Profile for Arenax
Field | Value |
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Displayed name | Arenax |
Member number | 5181 |
Title | Shock Trooper |
Postcount | 262 |
Homepage | http://blacken.superbusnet.com |
Registered | Thursday, November 11 2004 08:00 |
Recent posts
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Author | Recent posts |
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How should my town/outdoor script editor work? in Blades of Avernum Editor | |
Shock Trooper
Member # 5181
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written Thursday, November 11 2004 13:21
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I tried the color coding thing before. It doesn't work correctly unless you code your own text box to do it--and I'm certainly not awesome enough for that. Posts: 262 | Registered: Thursday, November 11 2004 08:00 |
How should my town/outdoor script editor work? in Blades of Avernum | |
Shock Trooper
Member # 5181
|
written Thursday, November 11 2004 13:21
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I tried the color coding thing before. It doesn't work correctly unless you code your own text box to do it--and I'm certainly not awesome enough for that. Posts: 262 | Registered: Thursday, November 11 2004 08:00 |
Economy of Rights not Ownership in General | |
Shock Trooper
Member # 5181
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written Thursday, November 11 2004 11:45
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quote:Answer me this: Who was killing millions of their own citizens and who wasn't? Posts: 262 | Registered: Thursday, November 11 2004 08:00 |
Shah mat in General | |
Shock Trooper
Member # 5181
|
written Thursday, November 11 2004 10:17
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quote:It's true. Arafat began as a terrorist back when he still acknowledged that he was an Egyptian. He personally funded Hamas and other organizations while head of the PLO. Some of you shall jump on me for this, but I'll say it anyway: Good riddance to that slime. Perhaps now the Palestinians will get a leader actually interested in peace instead of murder. Posts: 262 | Registered: Thursday, November 11 2004 08:00 |
How should my town/outdoor script editor work? in Blades of Avernum Editor | |
Shock Trooper
Member # 5181
|
written Thursday, November 11 2004 09:21
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(Posted on both Spidweb and The Lyceum) Well, now that AvDialogue is done, I'm onto my second little project: AvScript. This one will be more ambitious and will definitely take more time than the last one. ====================================== I see two ways I can do this. 1) An editor "helper" tool. This sort of thing would be a fairly standard text editor with a sort of pseudocoding button. You push a button and it opens a menu that asks "What would you like to do?" You select what you want to do, it asks you in plain English for the values you want to use for various things, and then it writes it in Avernumscript. This is doable, and in a short timeframe--but I've never done it before and I don't aim to put in some features right away that text editors usually have: namely, I don't plan to code find-and-replace features and stuff right off the bat. The advantage of a helper tool is that it teaches people to write Avernumscript themselves while at the same time doing much of the work for them. Newbies could use it fairly easily, graduating to regular code for harder projects as they wished. I'd also probably make it so end-users could make their own libraries of commands. 2) A fully node-based scripting wizard. This would be much easier on the end-user, but that comes at a price: code bloat. Without some very large-scale coding on my part (which I'd be willing to do, but it would take a fairly long time) I don't see this as being remotely efficient. You remember how BoE took 50 nodes to do some fairly simple things? This wouldn't be quite that bad, but it wouldn't be very good, either. This would be a piece of cake for a newbie to use--and could be used to assemble scenarios pretty quickly--but people would soon be frustrated at its limitations. Also, it doesn't teach how to write Avernumscript. ====================================== I am personally in favor of the helper tool. It's something newbies and people like TM alike could probably use effectively--and it's something I'd use, too. However, if there's a better turnout on the node-based idea, I'll consider that. Posts: 262 | Registered: Thursday, November 11 2004 08:00 |
How should my town/outdoor script editor work? in Blades of Avernum | |
Shock Trooper
Member # 5181
|
written Thursday, November 11 2004 09:21
Profile
Homepage
