This is not a complete archive, time didn't allot us the
opportunity to properly backup the majority of the boards
deemed "expendable". Most boards on this list have at least
20-40 pages archived (non-logged in pages, 15 topics per
page).
Popular boards may have as many as 250 pages archived at 50
topics per page, while others deemed of historical
signifigance may be archived in their entirety.
We may not agree with how the board shutdown was managed, but
we've done what we could to preserve some of its history in
lieu of that.
Please enjoy the archive. ~
Managers, Moderators, VIP's, and regular posters.
Extended Info (if available) Real Post Cnt: 7,359 User ID: 729,875
Subject:Decal Development - Plugin Testing
Nope. However, if you're developing a HUD or working on your view layout, you can run your plugin in the D3D Container (in the Decal folder). It will load all of the enabled plugins, but you won't get any AC network packets and AC hooks won't work.
When I was developing GoArrow, I made a build configuration* that defined the constant USING_D3D_CONTAINER and started the D3D container exe for debugging. I put #if USING_D3D_CONTAINER around some additional initialization code to make the plugin load settings etc. when it's created, rather than when the player logs in (since you won't get the login packet/event). I also put it around code that used hooks, to make it use canned data instead. You can see the code here.
*I don't think Visual Studio Express editions support build configs beyond debug/release. If you're using Express, you can instead #define a constant and just comment it out when you're not building for the d3d container.