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With EVN coming out for Windows soon (meaning I finally get to play the damn thing! :)), I was thinking of revitalizing my plug idea. But I was wondering, it says in the progress log that plugs and Mac plug-in building equipment would work for Windows, BUT will things like Res-Edit and its templates be compatible with Windows and most importantly, can a Windows made plug be playable by Mac EVN (or easily convertable)?
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From what I've heard, DavidArthur is fiddling with the idea of making MissionComputer for Windows. As for ResEdit, it's requirements aren't that steep, so you might be able to run it in an emulator.
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(This message has been edited by Mantaray (edited 01-30-2003).)
Quote
Originally posted by Mantaray: From what I've heard, DavidArthur is fiddling with the idea of making MissionComputer for Windows.
I'm fairly confident I could make a working MissionComputer for Windows. The question is whether I can decode the file format used by the Windows version of EV Nova, without which it wouldn't be much use. I won't be able to determine that until I see the Windows port.
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Windows=devil :mad:. Almost lost my university application because of its suckyness. For about a week I was unsure as to wether or not i could attend the school. But EVN is a different story windows gets it second, how fitting.
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Originally posted by dougy_n: Windows=devil
Heh, I agree. But it's a family comp and I can't really sway my parents to buy a Mac after recently purchasing this one a few years ago.
Thanks for the replies by the way. But if all goes well and DA can make some Windows software, would I be able to make a good plug-in for Mac users to use?
Originally posted by Jive 320: But if all goes well and DA can make some Windows software, would I be able to make a good plug-in for Mac users to use?
If I do make a Windows version of MissionComputer, it will probably be a bit more limited than the Mac version, just because Windows doesn't support a lot of Mac features that the application uses. Also, plug-ins created on Windows would probably need to be run through a convertor in order to run on a Mac.
Here's the current public info on Windows plugins:
Windows EVN can take a Mac plugin (.sit) and convert it into a Windows EVN plugin.
There are no Windows development tools. At the current moment plugins CANNOT be made on Windows. I have not heard of any Windows-format to Mac-format convertors. I, personally, like this arrangement, as it gets revenge on those PC-based programs that have no Mac editors
Other than that, I have no more info I can give you.
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Originally posted by blackhole: **Windows EVN can take a Mac plugin (.sit) and convert it into a Windows EVN plugin. **
Hrmmm.../me thought it was .bin format (MacBinary), not .sit, which is a stuffit file....hrrmmmm
MickyBIs
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I heard it was .zip... That would've made sense to me, as you can see inside of zip files before unzipping them.
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Originally posted by blackhole: **At the current moment plugins CANNOT be made on Windows.
**
damn! Ah well, I'll just push my parents to buy me a Mac and do all the programming there and all the graphics here
OK, what happens is you get Stuffit for Windows to make a MacBinary encoded file from a .sit, and the droplet converts this to the EVN/Win format. DropZip on the mac will create these files as .zip.
Nearly all Mac users use Stuffit, so the Windows users may as well get the free Expander to do the work.
What about large TCs that replace the Data Files? What will they need to do?
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Originally posted by Jive 320: damn! Ah well, I'll just push my parents to buy me a Mac and do all the programming there and all the graphics here
Maybe you could find a cheap, older iMac on eBay. EVN requires more hardware capabilities than EVC and EVO, but it's still not a very intensive game. It almost ran on my six-and-a-half-year-old Performa, in fact. (And, of course, it runs just fine on my iBook. :D)
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Originally posted by UncleTwitchy: **What about large TCs that replace the Data Files? What will they need to do?
Why would you replace the data files anyway? That's what plugins do.
Matrix
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Originally posted by MickyBIs: **Hrmmm.../me thought it was .bin format (MacBinary), not .sit, which is a stuffit file....hrrmmmm
From what I have heard, it is indeed .bin.
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Originally posted by what_is_the_matrix: **Why would you replace the data files anyway? That's what plugins do.
It can be faster to load if you just replace the data files.
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Originally posted by what_is_the_matrix: Why would you replace the data files anyway? That's what plugins do.
Aside from the faster load times, for a TC, it is MUCH easier for the author to just create stuff from scratch, rather than recreate every single resource that the original uses, blocking out the resources he doesn't use just so they don't show up. For example, if EVN had 10 ships and TCX had 5, TCX would have 5 shΔp resources that did nothing but block out the 5 EVN ships that aren't used to keep them from showing up in the Shipyard. This is especially difficult with sΛst and spΓΆb resources.
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Also, my files are so big that to load them and Nova's files would bloat the RAM requirements so that I can't even run the program on my RevA iMac.
Well, no, that's not how it works. It'll just fill in the holes with Nova's original data, not load them both.
I guess it'll be addressed by the makers of WinEVN. If it isn't, then ask them to make the right utilities.
And yes, MacBinary is .bin, the converted format, but all Mac plugins are distributed as Stuffit files. Stuffit Expander for Windows can be configured to output MacBinary files.
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