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[资讯新闻] 【12月6日更新】来自SKSE64开发者的消息

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发表于 2016-11-22 16:03 | 只看该作者 |只看大图 回帖奖励 |倒序浏览 |阅读模式
本帖最后由 远行09 于 2016-12-6 16:46 编辑

12月6日消息:

现在似乎每周作者都会在论坛里发布更新情报。

开发进度仍保持良好的进展,已经开始进入兼容SKUI的解决方案,但仍不足以进行测试。

作者仍抽出时间大概估算了将SKSE完全转移致SKSE64所需的工作量,但仍未统计目前所完成的进度。

最后声明了再多一些的功能完成后就会开始商讨SKSE64的发布计划了,只是目前不能确定具体的日期。

估计是快要接近尾声了,首尾呼应嘛,开始开发的时候也在最后说过同样的话。。

以下是原文:


Time for another update. I know at this point that I am unlikely to put together a video this week, with some substantial real-life deadlines. Progress is continuing at a good pace, but I am finding that to finish up pieces I am interested in I have to bring in other pieces. Everything is interconnected and sometimes you can't simply disconnect them.
So where am I? Well I solved the issue with Actor.SheatheWeapon() - there was an extra virtual function in the vftable. But mainly I have been diving into the Scaleform code that we'll need to support SkyUI. Not far enough along there to test anything - but finding most of the addresses and things are compiling - at least until I try to put the hooks in place to activate things. Those require another two sets of hooks (UI and Gameplay) to be pulled in. Which is the next step.
I also spent a little time getting a sense of exactly how much work there is to get a full port of SKSE over to SKSE64.
  • [size=1em]For Skyrim there are 897 game classes we need to decode and verify. Some of these are small and straight-forward classes with only one or two data points. Others are gargantuan.
  • [size=1em]We have 221 addresses we need to find and keep up-to-date with every new build. A large number of those addresses are RTTI values we need for casting, which is more or less completely automated. Other key addresses are for global objects (like the player, the DataHandler, the console) and functions we need to call or hook (print to console, heap allocation and free, LookupFormByID).
  • [size=1em]Finally we currently provide 769 new papyrus functions that will all need to be validated. So I guess I will be writing some form of regression/unit test plugin again so that we have something to test against each build to be sure we haven't broken anything. I had one of those for OBSE back when we only had a hundred or two functions. It took forever to write and keep up to date.

So I haven't taken the time yet to determine exactly how much progress we have made so far. I'll need to set up something to keep track. I know the number of papyrus functions brought over and validated is quite low. I haven't been bringing papyrus functions in until I was ready to test them or use them for a demo. More of them may work - I just don't know.
In any case - we'll be working on this for some time yet. I just wanted to give folks an idea of the scope of the work. As more of the functionality comes together we'll start figuring out a release plan. Still no timeline at this point.


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11月30日消息:

目前SKSE64制作组正与SKUI的制作成员合作,当前目标为完成SKSE64与SKUI的衔接。

这也就意味着SKUI以及MCM将会伴随着SKSE64的初版到来。

鉴于F4SE,即辐射4的SE的开发几乎完全停滞,很明显重心所在的SKSE64也许不久就会问世了。

p.s. 之前看漏了“This early work is like an accelerator for later work.”,所以没想到这么快“目录、魔法和效果、64位输入代码、事件”就已经解决了。


以下是原文:


As has been mentioned (but perhaps lost in the large thread) we're working with the SkyUI team. Basically we need to decode the Scaleform hooks introduced in SKSE and re-implement them. Once that happens porting SkyUI should be relatively straight-forward, adjusting for the changes in the menus. We're committed to getting SkyUI and MCM onto SE. Whether the SkyUI or the SKSE64 team does the work doesn't matter so much.


I am sure there will be support as we get things rolling. I am not sure that there will be any improvements or ongoing development. Our goal at the moment is to get the current level of functionality in SkyUI and MCM back. We'll have to see what happens after that goal is met.

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虽然并不懂游戏组件与编程相关,但整体意思是能理解的。

简单来说就是迄今为止刚刚解析了武器组,但仍有成吨的工作未完成。

p.s. 英语中成吨的工作几乎就代表着不可估量。

毕竟还剩下目录、魔法和效果、64位输入代码、事件以及适应SKUI的解决方案,每一项似乎都与武器组有着类似的工作量。


接下来的感恩节周末制作者会加班加点地进行SKSE64的工作,并会在下周发布半官方进度方面的消息。


以下是原文:


Okay - here is an update for you all. I posted this info on the old BGS forums today as well. As of last night we have the general Papyrus script extending working. I have a test spell that collects info off of a Weapon form (damage, stagger, weight, value from Weapon.psc, Name from Form.psc, Keyword info from Keyword.psc) and displays it. The TESObjectWEAP class is fully decoded, and with the exception of the SoundDescriptor class, all of the component forms that are used by weapons are also decoded. I expect most of the Weapon.psc functions to just work at this point, but I haven't verified them.
The weapon itself is found by looking it up internally by ID, and the dynamic casting code to get it to the correct form is also being used. These are important, foundational pieces of SKSE64. Additionally, many classes leverage the form components used by Weapons, so they will be decoded faster. This early work is like an accelerator for later work.
That being said, there is a ton of work left. We have many, many classes left to decode and verify. As each one is done I'll bring over the corresponding papyrus functions. We haven't looked at Inventory code yet (always tricky.) We haven't looked at Magic and Active Effects (big). We haven't looked at Input code (changed for x64). We haven't looked at Events. We haven't looked at Scaleform yet for SkyUI/MCM.
The long Thanksgiving weekend is approaching in the US, and I will be spending a lot of time deep in the porting process. I'll have some form of semi-official statement on where things stand (with perhaps a demo video) early next week (Monday or Tuesday I expect.)

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