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     Plugin refactoring
    Filed under: — David @ 3:58 pm

    One thing that’s been bugging me lately is that the design of the plugin API leads to some bloat in the plugins - all of the Message-related classes have to be included in both the plugins and the host application. In order to fix this, all Message objects have to be maintained by the host app, and the plugins will deal with them using references. This also deals with the inefficiency of passing messages back and forth by serializing them.

    The down side is that this approach loses the transparency aspect of the API, which I rather liked - the exact same code could be compiled as a plugin, or build into the host app. I think it’s a good sacrifice though, and if the transparency thing tuns out to be really desirable I can get it back by converting everything else to use message references too. But that would be a major change, and I doubt it would really be necessary.

    Meanwhile, most of my time is going into writing about Volley instead of writing Volley.

     Flag Domination 3.1
    Filed under: — David @ 12:30 pm

    The latest release of Flag Domination is 3.1. After being ported to UT2004 and adding vehicles in version 3, version 3.1 fixes several bugs and improves flag placement on Onslaught maps.

     Bombing Spree 2.0
    Filed under: — David @ 6:22 pm

    Bombing Spree has been redone for UT2004, featuring better ball placement, randomized team balls, and various other tweaks.

     Vehicle paths
    Filed under: — David @ 1:02 pm

    ONS-CBP2-Pasargadae is an irritating situation - the power cores aren’t accessible to vehicles (unless you like flying a Manta sideways through the halls), but the vehicle path names aren’t set, so as a result bots will walk the entire way.

    At first I thought I was just going to have to distribute alternate versions of maps like this, but fortunately I came up with a pretty good way of choosing a vehicle path at run time. It doesn’t choose the best one, but it’s certainly better than letting them walk.

    I also fixed it so that only one squad at a time is guarding a flag. Otherwise you end up with too many bots defending, which makes for a boring match.


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