high end computers don't have to struggle with this feature on. So when we do get implementing the open source material we want in. It's good to know that this can be done by you when it's time, however that's still ways off.

Feel free to also chime in your feedback in the "War Room" sub-forum, as that needs a coder eye as well, espeically with features already on "planning" stage which at that point require some coders feedback, to see whether the feature as proposed is doable.




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