Upcoming Release
After four months of planning, programming, and publicizing, an official release date has been set for AMX Mod X 0.20! Here is the time line:
On the release day the on-site compiler will be reset for 0.20 so any plugin that does not compile will not be downloadable. These notes are by no means the full changelog, these are the most important changes that you will be immediately affected by. PACKAGING CHANGES The most noticeable changes have to do with packaging. AMX Mod X 0.20 will be mod independent. There will be a "Base package" that contains the core files needed to run AMX Mod X on any mod. Then there will be separate mod "addon packs" which add special functionality for each mod, such as stats or weapon restriction. The "custom" folder has been removed, and any plugins using it will need to be recompiled using the new includes and then its config files moved to the "configs" folder. Plugin writers should switch to using "get_configsdir" instead. Binary config files will now be stored in a "data" folder ("get_datadir"). If you would like to maintain a mod package (a mod package contains files from the AMX Mod X base that were changed to support your mod), please e-mail [email protected]. Maintainers already exist for these mods: cs, dod, tfc, esf, ts, ns. WON packages will no longer be built. CORE CHANGES The biggest change is how AMX Mod X interfaces with Metamod and interacts with modules. Instead of attaching modules to Metamod and AMXx, the AMXx "FakeMeta" engine acts as a router between modules and Metamod. This removes many old problems including the infamous Listen Server crashes. For developers, AMX Mod X now features a complete MDK/SDK for easily and quickly building modules under a unified interface. Modules using the new interface will end in "amxx" instead of "amx". The heart of the AMX Mod X core has been replaced with an implementation in pure assembly (a "Just in time" compiler). This should increase performance by enormous factors. MODULE CHANGES The second biggest change is the SQL driver. Completely rewritten from scratch, backwards compatibility was sacrificed in order to improve the databasing interface. All plugin developers should visit this forum post on the SQL changes and make sure their plugins compile under the new interface. SQL Changes Plugin authors should be ready to swap in new code when 0.20 is released. The last biggest change is the introduction of a module which will eventually replace "Engine". Dubbed "FakeMeta" after its AMX Mod X core counterpart, it is a module forged from a number of sources and ideas and allows for nearly unlimited access to the Half-Life engine (hooking, calling, and changing any data). Plugin writers should study the power offered by FakeMeta once it is released and work to convert their plugins, as it will offer optimization in code, better looking source, and faster development time. This about wraps it up. Please ask all questions in this news post to keep things organized. Plugin developers' questions get a higher priority. Remember, there will be a Q&A session three hours before the release in the official IRC channel. |
what would be a good example of "allows for nearly unlimited access to the Half-Life engine "
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Natives to call most of the HL Engine functions.
The ability to hook most of the HL Engine functions (like Metamod). |
do you plan on replacing metamod in later releases?
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No. Although any Metamod module can now be rewritten as an AMX Mod X module (in theory), AMX Mod X still acts as a router between Metamod and modules.
We wouldn't replace Metamod as it's not necessary. Just let it be known that, as of 0.20, AMX Mod X is capable of being your only Metamod plugin (as it emulates the same functionality). BTW, FakeMeta was conceptualized by XAD and implemented by PM OnoTo. |
does it work on all 3rd party games?
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yes it should work on any half life mod. As long as metamod works.
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Quote:
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I wonder which version of Small compiler will be used...
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Either 2.10 or 2.50. Most likely the former as it works and works well.
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