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1.1.0.5

Flowgraph Plugin System for Crysis-Wars


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About
Update History
Installing
Redistributing with your Mod
Contact



About

Perhaps it is just this humble person's opinion, but it seems safe to say these days that 9/10ths of Crysis modding is based at least in part on flowgraphs. It's amazing to see the creative works the modding community has managed to do successfully with this system. Everything from new weapons and AI logic, to entire new gameplay formats (such as RTS mode) have been crafted using the available tools provided by the flowgraph system in its present state. Now imagine what the community could do if they were given even more tools to work with in their flowgraphs.

The Problem: The modding community has already taken on the initiative to provide more tools for everyone to use. This is evident in the Big Flowgraph Node Request Topic. The problem is, getting these newer tools to the community has proven to be quite a pain. With forum members such as Jameszhao00 and ins taking on roles to help aid the community in utilizing these new tools, progress has been made. But still the pain relies on getting everyone all of the custom flowgraph nodes (said tools) so they can use them in their own custom maps and mods. Currently, a custom Mod Dll must be built that contains all these new nodes, and this mod must be distributed to each community member who wishes to use the new nodes. Adding on new nodes or making changes to existing nodes would mean everyone would have to get the new custom Mod Dll again. What a pain!

The Solution: The Flowgraph Plugin System aims to relieve this pain by separating the new custom flowgraph nodes being developed by the community into separate, individual files. Effectively, instead of trying to merge all these different flowgraph nodes into one single Mod Dll, they have now been separated into their own, lightweight Dll file, known as a plugin. These plugins are then detected and loaded by the system automatically, merging its contents of flowgraph nodes into the main system.

From an end user's point-of-view, you only have to copy and paste the Dlls containing the flowgraph nodes you want into a special folder, and launch the game or Sandbox editor. Like magic, all of the flowgraph nodes appear in the Flowgraph editor. You can mix and match as many plugins as you want to control the amount of modding power you wish to have at your disposal.



Update History

August 30, 2008 - Update to Version 1.0.0.1

April 16, 2009 - Update to Version 1.1.0.1

May 6, 2009 - Update to Version 1.1.0.5



Installing

The Flowgraph Plugin System lies inside of a special Mod Dll. To gain advantage of this system, all you have to do is set up a mod and use this Mod Dll with it. Then, you can copy and paste all of the plugins you want to work with in a special folder included in your Mod directory.



Redistributing with your Mod

To redistribute, you just have to package up the mod like normal and give it away. Everyone who then loads up the mod and plays your level will have the custom flowgraph nodes contained in the plugins as well.



Contact

Name: Kevin "Cry-Vlok" Kirst
Email: kkirst@gmail.com

Name: James-Ryan
Email: neo-ryan@web.de



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