I love it! Seems awesome. Now my middle finger wont get sore from going through a lot of inputs and outputs.
ETA: When it's done.
Ok here's a quick summary of Wire 2. I'd like as many questions, opinions and ideas as possible before release so I can tackle potential problems before they come up.
Main features
* SComponents: Scripted Components are like SEnts, STools and SNPCs but specific to wired components.
* Visual ports: Inputs/Outputs are visible and can be selected just by clicking on the port. Right-click acts like the original wire tool.
* Integrated Circuits: Build a circuit on a PCB including ports and convert it into an IC chip for easy use.
* ICs in ICs: IC chips can be used inside other ICs to allow multilayered development.
* Typed ports: Similar to Wiremods type system but integrating from the start to encourage proper usage on all SComponents.
* Entity ports: One of those types is Entity so for example the ranger has an Entity output that could be linked to the antigravity drive to lift up te target and put it in the cargo hold.
* Type conversion: Attach a number port to a string port and it will be converted just like in Lua.
* RP Builder: See below
* Bidirectional ports: Currently intended for use with the flow system which will allow resources to flow through chips using pressure entropy. Don't worry about learning thermodynamics you can just hook oxygen and hydrogen tanks to a nozzle through a pump an you have a thruster.
* Lazy evaluation: No more polling constantly to acquire redundant data. Ports only calculate their value when needed. If you only ask for the distance once every 5 seconds the ranger will only do a trace every 5 seconds. Sometimes large sections of circuit can lie dormant until something changes.
About Wire 2 RP Builder
Wire 2 comes in two layers the first to be released will be the sandbox mode which will allow full access to all chips and ICs. In this mode you can access the RP Builder to choose what chips and ICs can be used and optionally how much they cost. For example in sandbox any player could attach a target finder to a thruster and launch everything on the map into the sky, but with RP Builder you could make a classic thruster that only targets itself and only thrusts on the Z axis and then deny access to the full thruster.
The second layer is the Wire 2 RP gamemode and simply uses a chipset made with RP Builder. I'm planning on making a classic mode which will be as similar to Wiremod sandbox as possible.
Download
Currently only available via SVN at:
Code:https://svn.wiremod.com/svn/wire2
Last edited by Erkle; 09-04-2008 at 04:59 PM.
If in doubt, stick your finger in it.
I love it! Seems awesome. Now my middle finger wont get sore from going through a lot of inputs and outputs.
I code best at 3 A.M.
SWEET!
RP builder FTW, I kept telling people to allow wire in RP and they didn't listen. Now there'll be a special wire for rp. Excellent.
Question about "Lazy Evaluation" : So you can set this right? Can you still set it to evaluate every tick? Example: accumulator.
Looks very nice. I know you read my thread about Entity I/O, and do you plan on adding that into Wire 2? Also, will this add on to Wire 1, or be a completely new Wire, meaning will I have to delete my wiremod and all of my addons for it, or can I use both wire1 and wire2?
[url="http://profile.xfire.com/rhomtanglegrams"][img]http://miniprofile.xfire.com/bg/bg/type/2/rhomtanglegrams.png[/img][/url]
The accumulator will still work as normal but it won't recheck it's rate input unless it changes.SWEET!
RP builder FTW, I kept telling people to allow wire in RP and they didn't listen. Now there'll be a special wire for rp. Excellent.
Question about "Lazy Evaluation" : So you can set this right? Can you still set it to evaluate every tick? Example: accumulator.[/b]
The I/O is definitelly going to be in it, that's what gave me the idea for Entity typed ports. I'll be making a Wiremod SEnts that can communicate with Wire 2, so yes you can use both.Looks very nice. I know you read my thread about Entity I/O, and do you plan on adding that into Wire 2? Also, will this add on to Wire 1, or be a completely new Wire, meaning will I have to delete my wiremod and all of my addons for it, or can I use both wire1 and wire2?[/b]
If in doubt, stick your finger in it.
Sweet!.
When are you going to release Wire2?
And a special wire for RP, thats awsome
Few questions:I see loads of nice functionality coming into play: If there was a string output on the Target Finder you could dynamically control your friends rather than having to add them to your buddies' list.
- As you're planning to implement the IC chip, will it replace the expression gate?
- Will vector gates be included?
- How are strings going to be handled?
Will there be a string buffer chip where all the strings are held (like a value chip)?
Will string operations be included as gates?
Sounds ace!![]()
Fields of Green
My guess on that is, that just like he says, you can create circuits (chips) that contain many gates and chips, and that partially obsoloetes the expression gate in terms of being able to make compact circuitry, but the expression gate is still the one that allows you to write what you want do and not connect everything with wires. Certainly a great addition either way for those that don't want to use the expression gate.As you're planning to implement the IC chip, will it replace the expression gate?[/b]
Lazy evaluation is sweet, should truly minimize logical lag to a minimum.
Out of interest is this why theres been a lack of SVN updates lately?
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