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valentjedi

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  1. The code is open source. Just like the code for all the plugins made with SE. It's a requirement for SE. Wrong, the code for SKSE is open source. the code for SKSE64 is not yet released. Having a github for the SKSE64 code like some users recommended could improve the speed of release since it doesn't imply anyone needs to join the team, but if somebody does actually do something for the code they can submit it and it gets applied. simple as that. Basically it's the best course of action for the dev team since there's no loss. They update it on github and no one submits anything? then the speed of work is the same as now. Anyone submits anything? The speed increases. No, you are wrong. It's "source code available" but it's not open source in any meaning. Just look at license file in source code directory, it literally says "explicitly disallowed from using any of these files for any purpose". It means that from legal point of view you even can't use it for your home hacking without even making it public. No one can see what you do in your spare time of course :)
  2. Ah lol I just saved it for upcoming birthday of one reverse engineer I know :)
  3. Yeah, NDA might be the real elephant in the room. I think that even if someone will make something completely from scratch it might be blocked by Bethesda but I hope it won't happen.
  4. This is a part of a post I made elsewhere that possibly explains this: "Assisting the Silverlock Team": That's not their real name, it's just what I use to refer to Behippo and the others. Anyway, they've already got their own group, which presumably knows each other's strengths and have therefore most likely apportioned the coding to be done in the most efficient manner possible. Adding additional people would most likely slow the actual coding process down. This isn't my opinion, just what I've heard other people (who claim to code) elucidate. That's true only in case of production development process "for money". If we talk about some open source code (I know that SKSE isn't open source, I know, it's source available) you don't have to explain anything to anyone and anybody can jump into in matter of months. Even without any docs/comments. All you have to do is to look at final result and reject it if it's crap. I speak from my personal experience - I know C++ syntax but I haven't any real experience with it (I'm mostly Python programmer) but even I can understand what this code actually does and even hack into it a little bit. Of course I will make my stuff public only if I'll make something from scratch and of course my stuff won't be as efficient as their, but this is how people learn and something is better than nothing.
  5. I want SKSE just for Requiem and Dragonborn Gallery, not for boobs and other loverslab stuff.
  6. Totally agree with you, but you can't just start from the ground up because you at least should expose as much compatible API as you can with SKSE in order to give less pain to mods developers. Otherwise new bird just won't fly :(
  7. I'm so into opensource philosophy that it hurts me straight into my hearth that you can't use source code which is shipped right in to your hand. I'm not ranting though, I really appreciate work guys done and will do.
  8. So am I correct that license in src/skse folder disallowed me to just fork this source code and start hacking in new x64 executable?
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