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quaxiLink to postposted: Wed Jan 02, 2008 9:45 pm
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Well, I am not sure what anybody knows about Sims 3 so far. Just hear and read a few times, that it is due in the Fall 2008?

So the question is (once more) will we stick to SimPE and enhance it (if at all possible) or will we start from scratch.

One mistake with SimPE was the fast development pace in the beginning. This made it nearly impossible to for anyone else to help developing. So Whatever tool we create for Sims 3, we should start as a development team from the beginning!

Since I personally hate developing GUIs (as if you could not tell ;)) we might look early on for someone to handle that part (assuming peter doesn't like GUIs either).

just my 2ct.
pljonesLink to postposted: Wed Jan 02, 2008 11:26 pm
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(Ugh, forum lost my post, I think).

 

1) Horizontal layered architecture, with a more service-oriented approach

2) Vertical delivery of function, so that "something" is delivered early

 

However, I think it's too early to be guessing what tool(s) will be needed or whether SimPE should be extended.  (There are arguments that the existing tool could be split into more specific components with a shared core library.)

Inge JonesLink to postposted: Wed Jan 02, 2008 11:26 pm
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We should talk to Dizzy and Jfade too.  And perhaps Echo would like to help with the UI?  I would suggest having this conversation in a public area for best effect.
wes_hLink to postposted: Thu Jan 03, 2008 5:36 am
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I probably would have contributed a plugin for SimPE, rather than seperate plugins for MilkShape, had it not been for the .NET based C# interface. I know Quaxi has talked of using C++ before, and if we are able to and keep the present shell, maybe we could implement at least a straight secondary external editor plugin interface, a modal interface similar in concept to the external tool interface, so that a block of data (or a file handle) is passed to an editor, with a pointer to a series of function calls or methods that return or set some of the package level data items. When done the editor would pass back a return code that would either cause the file to be inserted back in the package (with any user changes) or if -1 then SimPE would delete the file, discarding changes. SImple and effective.

 

In concept this DLL would get registered for specific sub-packages at startup by calling the DLL itself. SimPE would maintain control of the overall package integrity, but various file converters, exporters and editors like Echo's neat little footprint editor could be added or updated without compromising the integrity of the main program.

 

So, it is too early to know what we will be faced with, but I am planning on contributing in some way, even if it is just researching game formats.

 

<* Wes *>

 

quaxiLink to postposted: Thu Jan 03, 2008 4:47 pm
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Well, you know that I would prefer to have the core SimPE libraries on a gcc base. That way it would be much easier to build Editors/GUIs for various platforms, and I think a C++ package / filetype core would run a bit faster.

But I honestly do not know how well gcc/make projects integrate into the Visual Studio on Windows.

I am going to move this thread to the Developers Forum.
wes_hLink to postposted: Thu Jan 03, 2008 10:18 pm
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I agree. Please do so.

 

I am not opposed to GCC for the core at all. If we do the spec right, you should be able to link almost any language to the core, written in GCC or Visual Studio (C++ or VB) or what have you.

 

<* Wes *>

 

pljonesLink to postposted: Thu Jan 03, 2008 10:41 pm
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I use Eclipse for all my C/C++ work.  In fact, I use Eclipse as my CVS and SVN client for all my C# work, too.  And I've even tried writing ANT build scripts to build SimPE using MONO under Eclipse (that was fun).

 

What Eclipse doesn't have is a nice free Windows C/C++ GUI editor, AFAIK.  (I imagine there are commercial GUI designer plugins for it.)  If the GUI was completely separate from the core code, then those classes could be maintained in VS but the project build could be run under Eclipse (either using make, or the C/C++ Eclipse build tool, or ANT).

 

quaxiLink to postposted: Fri Jan 04, 2008 12:35 pm
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I'd prefer make or ant, as those would be both platform and IDE independant.

Btw. "core" in this thread refers to package-core and the filetype-wrappers. Anything GUI related won't be allowed there.
Inge JonesLink to postposted: Fri Jan 04, 2008 12:48 pm
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Silly me, you moved it already :)
jfadeLink to postposted: Fri Jan 04, 2008 10:27 pm
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pljones wrote:
(There are arguments that the existing tool could be split into more specific components with a shared core library.)


That would be what I'd love to see personally, a core library that handles all the actual package I/O, etc, and then the team could share responsibility among themselves to write libraries to handle each file format.

 

I don't know HOW (I've never used C or C++ myself, willing to learn though), but I know that you can build DLLs in C/C++ and then use them with Visual Studio. So at least with that it'd be easy enough for the team to make the code for the libraries cross platform.

 

From there, each developer or other outside developers could then write small, efficient tools with whatever language they want and whatever platform they want to handle certain tasks, depending on what EA gives us of course. I'd imagine we'd have to make an object editing tool for sure, but at the same time I'd love to see a tool specifically for hacking be made seperately.

 

I dunno, just some of my thoughts anyhow. I've been liking Java lately since the classes I'm in all use it, but I'm not sure I'd want to ever use it for a project like this. I think something cross platform for the libraries is the best move though, at any rate, and from there, who knows...

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