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Old 09-29-12, 05:50 AM   #15
Paco
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Join Date: May 2005
Location: Kassel, Germany
Posts: 542
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Quote:
Originally Posted by gap View Post
Hi Paco,

I like the method you have described below.
Thanks, gap.

Quote:
Originally Posted by gap View Post
If you don't mind, I have a couple of suggestions that hopefully might apply to your upcoming mod: since you know how to work in python...

1 - why don't you make the 'calculated waypoints' to be interpolated directly in game?
I am scripting in perl and bash (but beware, I'm not a script-junky, I use it for my own needs), and I hope to get fast into python. It seems to me that it is an easy to learn language (the basic needs) and as You mentioned above, it is used ingame.

But I don't know how the game is starting and processing the scripts during the operating time. It would be a pity, if a bad designed script would make CTDs or some other missfunctions, and so I think it is better to build the routes outside of the game. Perhaps, at later time a member with more know-how could transfer the scripting into the game.


Quote:
Originally Posted by gap View Post
2 - what about adding some randomness to both masterpoints and calculated waypoints?
its difficult to add randomness to the masterpoints, because I cannot detect if I hit land . But for the waypoints I could add a few hundred meters at both sides to simulate some meanderings. Or do You mean something different?

Quote:
Originally Posted by gap View Post
Last but not least, don't exitate to get in touch with me if you still need for help with that map.
Thanks Here is the download-link for the map in psd-format: http://www.mediafire.com/?sydokzou4gzexjy


Greetings,
Paco.

Last edited by Paco; 09-29-12 at 06:01 AM. Reason: I'm not the guru ;)
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