Post by Sa8Gecko on Dec 31, 2005 12:15:07 GMT -5
Scroll down for the lates versions. All inactive links are struk out..[/size][/b]
-Kint
Here is the new MCAR engine 0.8: the documentation included is still incomplete, but it's enough for you to understand:
s53.yousendit.com/d.aspx?id=376C0WBFDLGZN0CVD29ZU1Y5JM
put the MCAR_engine.pbo in your addon directory. Remove the following files if they're present in your addon directory:
- psy_mcar_config.pbo
- psy_mcar_scripts.pbo
- psy_mcar_ammo.pbo
- psy_mcar_weapons.pbo
- psy_mcar_sound.pbo
- psy_mcar_gaskin.pbo
- psy_mcar_hmmwv.pbo
The Gecko won't work anymore, sorry. I'll release an MCAR engine compliant version soon (at least I hope).
This addon is released for addon makers, so that they can start working on MCAR addons without having to worry to include any scripts in their addon. How to do that is explained in the docs.
As example vehicles you can download the following:
s53.yousendit.com/d.aspx?id=24W7PQLRSNBXD1P7HKJM4YIIOO
tow humvee, demonstrating the AT codes
s53.yousendit.com/d.aspx?id=35J5HAI3WKZ5D3B65V4OC0IYTV
Gaskin, demonstrating the AA codes
s53.yousendit.com/d.aspx?id=11IHMB2XDQR4W16YAAE87W9FAS
recoilless jeep, demonstrating how to build simple MCAR vehicles and guidance codes using MCAR engine functions: sorry, the model is in ODOL format: if you need a MLOD one contact me via PM.
(all links are available for seven days only and a limited number of downloads. Please Hater_Kint provide mirrors)
In case you are an addon maker and need further advices, contact me via PM. Please non addon maker people don't complain about the quality of test vehicles as they're the old ones, and you don't need to re-download the whole thing if you just want to play with them. Use the old ones instead. But if you want to build an addon based on the new MCAR engine, you are advised to download at least one vehicle (the one closer to the addon you wish to make) and open it up to see how things are going to work from now on. The MCAR engine is standalone and doesn't need any addon to work.
Assistance on MCAR addons working the old way will be discontinued: if you are an addon maker you are strongly encouraged to adapt to the new standard. If what's available doesn't satisfy you, explain your reasons and I'll see what I can do.
The reason because this is not version 1.0 is this: I consider this still being in the experimental stage, so I need your input to see if I can make things better. The reason why I released at this stage are many, the main ones are:
- lack of betatesters
- I look forward to receive your advices and make the final product better
The reason why you, addon makers, should adopt the new MCAR engine are many:
- no need to include scripts in your addons
- if advancements are done in MCAR scripts they'll become available to older addons too without need to re-release them
- older addons will continue to work as new version of the MCAR engine gets released
The end-user will be advantaged too, as MCAR engine is 56kb friendly: the final version will be released without documentation, so the download will 'weight' just a few tens of KBytes.
Known issues/bugs:
- the AA code SHOULD be multiplayer ready. Sorry, it wasn't possible to test it
- the AT code MAYBE is multiplayer ready. Further testing needed.
- maybe some of the codes will spit out globalchats and the like. Sorry, if this is the case make me know so I can correct it.
-Kint
Here is the new MCAR engine 0.8: the documentation included is still incomplete, but it's enough for you to understand:
put the MCAR_engine.pbo in your addon directory. Remove the following files if they're present in your addon directory:
- psy_mcar_config.pbo
- psy_mcar_scripts.pbo
- psy_mcar_ammo.pbo
- psy_mcar_weapons.pbo
- psy_mcar_sound.pbo
- psy_mcar_gaskin.pbo
- psy_mcar_hmmwv.pbo
The Gecko won't work anymore, sorry. I'll release an MCAR engine compliant version soon (at least I hope).
This addon is released for addon makers, so that they can start working on MCAR addons without having to worry to include any scripts in their addon. How to do that is explained in the docs.
As example vehicles you can download the following:
tow humvee, demonstrating the AT codes
Gaskin, demonstrating the AA codes
recoilless jeep, demonstrating how to build simple MCAR vehicles and guidance codes using MCAR engine functions: sorry, the model is in ODOL format: if you need a MLOD one contact me via PM.
In case you are an addon maker and need further advices, contact me via PM. Please non addon maker people don't complain about the quality of test vehicles as they're the old ones, and you don't need to re-download the whole thing if you just want to play with them. Use the old ones instead. But if you want to build an addon based on the new MCAR engine, you are advised to download at least one vehicle (the one closer to the addon you wish to make) and open it up to see how things are going to work from now on. The MCAR engine is standalone and doesn't need any addon to work.
Assistance on MCAR addons working the old way will be discontinued: if you are an addon maker you are strongly encouraged to adapt to the new standard. If what's available doesn't satisfy you, explain your reasons and I'll see what I can do.
The reason because this is not version 1.0 is this: I consider this still being in the experimental stage, so I need your input to see if I can make things better. The reason why I released at this stage are many, the main ones are:
- lack of betatesters
- I look forward to receive your advices and make the final product better
The reason why you, addon makers, should adopt the new MCAR engine are many:
- no need to include scripts in your addons
- if advancements are done in MCAR scripts they'll become available to older addons too without need to re-release them
- older addons will continue to work as new version of the MCAR engine gets released
The end-user will be advantaged too, as MCAR engine is 56kb friendly: the final version will be released without documentation, so the download will 'weight' just a few tens of KBytes.
Known issues/bugs:
- the AA code SHOULD be multiplayer ready. Sorry, it wasn't possible to test it
- the AT code MAYBE is multiplayer ready. Further testing needed.
- maybe some of the codes will spit out globalchats and the like. Sorry, if this is the case make me know so I can correct it.