| QUOTE (-FourDoor- @ Feb 24 2004, 03:31 PM) |
Sounds like the forecasted great things for actionscripts are now in sight. I definetely like the term "XBOX Script Module".
Having a "standard" as to how actionscripts are made, stored, loaded will only help make it more "user friendly."
Only concern since it appears that we are one step closer, is the auto download from the internet. As more scripts are made, it would only make sense that they are verified to see that there isn't any type of malicious code in there before making them available for autodownload in MXM. My suggestion for autodownloads is to have one main download site, with a mirror site just in case the first site goes down or needs additional bandwidth. Aside from those 2 servers, it should be made clear that actionscripts shouldnt be downloaded from anywhere else. Kind of like an official MXM update/patch site... |
Yes, it is working towards some sort of web-based capability for script and skin modules.
Currently, I am looking at doing the following:
There will be a "Plugins" folder in the same location as where MXM is executed (unless specified to be elsewhere) and on startup, MXM will scan for two (later, three) types of files: ZSM and ZSK.
ZSM are Zipped Script Modules
ZSK are Zipped SKins
For ZSMs, we will look inside for a main.xsm, which will become a part of the cached plugin scripts xml. Any files specified will be placed into the plugins cache path, in their own directory (for example, with Tetris, you might have a bunch of JPGs and sound files, and even more ActionScript code, since it's an on-demand script)
ZSK files will be properly unzipped to their own skin folder in the skins path, saving people the trouble of how to install new skins.
Later, we'll also handle binary DLL modules, which will be where new features will come into play.
I may have ZIP functionality available soon. I plan on testing out the code with ActionScript first, before integrating the Plug-in system.
Rars are a bit more complicated.... not sure if I want to support them at all; the PD code only handles 2.0, and is horrible, horrible code. It will take a lot of re-writing to make usable in a multithreaded environment. It also only handle unraring, so it's a one-way ticket. The reality is that most skins are probably archived with RAR 3.0, so the support wouldn't do much anyway. <