If performance, code style / code structure and ongoing developments and improvement are not valued highly by you then there is no point in trying to convince you to use 1.1.
Account manager was just ugly.
Account manager was just ugly.
I was reading back, and I must have skipped this post by mistake. Since this is my first time reading it I feel I should reply.
My point about TFS 1.X offering nothing for custom servers, is that (at least to me), it is more difficult to make custom stuff on TFS 1.X than on TFS 0.X.
If you read my first post on this thread, you can see a step-by-step explanation of how I came to this conclusion. And also, it doesn't give me much that I cannot do on 0.X already, so I don't see why I should switch.
Things that I personally would have to make myself to make TFS 1.X usable to me: (Just off the top of my head)
Also I don't like how things were redone. Why is there now Events and CreatureEvents. And why was onStatsChange split up to onHealthChange, onManaChange. And do they even have the same variables?
- Account Manager: (Why was this taken out? Was it ever put back in? If not, what the fuck?)
- Item Attributes: (Yes everyone knows this is missing, but guess what, it's one of my most used features)
- Storage Values: Change Keys and Values to strings. (I'm pretty sure both of these are integers only in TFS 1.X, which is absolutely annoying)
- noMove function: (There are probably other ways to do this in TFS 1.X by now, but it's widely used in custom servers, and in my own.)
- And above are just the things I know about from attempting to use it for a week or two... I'm sure working with the server I would continue to find new things all the time I'd have to add myself.
void executeHealthChange(Creature* creature, Creature* attacker, CombatDamage& damage);
void executeManaChange(Creature* creature, Creature* attacker, int32_t& manaChange, CombatOrigin origin);
So maybe CombatDamage& includes the damage type, the damage value, whether its aggressive or not, etc.
And what is CombatOrigin? Does that include the DAMAGETYPE? What if I want different kinds of manadamage? I have that in TFS 0.X already.
Then after all that, I'm going to have to add all my work on my custom TFS to TFS 1.X. Which you can see in my signature. But that is a personal problem that I don't even worry about, because if TFS 1.X was clearly better, easier, faster, and had more functionality I would switch in a second.
But for now, I see 2 choices, A server I have been using for years that I know exactly how it works and can do anything I want. Or a server that is brand new, and is missing a lot of functionality I enjoy using every day on my current server.
Item attributes has already been added to 1.x
Combat origin is not the same as damage type, for damage type you have like fire, energy, manadrain, ect. Origin is for finding out if it was from a spell, melee, ect.
noMove has already been written in lua for 1.x
I have no clue why they got rid of onStatsChange, very valid point there...
Storage values, why not make your own system that could include all of those? Easy to do in lua.
Account Manager, I believe the reason was that it has huge security vulnerabilities and/or has flaws that could cause huge instability.
You have already said that TFS 1.x is faster/better. As far as functionality, it is close to reaching past the point of the older distro's already, as noted several times on this thread, there isn't anything really left out in 1.x anymore. Soon there will be even more options than the older distro's, like for example the items "abilities" that are just defined as attributes in xml, never had lua functions for finding these values and manipulating them, that is soon to be added. There are plenty of other things you can find on the roadmap or in the milestones that are going to be added (might I add they are getting to these fast), and when they do, your argument will be completely void.
If performance, code style / code structure and ongoing developments and improvement are not valued highly by you then there is no point in trying to convince you to use 1.1.
Account manager was just ugly.
So I can grab an item and set the attribute "TerrorPower" to "125" and "ExtraSecretDescription" to "YellowBlow"?
All I am stating is that to switch to TFS 1.X is not all rainbows and blowjobs
perfectly useful SQL server?
Well, we have some guys who know a lot of the code in TFS 0.3/0.4 and don't want lost time understanding it again and doing the same thing which could be done for other things...
This is a point too.
did not break backwards compatibility even if a userdata value is pushed insted of the cid value.
Yes that is true, diden't think about that .Technically is a break in backwards compatibility because the older script must be modified in some way, like your example local player = Player(cid), or even zbizu's example cid = cid:getId(), still something you have to alter, and the way it works is slightly different in the background, even if in the foreground it is the same result.
And yes yes, I get that he dosen't wanna release the things he uses on shadowcores, but as ive said before, when he updated to 10.70-10.75 why not release 10.55 - 10.58 or something~.
Things that I personally would have to make myself to make TFS 1.X usable to me: (Just off the top of my head)
- Account Manager: (Why was this taken out? Was it ever put back in? If not, what the fuck?)
- Item Attributes: (Yes everyone knows this is missing, but guess what, it's one of my most used features)
- Storage Values: Change Keys and Values to strings. (I'm pretty sure both of these are integers only in TFS 1.X, which is absolutely annoying)
- noMove function: (There are probably other ways to do this in TFS 1.X by now, but it's widely used in custom servers, and in my own.)
- And above are just the things I know about from attempting to use it for a week or two... I'm sure working with the server I would continue to find new things all the time I'd have to add myself.
I was reading back, and I must have skipped this post by mistake. Since this is my first time reading it I feel I should reply.
My point about TFS 1.X offering nothing for custom servers, is that (at least to me), it is more difficult to make custom stuff on TFS 1.X than on TFS 0.X.
If you read my first post on this thread, you can see a step-by-step explanation of how I came to this conclusion. And also, it doesn't give me much that I cannot do on 0.X already, so I don't see why I should switch.
Things that I personally would have to make myself to make TFS 1.X usable to me: (Just off the top of my head)
Also I don't like how things were redone. Why is there now Events and CreatureEvents. And why was onStatsChange split up to onHealthChange, onManaChange. And do they even have the same variables?
- Account Manager: (Why was this taken out? Was it ever put back in? If not, what the fuck?)
- Item Attributes: (Yes everyone knows this is missing, but guess what, it's one of my most used features)
- Storage Values: Change Keys and Values to strings. (I'm pretty sure both of these are integers only in TFS 1.X, which is absolutely annoying)
- noMove function: (There are probably other ways to do this in TFS 1.X by now, but it's widely used in custom servers, and in my own.)
- And above are just the things I know about from attempting to use it for a week or two... I'm sure working with the server I would continue to find new things all the time I'd have to add myself.
void executeHealthChange(Creature* creature, Creature* attacker, CombatDamage& damage);
void executeManaChange(Creature* creature, Creature* attacker, int32_t& manaChange, CombatOrigin origin);
So maybe CombatDamage& includes the damage type, the damage value, whether its aggressive or not, etc.
And what is CombatOrigin? Does that include the DAMAGETYPE? What if I want different kinds of manadamage? I have that in TFS 0.X already.
Then after all that, I'm going to have to add all my work on my custom TFS to TFS 1.X. Which you can see in my signature. But that is a personal problem that I don't even worry about, because if TFS 1.X was clearly better, easier, faster, and had more functionality I would switch in a second.
But for now, I see 2 choices, A server I have been using for years that I know exactly how it works and can do anything I want. Or a server that is brand new, and is missing a lot of functionality I enjoy using every day on my current server.
I got some cool stuff in store coming soon, look out for the Network Messages tutorial that I will finish, hopefully by this weekend.
Not trying to hate or anything.
He doesn't release the support for versions above 10.41 probably because TFS 1.1 still needs optimizations, fixes and enhancements. Adding support to versions above 10.41 would only pile up the issues that are still marked as bug, unconfirmed and so on. It would be more work and put the focus on fixing the bugs the support to that version brought with it, and I think the focus right now is not making new features that may bring more issues before the optimizations, enhancements and fixing the present issues.