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Thread: Promeatheus Update #7

  1. #21
    HA10 Limited's Avatar
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    Re: Prometheus Update #7

    My god, that UI is gorgeous. Totally love the new UI. I felt the old UI was less user friendly and as Prom has been made to make map making alot more easier didnt really fit the bill. But now it seems to look alot more easier to use and more slick.

    The more halo technical side of things with shaders and such puzzles me a bit, however the viewport render looks amazing.

    I kind of like the fact the updates are far apart, it means when there is one, alot has changed and is well worth reading.
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  2. #22

    Re: Prometheus Update #7

    O_o Wow... thats alot of improvement since last time.

    Pretty nice improvement from this
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  3. #23
    Senior Member MereCatfish's Avatar
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    Re: Prometheus Update #7

    Very good job, the implementation of the Ribbon UI looks very impressive. And you've rewritten it OO now? I recall someone saying previously that it was very messy code before, well done if that isn't the case any more.
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  4. #24
    Back for the Russian Halo p0lar_bear's Avatar
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    Re: Prometheus Update #7

    Anticipating this release more now.

    I do hope that PSL will be as easy to pick up as BSL.
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  5. #25
    Prometheus Project Lead
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    Post Re: Prometheus Update #7

    First and foremost, I am glad that everyone loves - or at least likes - the UI. Changing from the old UI to the new UI meant throwing out everything (that was UI related) and redoing it from scratch. Since those who had built up the majority of the old UI had more important tasks to do, I moved from making my UI designs in Visio to making them in Visual Studio. Most of the UI work you've seen (and a whole lot that you have yet to see) was done by me, so it's great to see it going over well.

    Quote Originally Posted by SgtBotley View Post
    hmmm, have you thought about releasing a 'locked' or 'limited' edition like taster of when you finish Halo 1 tools, like Prom' 1, then when you finish the Halo 2 Tools release Prom' 2.
    Each game "lives" in its own DLL and is not required for Prometheus to run. We could, technically release with any desired number of games supported - from zero to six (though zero would make Prometheus pretty useless). We have not decided precisely what we are going to do yet, so there's a chance a Halo 1-only version of Prometheus could be released and updated later to support Halo 2; however, holding your breath on that happening is highly discouraged.

    Quote Originally Posted by kenney001 View Post
    Not too sure i like the new scripting language, besically because i know very little on C#. I found bsl very easy to use, and this looks more difficult
    It's natural to be uncertain about the unknown, which was certainly the case when anyone used BSL for the first time. You most certainly do not have to be a programmer for PSL to make sense to you, but for someone with experience in C-based languages (especially C#), the amount of unknowns will be less than non-programmers.

    Also, working on the assumption that you are not a programmer, I am betting you have never used an environment like Visual Studio in the past. The code editor will go a long way in helping newcomers pickup how PSL works and it will make accessing all kinds of information much easier. No longer will you have to lookup what a function does, that is displayed for you, along with what parameters are taken, what is returned back to you, and what alternative information you can provide the function.

    One of the additions to PSL that I really love is namespaces, as it makes everything feel so much more organized. We have mapped all of the built-in functions to namespaces, arranging them to make sense and allowing you to "walk through" the namespace lists to quickly find some functionality that you are looking for. You can also create your own name spaces, which will make it easy to logically group your own functions and more easily reuse them in other scripts.

    This update really only showed the very tip of the PSL iceberg. As more information trickles out, I am pretty confident that any concerns about the difficulty of picking up and using PSL will subside quite quickly. Also, I think that those already proficient with scripting or programming in general will be very happy to see some of the improvements we've made and the cool features we've added.

    Quote Originally Posted by Limited View Post
    I kind of like the fact the updates are far apart, it means when there is one, alot has changed and is well worth reading.
    Updates will still be far apart, for the most part. The new approach means that everybody gets a big update that summarizes all of the interesting stuff we've done since the previous update, then all of those interested in finding out more about each piece discussed in the update will get Feature Focus articles that will dive into functionality, design decisions, etc. Basically, we still have a chance to build up Prometheus before showing it off again, so the updates will still be worth the read.

    Quote Originally Posted by OmegaDragon View Post
    Pretty nice improvement from this
    I prefer the comparison between this and this.

    Edit: Now with actual links!

    Quote Originally Posted by MereCatfish View Post
    And you've rewritten it OO now? I recall someone saying previously that it was very messy code before, well done if that isn't the case any more.
    I wouldn't say our code was ever "messy", in fact we've always done our best to adhere to best practices and the standard C# style guidelines. Also, our code has always been OO.

    With that said, all of the redesigns and freshly written code in the past year are far superior to the old architecture. Old Prometheus was the cute girl next door, but new Prometheus is the hot swimsuit model down the block. I think that's a fitting summer analogy.

    Thanks for the support guys, it's always great to see people excited about what you're slaving away at.

    Nick
    Last edited by Nick; July 3rd, 2007 at 06:06 PM.
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  6. #26
    Entity Zero PlasbianX's Avatar
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    Re: Prometheus Update #7

    The screen shot looks like its running on vista, will this also work in XP?
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  7. #27
    Prometheus Project Lead
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    Re: Prometheus Update #7

    Yes, it will work just fine on XP. I'll include an XP shot next time, as it looks slightly different.

    Nick
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  8. #28
    Senior Member Snaver's Avatar
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    Re: Prometheus Update #7

    Great work halodev team.. all.. err.. How many of you are there now?
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  9. #29
    Kid in the Hall Kornman00's Avatar
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    Re: Prometheus Update #7

    Quote Originally Posted by Nick View Post
    Also, our code has always been OO.

    Nick
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  10. #30

    Re: Prometheus Update #7

    Quote Originally Posted by Kornman00 View Post

    I don't get it. Anyway,

    This is awesome, Nick ^_^!

    I have to honestly say though, I know very little about Promentheus. I know about it's features and things, but I don't know how it functions. Is this exactly like HMT only more expanded in games, content, and graphics? Are we allowed to open a .map file and start doing things such as mod (I know people hate that, but I'm just wondering if this would be a possibility to a program such as this) and make maps more easily? after you're done modding or changing things. How would you go about saving your changes? Click save changes and tada? or would it make a new map file and place it to the designated save point?

    SEXY prettiness btw
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