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Messages - Boss Of Games

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16
General BVE/OpenBVE / Re: New BVE in the House...
« on: February 11, 2011, 02:04:43 pm »
I have pulled off the impossible, but I have finished the base of the Plugin Loading system. The test of the system will take place live on Sat. and see for yourself when you see I am doing work.

17
General BVE/OpenBVE / Re: New BVE in the House...
« on: February 11, 2011, 01:47:40 pm »
But please give this guy a break & let him work(If he is working).

The part of your response that is bold totally contradicts your whole post.

Basically what I'm trying to say is, any of us can make a thread and keep making posts about something, we'll need at the very least a small teaser to keep the community believing.  You don't see Nissan or Ford speculating a new future car and not even showing a concept picture to keep us going and talking about it.  Be real here, in this age, people won't believe anything until a slight of proof is showing.

By the way, he can be the inventor of computing for all I care, I could be the president of the United States of you won't even know it.

Would i post something that i cannot create in the first place? I am actually getting the bve part almost complete to read the plugins thanks to a OpenBVE 2 retrofitting.  8)

18
General BVE/OpenBVE / Re: New BVE in the House...
« on: February 11, 2011, 01:09:57 pm »
All of these negative comments make me SICK.Have some hope & optimism for this.What IF he does have something brewing and doesn't want to show us pics b\c it'll be a SURPRISE 2 us all.Suppose this comes out and will be a BIG HIT in the community.Next thing all of us will be shitting our pants & foaming.But please give this guy some time & space to develop this.
You may think he's lying and making stuff up b\c he doesn't have pics to backup his updates & actions but so what have some FAITH.For all we know he could be a computer expert.
But please give this guy a break & let him work(If he is working).
@BossofGames: I hope you are doing whatever and not fooling us.I am highly interested in this b\c I'm sure EVERYONE would want a stable multiplayer.

Thanks for the support. The SDK Release and the Q/A will be on SAT (probably be at 8:00PM EST). I have a basic framework for the multiplayer so it will be the ultimate test to see if my plugin loader will work. BTW How am i able to take screenshots of code? what is the point?

19
General BVE/OpenBVE / Re: New BVE in the House...
« on: February 10, 2011, 09:03:25 pm »
I am putting out an SDK for developers. It means nothing to the end user, but to the developer, it is a start. The SDK will contain rudimentary documentation at the start but will improve later on when i am able to write it. I may later on make header files. I am on the BVEStation chat and will be on Sat for the release and answer your questions  ;D

20
General BVE/OpenBVE / Re: New BVE in the House...
« on: February 10, 2011, 04:39:46 pm »
ANOTHER UPDATE

I am releasing the Developer SDK to link your dll modules with my plugin system. This SDK Reference dll will contain all the classes in openBVE. These modules will be loaded on startup of the application. This module system will allow for you to make modifications to the root program. This API will be released on Saturday.

21
General BVE/OpenBVE / Re: New BVE in the House...
« on: February 08, 2011, 01:17:15 pm »
=== IMPORTANT UPDATE ===

I am not working on this project ATM, but another one that will benefit this one later on. I do not want to go into any detail, but it is a multiplayer modification for another simulator that is not BVE related. Since it is coded in C#, it will be an easy conversion and should make UBVE a lot better with a stable MP.

22
General BVE/OpenBVE / Re: New BVE in the House...
« on: January 24, 2011, 05:55:10 pm »
I cannot give pictures yet due to some interface stuff that still needs to be done. I am just working on the code. Since i have the openBVE 2 render demo, i will take the Plugin system and implement it into the openBVE. This will allow for anyone to override the loading process and add anything they want to the sim. You will be also able to activate and deactivate the plugins in the menu. So basically stop asking and wait to see. I will keep putting up updates.

23
General BVE/OpenBVE / Re: New BVE in the House...
« on: January 24, 2011, 01:31:15 pm »
== Moderators ==
Can a Mod/Admin please move this topic to the OpenBVE forum? Thanks in advanced  ;D
======================
UPDATE 1/24/10

I have found on my cpu the source and binaries to the OpenBVE2 renderer demo. This is a critical aspect to the UBVE project. It contains the functions for plugins to access the core layer of the program. I will be converting the code in a couple of weeks to conform with openBVE and give core access abilities in your routes to the program itself.

24
BVEStation Network News / Re: TeamSpeak access password request.
« on: January 20, 2011, 06:43:03 pm »
like they say in blackjack. Hit Me(With the password!!!)

Denied

25
General BVE/OpenBVE / Re: New BVE in the House...
« on: January 20, 2011, 05:49:24 pm »
I will be working with screen shots tomorrow and the next day. the API will also be on my personal site for download.

26
General BVE/OpenBVE / Re: [IDEA]NYCTA Trains with 3D Cab
« on: January 20, 2011, 12:48:11 pm »
the 360 part won't be an issue. I found a youtube video of a cab of an R160. So i am in luck. Just got to guess it.

27
General BVE/OpenBVE / Re: New BVE in the House...
« on: January 20, 2011, 12:35:51 pm »
I am done with the Multiplayer API DLL. This DLL is the reference for everyone so if anyone wants to create a dispatcher application, they now can with my API. all it contains is structs at the moment. but it holds critical information for clients and servers to share information. All you need to do is add this DLL to your Visual Studio C# project. This DLL will be built on .NET 4.0.

28
Expect Ultimate BVE to have a MP. I just got done with the API and will be posting a DL for developers to get a hang of the new features and start coding for the release.

29
General BVE/OpenBVE / Re: New BVE in the House...
« on: January 19, 2011, 12:16:43 pm »
Sounds extremely big.
What do yo mean MultiLine Routes?

What i mean by multi line routes is that just like MSTS, you will have switches allowing for multi tracks. These switches will be live, so you can switch from express to local with just the key press.
UPDATE

I have started on the first part of the list. I will be introducing a advanced multiplayer specifically designed for the app in the coming weeks. The multiplayer will basically be a completely redesigned openBVE ME with a complete rewrite. I am making a DLL file that will hold all the socket information so i do not have to do that much writing, but it also means that if you want to, you can use that DLL to make applications using the DLL for network compatibility.

Another thing on the list is a new Route Plugin system that will give access to developers a way in directly to access the program itself and add extensions. This sounds like what Michelle was doing with openBVE2, but it is different. For example, you can develop a plugin for Timers to be read in the CSV route file.

All this will be released in the coming weeks.

30
General BVE/OpenBVE / New BVE in the House...
« on: January 12, 2011, 02:17:45 pm »
Ultimate BVE is one of my projects in development right now. This sim is a fork of openBVE that will allow all the features everyone wants (Multiplayer, MultiLine Routes, switches, timers) to be possible. I will be beta testing modifications and other aspects of the sim later on in development for public pleasure.

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