(Posted on both Spidweb and The Lyceum) Well, now that AvDialogue is done, I'm onto my second little project: AvScript. This one will be more ambitious and will definitely take more time than the last one. ====================================== I see two ways I can do this. 1) An editor "helper" tool. This sort of thing would be a fairly standard text editor with a sort of pseudocoding button. You push a button and it opens a menu that asks "What would you like to do?" You select what you want to do, it asks you in plain English for the values you want to use for various things, and then it writes it in Avernumscript. This is doable, and in a short timeframe--but I've never done it before and I don't aim to put in some features right away that text editors usually have: namely, I don't plan to code find-and-replace features and stuff right off the bat. The advantage of a helper tool is that it teaches people to write Avernumscript themselves while at the same time doing much of the work for them. Newbies could use it fairly easily, graduating to regular code for harder projects as they wished. I'd also probably make it so end-users could make their own libraries of commands. 2) A fully node-based scripting wizard. This would be much easier on the end-user, but that comes at a price: code bloat. Without some very large-scale coding on my part (which I'd be willing to do, but it would take a fairly long time) I don't see this as being remotely efficient. You remember how BoE took 50 nodes to do some fairly simple things? This wouldn't be quite that bad, but it wouldn't be very good, either. This would be a piece of cake for a newbie to use--and could be used to assemble scenarios pretty quickly--but people would soon be frustrated at its limitations. Also, it doesn't teach how to write Avernumscript. ====================================== I am personally in favor of the helper tool. It's something newbies and people like TM alike could probably use effectively--and it's something I'd use, too. However, if there's a better turnout on the node-based idea, I'll consider that. Posts: 262 | Registered: Thursday, November 11 2004 08:00 |
Betatesters for 3D Blades of Avernum Editor! in Blades of Avernum Editor | |
Shock Trooper
Member # 5181
|
written Thursday, November 11 2004 07:10
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I'm something of a C++ monkey myself, though from what I've seen of Jeff's code I want to cry (I hope Issac's is at least a wee bit cleaner). I'm going to take a crack at it. I make *NO* claims that I can do it, mind you, but I'll try. Issac, I'd like to talk to you regarding a port (and, at the same time, pepper you with questions). E-mail works, I guess, but if you have AIM or something and don't mind chatting, PM me or e-mail me? Posts: 262 | Registered: Thursday, November 11 2004 08:00 |
Betatesters for 3D Blades of Avernum Editor! in Blades of Avernum | |
Shock Trooper
Member # 5181
|
written Thursday, November 11 2004 07:10
Profile
Homepage
I'm something of a C++ monkey myself, though from what I've seen of Jeff's code I want to cry (I hope Issac's is at least a wee bit cleaner). I'm going to take a crack at it. I make *NO* claims that I can do it, mind you, but I'll try. Issac, I'd like to talk to you regarding a port (and, at the same time, pepper you with questions). E-mail works, I guess, but if you have AIM or something and don't mind chatting, PM me or e-mail me? Posts: 262 | Registered: Thursday, November 11 2004 08:00 |
Arenax's AvDialogue Scripter v0.01 BETA released! (cross-posted from Lyceum) in Blades of Avernum Editor | |
Shock Trooper
Member # 5181
|
written Thursday, November 11 2004 05:24
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Get it here! Arenax's AvDialogue is a Win32 dialogue editor. Currently, at least, it lacks the ability to import already-written scripts, but you can use it to write your own scripts quickly and easily. The program handles almost all of the coding for you--you just have to punch in the text and select a couple of options. As near as I can tell the program has 100% full functionality in script editing right now, and it can export into Avernumscript .TXT files. It even comes with some quick-and-dirty built-in conditions for you to select. Post in this thread if you have comments/suggestions. Posts: 262 | Registered: Thursday, November 11 2004 08:00 |
Arenax's AvDialogue Scripter v0.01 BETA released! (cross-posted from Lyceum) in Blades of Avernum | |
Shock Trooper
Member # 5181
|
written Thursday, November 11 2004 05:24
Profile
Homepage
Get it here! Arenax's AvDialogue is a Win32 dialogue editor. Currently, at least, it lacks the ability to import already-written scripts, but you can use it to write your own scripts quickly and easily. The program handles almost all of the coding for you--you just have to punch in the text and select a couple of options. As near as I can tell the program has 100% full functionality in script editing right now, and it can export into Avernumscript .TXT files. It even comes with some quick-and-dirty built-in conditions for you to select. Post in this thread if you have comments/suggestions. Posts: 262 | Registered: Thursday, November 11 2004 08:00 |