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Yes sir! The creative juices can now flow into the pixel world of SH5! :yeah:
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Time to learn Python :yep: Heading over to Borders now to see what books they have on it. Any chance we can get some screenshots of this special window and menu editor you speak of? Just curious to see what some of these variable names and classes are. You mention time constraints as the limiting factor for everything not being scripted. Is it possibe that we (modders) can do the scripting of the remaining items that didn't make it during development? :hmmm: |
1. Wikipedia is, as always, a good place to start.
2. I'll post some screenshots (but not right now, since I'm at home). 3. Sadly, no. |
I will not forget about .NET classes. I won't need/use forms functionality, but I surely can think of many other things I rather do in .NET than in python. Not only that, I can use a ton of existing own libraries, yeeehaaa! I got some cool idea's already just by the info you provided... all I need to know now is what the exported classes are :)
Thanks again for this awesome news :up: [edit] I'd love a beta! :wink: |
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I wonder what version of the .NET classes we'll be able to access? Would it merely depend on the version installed on the client machine? |
This is some really great news, especially with the talent in this forum.
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You can load any assembly or dll from python, be it custom or clr. It's built-in functionality. Python is very powerful, more than you can imagine. I just don't prefer it for many reasons, but no biggie... I'll still use it.
Best is if we can use 3.x, since we can't reliably mix FM versions. Quote:
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Some things I do find interesting is that python doesn't have variable types per se. You just declare a variable and assign a value to it. Different for sure. One thing that I don't like about Python is that it's an interpreted language - like Java in some ways. What's so much better about 3.x? The book I'm reading references 2.5 with some mentionings of 3.0 (3000 as they call it) |
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You're trying really hard to make me buy this, and I don't do u-boats. :hmmm: |
In no way would be feasible to use a interpreted language in a game. The python scripts I've created are compiled and used in a sort of virtual machine. So it's not quite assembler code, but it's not interpreted either. Still is not advisable to call python code per frame. That's why it's used in the interface and the update of the interface is done using a timer (15 times a second). If the games pulls 60 FPS, the interface will only be updated every 4th frame (but the input from the player is handled every frame).
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Any insight about AI and player units? Will the "small" modders still depend on a genius to create a tool to import their creations? Or will it be possible "out of the box"?
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can you, marean, skwas or racerboy, please tech down the discussion? what will be possible with this window? can you give an example?
will we be able to implement external tools like mobo?:hmmm: |
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Is this timer (15 times/second) modifiable by the end user? |
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what do you mean like external tools like mobo? |
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