Quote: --- Original message by: sparky
Quote: --- Original message by: EmmanuelCD
So this similar to Moses program?
Mozzarilla replaces Guerilla. Inferno will replace Guerilla, Tool, and Sapien. The first actual
release of inferno should suitably replace Guerilla's role as a tag editor. Inferno is presently only for Mac users and will be built to run natively back to Snow Leopard (if I can manage it, what with Apple burning bridges constantly) and at least on Windows 7 if not earlier. That is because it is simple code that uses no third-party libraries.
I'm on the interface development stage. Inferno will not have interface customizations that Mozzarilla has, but I'm mostly interested in the basics first. What I have planned currently is to have two different tag metadata displays -- a simple display and a detailed display
-- and to have a scenario rendering window like Sapien
and other community programs like swordedit and sparkedit have.
Inferno will have convenience features, but I want to rebrand the organization of files and include all the necessary functionalities so that you won't have any reason to use any of the HEK programs anyway. Zeus was basically the experimentation stage of all of this, and Inferno is the product in development. So the plan for Inferno is what the plan for Zeus was: a replacement for the HEK, both for Mac and Windows.
By the way, Samuco has been working on Archon for the Mac Halo modders.
My goal is still to get inferno useful on Mac and then port the work over to Windows. Objective-C on Mac and C#/.NET on Windows. I'm not doing anything fancy, and not using any fancy libraries; the most heavy-weight I go is OpenGL for rendering. I expect that to be a task to figure out, especially since I did not get that far during the experimental stages with Zeus. There is precedent, but I want to avoid looking at the source code of other programs if I can figure something out relatively quickly myself. I investigate references sparingly.
This will not be bloated in any way; nothing like the previous interface tests for Zeus were with background images and intricate widgets. Especially as open source software, I want to have the infernal framework do all the work -- both on the Mac and Windows versions -- and basically have inferno be the framework and a main menu.
I'm going to mention right now that I really really
do not want to have disclosure arrows like Eschaton and some other map and tag editors use. I want the main interface of a map to be the actual rendering window, and to have everything else be subsidiary to that development environment. I'll try to make it immersive.
One feature that would be nice but is kind of out of the scope of the goal is geometry editing (modeling). I figure that inferno should support a basic .obj format and the Jason Model formats (.jms, etc.) and if there are no complaints with that, merely support supplementary adjustments like moving vertices. I would like to avoid going down the 3D modeling application path. But I am sure that it would still be fun to have the terrain be dynamically editable in-game, so adjustments should be optional.
Memory modding is a can of worms and is not a prioritized feature for a first release. The first release of inferno is to hand Gorilla a banana and usher him stage left. That's HEK tag file reading and writing. A very short time thereafter will come the reading and writing of map files -- that includes the replacement of map file compilation through Tool. Somewhere in there is also the testing and analysis of undocumented data structures such as internalized lightmap information. So there will be some speed bumps or hurdles that might be procrastinated until after the gorilla has exited stage left.
Eventually, I do want inferno to have the networking features that I experimented with in Zeus Relay: memory synchronization over the Internet, such that anyone running an included networking Windows service or Mac background application would have their game data synchronized over the net with any similar servers they joined. Halo is so butchered already that hooking would too easily step on the toes of Phasor, SAPP, Open Sauce or HAC2. I will probably use an alternative that I won't discuss yet.Edited by sparky on Apr 10, 2017 at 01:35 AM