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C++ Mods - are they safe?


Guest razo

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  • 2 weeks later...

From being a seasoned c/c++ developer I know exactly how easy it is to write bad code.

The justification is that c/c++ is a far far faster and gives far greater scope to the modders than using scripting engines. And as people have already said, tons of games out there use C/C++ for mod development and most people would download them almost without question.

Infact even if scripting languages like LUA, python, perl etc were used the same risks would be evident. I havent use LUA or python, but I know that most of these languages have a wide range of built in functions and are perfectly capable of acting maliciously...

Anyway, you almost all put windows on your pc, there is more malicious code in that than in all the mods ever made!!!! ever heard of RPC!?!

:twisted:

I personally am looking forward to seeing some of the things people come up with for GTA, Rockstar should have included some modding ability.. it should be a great engine to play with.

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I did breifly look at implementing a scripting language into a BLUE addon, and I'm sure it'd be possible. Although we don't have the time right now, after we release the SDK, it'd be possible for someone to implement LUA or somthing similar into an addon if they wish.

eAi

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When we refer to "addon", we're refering to a .dll file (or .so on linux servers). When we refer to "modification"/"mod" we're refering to the complete resources needed for the game-mode such as textures, sounds, sprites etc.

Addons will have to be coded in either C or C++. We will be providing support for a free IDE and compiler as well as Visual C++ 6, both will work as well as eachother. We will also be providing some useful 3rd party tools that we think you will find useful along with some sample source code. Although C or C++ knowledge is useful for writing the addon of your dreams, we expect that by reading through the existing code and fidiling around you should be able to get the hang of it easily. We will also hope to provide tutorials and other support for writing specific parts of addons and gamemodes

its in DLL form?

didnt know this, alot of things in C++ can be remade in vb6, is this true for the addon?

i mean, a VB6 DLL would be easier to write, just something i thought id add.

so dont flame me...lol

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Yeah, if people have the time they can integrate any language they like.. its actually very simple with languages like python, php, perl, they are distributed as 'plugin' dll's that can be integrated into any c++ project, all you need to write is an 'adapter' that will just forward the function calls to the scripts.

Also I believe C# can compile to standard dll, though you'll need the .net framework installed, I cannot say conclusively since i have only had a brief play with .Net

I am certainly looking forward to how this plays out, it should be interesting to see what sort of mods you can make using blue, bearing in mind that you should be able to make use of alot of data sources, etc that are external to the game, ie, a mod can quite easily make sockets, this would allow the mod to comunicate with online repositorys, for stats or persistent game info, like maybe recording clan territories... could be a nice idea for a mod.. if you walk into someone elses territory you could display a message (like when getting into car, moving into new area) if you manage to have more of your clan in an area than the previous owners the ownership can change to your gang, then between games the data can be saved....

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if you walk into someone elses territory you could display a message (like when getting into car, moving into new area)

People already run scripts such as this with the aid of MTAmA, although of course that has little true interaction with the gameworld other than the ability to kick and slap for -20 health.

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i have a quick question about the amoutn fo control u have with these mods in blue... will u be able to get a mod to do admin functions? ie can a mod kick a person or talk from admin?

there is still quite a bit of work left to be done w/ the addon interfacing for the server... however we plan on allowing serverside addons to utilize such functions as kicking and banning, so yes.. the server addon is a viable method of doing some admin type function..

at this point the server can only load 1 addon at a time (same for client)... so as far as that is concerned ti would be best to communicate with other addon developers and work on ways to implement your features..

This shouldn't be too much of a hinderence given the nature of C++, and that we will provide a webspace for addon developers to meet and trade knowledge and insight.

Kent

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Why don't you use Small Language for "plugins"?

Would be easier on your team in my view, since some bugs would be able to be fixed externally without the need of updating dlls.

Less dependency, less overhead, more control over code and coding style. You can't get any of that with a proprietary scripting language.

-Derek

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:D

Yes well I think SMALL would be a very nice addition since you'd be able to control what scripters can and cannot do, without having to know intensive knowledge of C/C++

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