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LDYOM


SKIC
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@SKIC

 

Can't you just revamp it, to look similar as Mission Maker? Why usage of Nodes? Mission Maker did a great job without any nodes. Just don't make your product a cash-grab, listen to the community and you'll thrive. You should look up how Mission Maker were made, don't overthrow many skins into it, do it similar as Naloger and then people will start to use it, and I or somebody would do tutorials how to make missions, etc. You can take your time, if you make it stable - chapeu bas.

Edited by Horus Publishing
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I don't see nodes as a problem, it's a unique feature that distinguishes LDYOM from DYOM, it also allows people with some programming knowledge to contribute to the product without needing to have a deep understanding of the internal structure of the software, it's very scalable since you just create a new lua file and add some strings to the language file to identify the new node. I was able to make a node of "Press <X> to..." myself without ever having touched a Lua program before.

 

The biggest problem with nodes in LDYOM is the lack of documentation and possible bugs (I can't say for sure that nodes have bugs because without documentation I can't say for sure if the problem is the program or me). It requires a major code review to make sure all nodes are working as intended and full documentation.

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3 hours ago, Toriality said:

I don't see nodes as a problem, it's a unique feature that distinguishes LDYOM from DYOM, it also allows people with some programming knowledge to contribute to the product without needing to have a deep understanding of the internal structure of the software, it's very scalable since you just create a new lua file and add some strings to the language file to identify the new node. I was able to make a node of "Press <X> to..." myself without ever having touched a Lua program before.

 

The biggest problem with nodes in LDYOM is the lack of documentation and possible bugs (I can't say for sure that nodes have bugs because without documentation I can't say for sure if the problem is the program or me). It requires a major code review to make sure all nodes are working as intended and full documentation.

 

We would need some LUA tutorials as well then! Wondering if you could do a scripted car chase with LUA. I believe you can do custom text on the screen, tables and much more. The problem with nodes is that many people won't understand, and will think that Nodes are complicated, resulting in only few people trying out LDYOM. If nodes system will be much more better, explained & more tutorials will be made, that will actually work (not only work for some people) then they can stay.

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RedBaronFromTheUG
3 hours ago, Horus Publishing said:

 

We would need some LUA tutorials as well then! Wondering if you could do a scripted car chase with LUA. I believe you can do custom text on the screen, tables and much more. The problem with nodes is that many people won't understand, and will think that Nodes are complicated, resulting in only few people trying out LDYOM. If nodes system will be much more better, explained & more tutorials will be made, that will actually work (not only work for some people) then they can stay.

I stand with horus here, the reality is that Nodes are just as easy to use as Dyom's menu features but without proper documentation and stuff like that, that will end up straying far from the truth. If SKIC wants more players, he'll have to make some new tutorials as the ones that he published don't work anymore due to the new updates (according to @Rytuklis).

Edited by RedBaronFromTheUG
Mispronnounced SKIC for SICC
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1 hour ago, RedBaronFromTheUG said:

I stand with horus here, the reality is that Nodes are just as easy to use as Dyom's menu features but without proper documentation and stuff like that, that will end up straying far from the truth. If SICC wants more players, he'll have to make some new tutorials as the ones that he published don't work anymore due to the new updates (according to @Rytuklis).

 

I'm hoping that Skic has more time to do tutorials. If yes, please link it here it will be greatly appreciated @SKIC

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It just wont work for me for some reason, put everything to game folder and MPACK7 to correct place and still nothing. You need that moonloader thing to load it? If yes, please remove it :D 

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On 10/31/2022 at 1:07 PM, Horus Publishing said:

It just wont work for me for some reason, put everything to game folder and MPACK7 to correct place and still nothing. You need that moonloader thing to load it? If yes, please remove it :D 

Do you have any mods past in the GTASA folder? Do you have the right drivers installed? If you want to run it, it would be more convenient to either discuss it on discord or on telegram. Links I threw earlier and in the first post.

Yes, I am planning to produce a number of tutorials. I would like to know whether it would be better in text or video but with subtitles, as I don't have enough spoken English.

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36 minutes ago, SKIC said:

Do you have any mods past in the GTASA folder? Do you have the right drivers installed? If you want to run it, it would be more convenient to either discuss it on discord or on telegram. Links I threw earlier and in the first post.

Yes, I am planning to produce a number of tutorials. I would like to know whether it would be better in text or video but with subtitles, as I don't have enough spoken English.

 

I'm just asking if still Moonloader is needed. Everything is good on my end, everything else works, but LDYOM won't even show up on "New Game"

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On 11/2/2022 at 11:15 PM, Horus Publishing said:

I'm just asking if still Moonloader is needed. Everything is good on my end, everything else works, but LDYOM won't even show up on "New Game"

You don't need it. You didn't, it means you didn't put the MPACK where it should be, which is in the GTASA documents folder.

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1 hour ago, SKIC said:

You don't need it. You didn't, it means you didn't put the MPACK where it should be, which is in the GTASA documents folder.

 

I'll try it once more today when i have the time. Gosh, atleast you don't need this stupid moonloader!

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Hey, it works finally.

 

It's... BETTER! It's alot of better. Now i can do basic objectives like Get In To The Vehicle - Drive to the checkpoint without nodes. Can you answer me one question, does nodes relay still on objectives or they're used in more "other" ways, and how to use it in objectives? Cheers.

 

Still I don't understand, how to make actors go to a certain place. Too many nodes tasks, etc to choose from. It should be like on DYOM when you create a character, you can already set him an "anim" and where to walk with "routes" etc. I don't know how to also appear the actor with the node system (for him to actually appear and do the task that i want). I still wouldn't use it, but it did improve so you can do basic objectives at least, and spawn a player. I will still try it, but i think i'll give up after some time - it's too hard to learn still. For the people that know LUA or SCM they would basically create a mission without going into the game :D but nobody is going to play if, if it's still hard.

Edited by Horus Publishing
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Yeah, tried it couple of times - and gave up and deleted it. It should also auto-save progress too, like Mission Maker has and it will be comfortable. I would take time and re-develop the program to look similarly like Mission Maker. Release first version with original like DYOM features and then pull up new features, that's my opinion. Sorry. You might get a fan base who can do LUA stuff, but regular DYOM'ers? Maybe? Probably? Who knows. Better chance would be to bringing them to Mission Maker because it's alot of easier, yes i needed to learn too but i understood everything in matter of 1 day and did a quick mission. What Mission Maker had however, it had many "bugs" so it was annoying that program was crashing back in fourth. This program - seems stable. You might get appreciation on the VK thread, from other "dyomers" that know LUA, and are better at this stuff, but without tutorials, easier menu's it's not going to go anywhere. If MM would be perfected to this day (and not becoming abandoned) it would be maybe second go to program after DYOM because there you can understand things just a little better, and nearly without no problems whatsoever. I don't know what you'll do but yeah, good luck my bro.

 

Btw.: Naloger discontinued MM however there were plans in next version to implement a runnable SCM cleo script, so whenever you would write something and script it in SCM (ex.: some mod, event, etc) you would be able to play it in mm by just going to something and then typing the cs file name without .cs - you can do the same with LUA. However, if we would have the ability to do it with SCM we could implement much more things (ex.: copy scripts that were unused in original GTA like safe cracking, and implement it to our mission, also code the sequences of the mission in SCM - that would be a level up).

 

 

Edited by Horus Publishing
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