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10-03-12, 11:01 AM   #26
patrick51
An Aku'mai Servant
Join Date: Jun 2010
Posts: 36
modular why?

Originally Posted by Rythal View Post
Here is my current plans for the code, in order of priority.

Immediate - 1) Update 5.041 GPL with my 5.05 changes.

Future:
Maps:
1) Separate purely the maps into it's own addon "Carbonite Maps" to be the base starting point of all future
work.
2) Change Carbonite Maps to Use AceDB w/ Profiles, and AceOptions
3) Change Carbonite Maps to Use AceLocale, update every part of the maps to be locale friendly.
4) Celebrate cuz were on our way with a modular Carbonite.

Quests:
1) Convert all the quests to plain english from the bytecode
2) Make it easier to add/remove/fix quests, converting it to plain english will make it huge ... possibly larger
then the original carbonite we got (35000 quests, 4-5 lines each quest...) maybe split them up in a
subfolder by zone? continent? patch level?
3) get the new quests added
4) Celebrate, cuz this is the test of modularization to it's fullest... we get to this point the rest is smooth sailing.
why would you want to break it up? That just creates more add-ons that have to be able to interact with each other any change to one part is going to make problems with the other parts. For example if the map is separate then the questing part has to talk to the map part to show data. If its made in pieces its no better then the 20+ other add-ons that you have to down load a questing add-on then a map add-on etc.

And yes if you separate it is going to have a bigger foot print then it does now. You will have redundant code in each module.