Plugin Workaround? (SOLVED)

Started by Ponch, Sat 22/03/2008 19:46:51

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Ponch

Hello all,

My next five games are coming out soon, the first of which comes out in June. No doubt you are all tingling unbearably with anticipation. ;)

However, these games have been in development for a long time (since AGS 2.56d) and all the grunt work of coding was done before the advent of these new-fangled modules everyone is talking about these days. See, back in my day we used plug-ins and we liked 'em. We loved 'em! We were glad to have 'em! Hell, we were glad to have anything that saved time back when we had to program every AGS game with punchcards! And we all wore turnips on our belts, which was the style at the time. (Sorry, slipped into grumpy old man mode for a second there.)

Anyhoo, since I'm in the "polish and shine" stage of development, I really don't want to go back and rip out plug in code and replace it with module code, especially since I've finally got everything running smooth. And some of that code is from my early days with AGS, back when I took a hundred lines of code to do something I can now do in ten lines. Some of that code scares the willies out of me and I don't like to open those room functions unless all the lights in the house are on.

So my question is this: is it possible to bypass the plug in code with a variable check? Something as simple as a global int, for example. See, I don't have a linux or mac to check this out, but I'm hoping that I could just disable the snow/rain or parallax plug in stuff with a simple variable check on room load. But since the plug in code would still be there (just not activated if the user chooses to disables it by replacing the room0.crm file with one that resets the variable for example), would that "deactivated" plug in code still pose a problem for mac of linux guys (and gals) even though it's been ignored by the check?

Does plug in code still cause problems even if it's being ignored by the game?

I'm hoping it will not because that will save me a hell of a lot of time! :)

Thanks.

Ponch

Pumaman

At the moment, it isn't possible to dynamically disable plugins at run-time. If you try to run a game that needs a plugin on Mac/Linux, the game will crash when you enter the room that uses the plugin.

Ponch

Thanks for letting me know, CJ.

This is probably the last game I'll use plug-ins for. After this, I'll have to learn how to use these modules everyone is talking about! (Clearly, I am behind the curve)

- Ponch

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