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  1. #1
    E. Body
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    Fenrir

    Windower: The Future of Spellcast (3.0 Discussion)

    A common issue we discuss on IRC (read: argue about) is the future of spellcast. Currently, the code base works very well and is by far our most popular plugin. However, a lot of the functionality is tacked on in a very non-optimal way.

    We're allowing a lot of very powerful logic in the XML, but it can make the XML rather unreadable and messy. There have been a few ideas proposed and I'd like to see the community discuss them. None of them are going to happen, and as of now #1 is probably the 80% favorite. But you guys can change that, if you want.


    #1: Spellcast remains the same. We clean up the code to be more optimal/efficient and your XML files remain the same with no changes. Your XML's will load into Spellcast 3.0 with minimal to no changes necessary. Very little new functionality would be added.

    #2: Spellcast moves to a 2 part system. Your gear sets remain XML based for readability, but the rules/variables section becomes script driven (lua/python/javascript). For example, you'd be able to do something like:

    Code:
    if (FFXI.GetCurrentWeather == "Fire" && FFXI>GetCurrentTime() > 6)
    {
          LoadGearSet("fire_weather");
    }
    This allows tons of extensions, efficiency and new things to be added. Plus, one limitation of spellcast is that you can only have one of each tag per rule (You can't do BuffActive="buff one" Mode="and" BuffActive="buff two" efficiently). This would allow total customizations.

    #3: A complete overhaul of the system. XML would be gone completely, and the community would give the windower team complete control to rewrite the system to be super efficient, fast, responsive, modern and awesome. This would likely fall to Aikar who wants to rewrite the entire system using JSON and Node.js (for you nerds).

    I'd like to hear your opinions, because I know people usually HATE change. However, without change, the system will not evolve. If you accept change, who knows what we could do the spellcast.

    I'd like to hear your thoughts on it.

  2. #2
    Very Sexy Nerd
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    2 or 3, most fucking DEFINITELY.

    Just because there's a newer spellcast doesn't mean all the losers who hate change have to change! :D

    oh god, I just noticed this is a new thread, and not just the old windower future discussion thread. I should probably say something more constructive, I guess.

    Spellcast as it is right now is pretty ugly. XML is fine for making gear sets, but to create a language like spellcast out of it is just a mess, and is pretty much the biggest problem that people have with using spellcast, imo. A new and cleaner scripting driven style would be a lot cleaner, and would also be easier for people to use.

    Yeah, there's people who hate change. They can keep using their old spellcast if they want. New version would help all of the new/current people that don't use spellcast because of its complexity, and the people who want the change.

    edit2: And personally, I have been wanting to redo all of my spellcasts for the longest time, but I've been keeping it off because it's such a hassle. I have been using stolen XMLs this entire time because I really can't be bothered to make my own out of scratch. And let me tell you, some of the people who made those xmls that used to be listed in the windower wiki (still are I guess? idk) had no idea what they were doing, cause I remember quite a few of them were just plain broken and I had to fix them myself, lol. I'm sure there are many people in a similar situation.

  3. #3
    New Spam Forum
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    Bahamut

    Nice thing about a project like this is, you don't really have to listen to "paying customer" complaints. The old code will stay available and its all use at your own risk.

    So yeah, upgrade the [bastard sword]. He's our bastard, and we love'em, but a complete make-over is completely good.
    Efficiency and power sounds alot better than the current limitations.

  4. #4
    Ridill
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    3, with emphasis on being new user/code stupid friendly.

  5. #5
    Insert witty title here
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    #3, imo. I like spellcast as it is, but to have something faster, more stable, more customizable... fuck yea. If it stays as it is, though, I'll still use it and keep rewriting my xmls over and over.

  6. #6
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    Gilgamesh

    Or is it not possible to leave the current one as it is and make spellcast v2? Give people the choice of keeping the old or changing to the new. This is written by someone who's never used spellcast and has no idea into the inner workings of it either so forgive me/disregard this post if it's a stupid idea. I just know if i liked the original and didn't like a new version i'd still like to be able to use the first one.

  7. #7
    Hydra
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    Option 3 for sure. I love spellcast and promote it greatly. It fixes a lot of issues the current game has due to its design. The ability to easily type out truncated commands and partial names is great, along with all the gear swapping.

    As far as skill level goes I have a basic understanding of the xml stuff, but sometimes the rules get very complex and troubleshooting errors can be a real pain.

    Rewrite it from the ground up, as long as its better no one will complain.

  8. #8
    Insert witty title here
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    Quote Originally Posted by Alolbont View Post
    Rewrite it from the ground up, as long as its better no one will complain.
    These are people getting something for free. They'll still complain.

