Topic: Configuration and Scripting  (Read 25271 times)

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Offline [UFP]Exeter

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Re: Configuration and Scripting
« Reply #100 on: June 17, 2013, 10:35:51 am »
Very nice.  I may get to it but probably not for some time :)

Offline [UFP]Exeter

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Re: Configuration and Scripting
« Reply #101 on: June 19, 2013, 09:43:59 pm »
A little more research and experimentation.

This is possible:   (all been tested and verified.)   Is this a good wish list?
            LUA access about 70-80% of the game (maybe)
            An additional method thatrequires more programming knowledge but will have access to 95% of the code and it is faster  Should be able to leverage LUA more effectively
            Some game data stored in a database that the modder has access to.
            Simple mission scripts, LUA would be easier, but again the creators choice
            The proprietary medis stored in an encrypted zip but the modder can redirect to use his own media, and may place in zip at his choosing
            Mods may affect most game data, but not the specific game code.  ie physics behind collision may not be altered, but the bounding bodies for models can be.
            We will release a MOD editor to make modding easier, but  does not have to be used  (Mission Scripter)
            Mod testing to allow loading and debugging of mods.
            Mod loader to allow multiple mods in the game and selection of which one to use.  This requires the games base code and base data be intact

Is there anything else to add to the wish list?
« Last Edit: June 22, 2013, 03:43:22 am by [UFP]Exeter »

Offline Starfox1701

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Re: Configuration and Scripting
« Reply #102 on: June 19, 2013, 11:01:51 pm »
Well we still need a model property editor and I'd like to see a map editor/mission scripter if its doable. What are you considering proprietary media because most of the sound effects we will use come from the show already.

Offline [UFP]Exeter

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Re: Configuration and Scripting
« Reply #103 on: June 20, 2013, 08:24:48 am »
The Mod Editor I mentioned is also a mission scripter. 

Map editor does not really fit.  The game maps are 2d images with either overlays or models.

Offline Starfox1701

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Re: Configuration and Scripting
« Reply #104 on: June 20, 2013, 09:53:56 am »
And the proprietary media?

Offline [UFP]Exeter

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Re: Configuration and Scripting
« Reply #105 on: June 20, 2013, 10:01:27 am »
That is up in the air.  If anything we use we do not want to allow use in other works, encrypted zip.  Should not affect any mods as they can always add their own instead. 

Offline [UFP]Exeter

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Re: Configuration and Scripting
« Reply #106 on: July 23, 2013, 07:40:04 pm »
I am not familiar with it but is python a viable scripting option?  I as as there is python and ironpython (managed code) and that would integrate well regardless.

Offline Starfox1701

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Re: Configuration and Scripting
« Reply #107 on: July 23, 2013, 10:31:11 pm »
It has been done Bridge Commander used it and I know other games have too

Offline [UFP]Exeter

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Re: Configuration and Scripting
« Reply #108 on: July 24, 2013, 09:06:38 am »
do you think it would make a difference which one we used?   Other that hooking into the code I am in the dark and I can do either LUA or Python, though python appears more refined for embedding into our code.

Offline Starfox1701

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Re: Configuration and Scripting
« Reply #109 on: July 24, 2013, 12:11:48 pm »
Well I have heard that Python is a more powerful system with a lot more libraries but is considered clunkier because of all the libraries.

Offline [UFP]Exeter

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Re: Configuration and Scripting
« Reply #110 on: July 24, 2013, 12:18:10 pm »
hmmmm, we may not need the extra power of python.  If somebody needs that much ower of access they can get it using the C# scripting capability.  Otherwise LUA, I think.  I was reading about python but do not see any reason to change from LUA.  If anyone has other opinions, speak up as this will not be implemented for a while.