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yamashi

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  1. You said it yourself, your problem is paranoia, not a mod that is opensource and has hundreds of eyes on. Regarding nexus' intervention, they left out the part where a moderator came to github to insult and antagonize me publicly. Regardless let's reopen it on nexus and see how it goes, hopefully they make things right on their end.
  2. As much as we appreciate your concern about the automatic usage of thridparty mods in ST, we would like to handle this ourselves when the time comes, know that this is something we are thinking about and if we decide to go through with it we will do things by the book to respect everyone's rights and interests.
  3. In fact they will contact you to tell you to shutdown your repo if you fork the code, SKSE is by no means opensource.
  4. The layout of some classes have changed for example TESObjectREFR's unk50, I had to replace with UInt8 unk80[0xB]; UInt64 unk88; // this is new in 1.4.2, probably a pointerIt's the only change I could find in the forms/refr classes. ModInfo (names are wrong, but the structure is correct) is struct ModInfo { tList<UInt32> unkList; // 000 UInt32 /*NiTPointerMap<TESFile*>*/ * pointerMap; // 008 void* unk00C; // 00C BSFile* unkFile; // 010 void* unk014; // 014 void * unk018; // 018 void * unk01C; // 01C void * unk020; // 01C void * unk028; // 01C void * unk030; // 01C char name[0x104]; // 020 char filepath[0x104]; // 124 };
  5. Yes you are right they are gaining credibility after all they never did anything but a simple papyrus script that anyone can do and think they can achieve something that complicated, totaly makes sense, I don't just talk I released a lot of content and it works that's the difference, SkyNet has always been just an idea and never actually achieved something. Anyway it's not trolling it's just stating facts and I have to remind you guys they started it (again).
  6. I talk about what i ve seen after having reversed both. Anyway like I said planning is useless and so is talking you need RE skills and programming skills which you dont have. Seeing the beginer issues you guys are having you will never even get to the point where you can see another player ig. You didnt manage it in more than a year which is pretty sad tbh... And dont give me the life issue BS it takes 4 hourd at most to implement... I work on my phd, i have a girlfriend, i travel and i still find time to work on it I am sure time goes by at the same speed for everybody... And what about all of your lies ? Aka hipo's secret job for a bad ass company ? Or that revolutionary video game console ? Or recoding skyrim with cryengine ? More craziness... How can you expect anyone to trust you guys ? Start doing something show some code and proofs of concept and dont juste stand there talking and planning stuff you are not microsoft you dont need to plan but get stuff done thats all there is to it. Prove me wrong or stop posting your dreams.
  7. Facts in your opinion... And the only people who dont work with me are you. SKSE is just a mismatch of our licenses nothing more. You guys gained attention thanks to me and now you are nothing so dont mention me leave us alone try to do your thing and forget about skyrim online once and for all it has been a year and you are still being annoying. Nobody cares about our old issues and that includes me so try to move on you are living in the past. As for planetside they use the same netcode as swtor so bad example there... Thank you.
  8. Converting old ones isn't hard either but takes a lot of time which I don't have, if someone wants to do it they are more than welcome that's why my server and scripting facility is opensource and documented. You can take a look at my code I have reversed everything I needed so far on my own, SKSE would have made it easier but I don't need it, I can do it myself just fine. So it's not worthless... in fact I am quite happy with SKSE's decision that way I force myself to get better at reverse engineering :smile:. There are MMOFPS games and they don't use FPS networking models... It simply doesn't work it's way too complicated and performance becomes a bottleneck very quickly. If you want to see state of the art netcode for MMO games you can take a look at my replication model I was inspired by Swtor's netcode. You think that ScriptDragon and SKSE are enough for this but the online attempt is and will remain the hardest mod to make, it takes a lot of knowledge and work to achieve and both SD and SKSE have limitations that will force you to get your hands dirty, that's why it takes me time to release updates now, writing netcode and a MMO model is hard but is not the hardest part. Next time if you want your thread to remain "clean" as in let's talk and dream and never get real, don't mention me or my work, you start your mod's introduction by bashing what did you expect ? So please remove your troll if you want me to leave you alone, bashing calls for bashing and it will only hurt you and your mod's reputation, I have personally proved that I can do what I say and many people have faith in me.
  9. Well if you didn't want me to come here, you shouldn't have mentioned me or my work in your posts don't you think ? Every 30ms you do realize that no game oes that ? Except for FPS of course which have a very different way of handling things... WoW for example has a heart beat of 1.5 seconds or more if I am not mistaken. You don't even have experience in the video game industry nor networking, nor software design, you just made a few hacky softwares in C#... The papyrus scripts won't get you anywhere by themselves you need to save the state machine and be able to produce the intended behavior which will take a lot more more than you expect. If you really want to go for the stupid RPC approach (which does not work for video games btw) go for Ice or CORBA made by very smart people who have done better than you ever will. Skyrim Online provides the ability to create new areas in which everything is scripted server side and everything is synced so I think it is pretty much Skyrim but not the official lore that's the only difference. How can you talk about the complexity of syncing the game you are still hyped about ScriptDragon ? Yea it's great for starting up but I can assure you it will soon have its limitations and then you are on your own with IDA trying to figure out the inner workings of a very complicated game when you get to that point tell me if it's hard or impossible. You talk a lot and yet you have never released anything... But videos of ScriptDragon's GetPosition(X/Y/Z)...
  10. Dude, do you realize how easy it is to do what is in your videos ? I released more 3 days after I heard about ScriptDragon, 3 days... It has been more than a year now that you are trying. I go on your forums from time to time and I read things that make my eyes bleed... Let's take some examples (from your lead programmer) : JSON to transmit 6 floats and a few ints from time to time really ? And wasn't C# what you wanted since the beginning ? Passing function pointers to call them in a different address space seriously ? Recode the whole engine you sure it's a good idea ? Look at OpenMW the game mechanics are simpler and they are not near completion. You do realize that your ideas are not hard or near impossible ? They are just impossible, simple as that it would take an amateur team a life time to recode the whole engine and not simple amateurs... it would take very skilled programmers...
  11. Wait isn't SkyNet the project that didn't make any progress in years and that actually never worked ? You and I have never been rivals, one can talk about rivalry when there is actually a race between the two... Words don't make a mod just saying. Btw, SKSE doesn't want me to use the sources due to the ads on my website that's all there is to it :smile:
  12. Disney made quite a few good movies lately, let's hope they don't destroy the star wars franchise...
  13. Hello, I have been using this SDK to mod and I have a few questions regarding the data types. First where do I get a TESRace to change the race or save an actor's race ? Now I am trying to interpolate the actor's movements but the collisions are not handled correctly when using TranslateTo or SplineTranslateTo, any idea as to how I can snap the actor to the ground while moving ? Last question I am trying to make my own AI and thus add an actor, disable its AI and get it to move around BUT it's not animated, could you give me a hint to get to animate a character ? Thanks !
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