  9. #9
    Ridill
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    Septimus Atumre
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    I have never used spellcast either. (The funny thing is that I have a decent knowledge of XML, I am just afraid that I am the guy who will get banned for using it.) if it will make the system faster, more efficient, and more responsive, it would be silly to do anything other than 3. FFXI is an old game, but the code is far from optimized; anything that will help efficiency would be a welcome change. And if you simplify how people code their gear, most everyone would be happy. (Of course some people would complain, but the always do.)

    And I doubt that you need it, but if you guys need anything from me (mainly game data-wise) feel free to ask.

  10. #10
    RIDE ARMOR
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    #3.

    I agree with hoping the newest build will be more idiot friendly. I love spellcast and have been using it for years, and always tell friends to download and use it, However with it using xml's myself and a few others in my linkshell are always the ones that get stuck helping friends and lsmates with their spellcast because they can't grasp the coding. Furthermore with the way the current system is, the vast majority of peoples spellcasts are copy pastes from current users scripts.... Usually nothing wrong with that, however when the idiot starts copy pasting rules, sets etc, the always end up making a giant mess of their script.

    I thank the devs for all their time and continuing support of spellcast. And I look forward to seeing where the future of spellcast takes us

  11. #11
    Very Sexy Nerd
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    Quote Originally Posted by Septimus View Post
    And I doubt that you need it, but if you guys need anything from me (mainly game data-wise) feel free to ask.
    I also doubt that it's needed, but same.

  12. #12
    Nidhogg
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    Odin
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    Option #3 seems optimal, but I love Python, so I'll say that #2 is a close second personally. Very close.

    If you are going to take the time to improve it, do it right.



    Edit: Actually, Python based development stuff would really interest me. If people need help with stuff or a tester, shoot me a PM.

    Edit 2: Also, assuming you used Python, why would you need to keep the Gear Set information in an XML file? That just seems like an unnecessary data loading step. Why not just use dictionaries?

    Code:
    FireGear = {'Head': "Hat Name Here", 
                'Body': "Body Name Here", 
                'Neck': "Neck Name Here",
                'Ring1': "Ring1 Name Here",
                'Ring2': "Ring2 Name Here",
                }
                
                etc.

  13. #13
    I Am, Who I Am.
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    Spellcast is shitty and cumbersome; my one button windower macros are more versatile.
    #3 and I might start using it again.

  14. #14
    Very Sexy Nerd
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    Fuck python, use ruby!

  15. #15
    Flowery Twats
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    Quote Originally Posted by arus2001 View Post
    3, with emphasis on being new user/code stupid friendly.
    ^ This so much.
    Code:
    <if 3="Easy language">
    	<pick="3" />
    </if>
    <else>
    	<pick="1" />
    </else>

  16. #16
    An exploitable mess of a card game
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    Gouka Mekkyaku
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    I'm down for (3) if you guys implement the following:
    1. A way to convert old spellcasts
    2. A guide for writing using the new language
    3. The ability to use include files

    Assuming this arrives before I quit, (2) will be very important since I have zero programming training and anything I do know dates back to XML.

  17. #17
    xXNyteFyreXx420Sharingan
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    Fenrir

    I would love to see 2 or 3 happen. I realize there's a lot of effort involved in making that transition, but improvements over the current clunky system would be a huge boon for us users when writing and tweaking spellcast scripts.

  18. #18
    Burninate all the things.
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    #3 assuming that it will be officially supported to at least some degree, meaning instructions and guides and such that are updated whenever relevant changes are made to the plugin.

    I don't mind learning a new language, but most of my friends are nowhere near as programming-savvy and I've lost count of the number of times I've had to fix XMLs for them because they snagged a sample XML off the windower wiki that was just plain broken. I understand that the entire project is use at your own risk, but considering how much work various third parties (Yugl, etc) have had to contribute to the community just so the average player could actually use the plugin, it would be a real pain in the ass if the entire sticky base here in FFXI:Adv became defunct without a substantial knowledge base to replace them.

    As much as I understand your position as free developers (I mean, you guys all have other obligations like work/school/family to deal with first, etc), and want to see Spellcast move forward and grow, Option 3 will likely be the most work for you guys by a landslide and I don't want to encourage you to do it if you're not committed to seeing it through in its entirety - including long term support.

  19. #19
    Relic Weapons
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    #2: Spellcast moves to a 2 part system. Your gear sets remain XML based for readability, but the rules/variables section becomes script driven (lua/python/javascript)
    Can't get even more excited than this.

    I've tried to avoid XML after my database course, but then spellcast told me to use it
    Now I can be free again :D

    ADD: That means I opt for both #2 and #3
    ADD #2 : How much more efficient it can be do you think the custom scripting implementation compared to lua/phython/javascript option?

  20. #20
    Relic Weapons
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    Quote Originally Posted by SephYuyX View Post
    Spellcast is shitty and cumbersome; my one button windower macros are more versatile.
    #3 and I might start using it again.
    I'm in the same boat, still using windower macros bound to my keyboard. I'd definitely take the effort to set up spellcast if it was easier to use/maintain/understand.

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