Openkore community, we need to talk.

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kLabMouse
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Re: Openkore community, we need to talk.

#11 Post by kLabMouse »

kali wrote:Where's the like button? :P
Yeah. You are right. We should add some Social buttons here too =)

EternalHarvest
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Re: Openkore community, we need to talk.

#12 Post by EternalHarvest »

kLabMouse wrote:I'm do not leting C/C++ coders to our code base...
Why?

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kLabMouse
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Re: Openkore community, we need to talk.

#13 Post by kLabMouse »

EternalHarvest wrote:
kLabMouse wrote:I'm do not leting C/C++ coders to our code base...
Why?
Because there is noone skilled to do the tasks for XS part.
XS is not C or C++ but only have something in common.

Cozzie
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Re: Openkore community, we need to talk.

#14 Post by Cozzie »

kLabMouse wrote:
EternalHarvest wrote:
kLabMouse wrote:I'm do not leting C/C++ coders to our code base...
Why?
Because there is noone skilled to do the tasks for XS part.
XS is not C or C++ but only have something in common.
Think he is asking why aren't you letting C/C++ coders make changes to the perl side of the code base.
Make Openkore Awesome. Join the team.

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kLabMouse
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Re: Openkore community, we need to talk.

#15 Post by kLabMouse »

Cozzie wrote:
kLabMouse wrote:
EternalHarvest wrote: Why?
Because there is noone skilled to do the tasks for XS part.
XS is not C or C++ but only have something in common.
Think he is asking why aren't you letting C/C++ coders make changes to the perl side of the code base.
Oh... Because most of them Came here without any knowledge of "Perl".
When I ask them to simple recompile or make some little changes to non XS part (C/C++ one) of XSTools, they never give any answer back. So from that it could be decided whatever they know it or not.

Other are welcome, unless they at least try to make changes.

Death Sickle
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Re: Openkore community, we need to talk.

#16 Post by Death Sickle »

If there was a wiki about Openkore source, I'm sure that many more people would've contributed useful plugins/updates.

I have tried to work on plugins..perhaps i wasn't determined enough, but I felt that I had nowhere to look up the various variables and functions that I can use to write plugins. Macros are the obvious choice as they work with mostly console commands. Which are very well documented.

I'm sure the community will contribute a lot more if a guide were made and posted regarding the core components of Kore.

By core components, i mean something like which function returns
  • monsters in view
    players in view
    items
    how to handle AI queue (if this is manually permitted)
I tried to learn a few of these by reading through a particular plugin ala alertSound. Again, perhaps I wasn't determined enough, but I found it really hard to follow.

EternalHarvest
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Re: Openkore community, we need to talk.

#17 Post by EternalHarvest »

We have source documentation, but it's currently isn't hosted anywhere afaik (accessible locally in openkore). And it misses a lot.

Technology
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Re: Openkore community, we need to talk.

#18 Post by Technology »

kLabMouse wrote: Oh... Because most of them Came here without any knowledge of "Perl".
When I ask them to simple recompile or make some little changes to non XS part (C/C++ one) of XSTools, they never give any answer back. So from that it could be decided whatever they know it or not.

Other are welcome, unless they at least try to make changes.
Well tbh, I came here without any knowledge about perl and svn as well...
A few patches later, svn access.
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kLabMouse
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Re: Openkore community, we need to talk.

#19 Post by kLabMouse »

[quote="Technology"
Well tbh, I came here without any knowledge about perl and svn as well...
A few patches later, svn access.
[/quote]
Same story here, and other active developers/supporters.

But most of them. Just ask for write access without giving something back.

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itsrachelfish
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Re: Openkore community, we need to talk.

#20 Post by itsrachelfish »

I submitted patches to kLab and Harvest on IRC before getting an account on SVN. It's fair to require examples when giving someone access.

Learning perl to help with the source is great, but even writing your own plugins can be a lot of fun. If it wasn't for my experience with OpenKore I wouldn't have the job I have now. :D Looking back on the patches I've submitted, almost all of them were related to bugs I discovered while working on plugins. Working in your own microcosm can help uncover bigger problems.

A lot of kore's basic functionality is years old, and things like UseSkill haven't changed to reflect differences added in renewal. This might be a bit of a grandiose suggestion, but has anyone considered moving kore's AI to a more modular plugins system? Imagine if kore's base functionality was to handle networking and basic functions for interacting with the game, leaving AI, attack skills, item usage, etc. to plugins?

Just a thought.
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