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Old 09-09-09, 02:53 PM   #1
skwasjer
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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

[edit] I'd love a beta! :wink:
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Old 09-09-09, 03:12 PM   #2
TheDarkWraith
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Quote:
Originally Posted by skwasjer View Post
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.
If they are exporting functions, variables, etc. then they are reachable by other means other than python. Python is lightweight and easy (from what I'm seeing so far) but doesn't have the power that a full-fledged app (C++, C#) can do. This is going to get really interesting real quick. But it all depends on what variables, functions, etc. are exported. If the python script can call a library function of a program or DLL (other than the game's) then it should be possible to do all kinds of neat and interesting things. I got a ton of ideas in my head and need a BETA of the game to try them out
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?
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Old 09-09-09, 03:53 PM   #3
longam
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This is some really great news, especially with the talent in this forum.
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Old 09-09-09, 06:01 PM   #4
skwasjer
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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:
Originally Posted by Racerboy View Post
If they are exporting functions, variables, etc. then they are reachable by other means other than python. Python is lightweight and easy (from what I'm seeing so far) but doesn't have the power that a full-fledged app (C++, C#) can do. This is going to get really interesting real quick. But it all depends on what variables, functions, etc. are exported. If the python script can call a library function of a program or DLL (other than the game's) then it should be possible to do all kinds of neat and interesting things. I got a ton of ideas in my head and need a BETA of the game to try them out
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?
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Old 09-09-09, 07:57 PM   #5
TheDarkWraith
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Quote:
Originally Posted by skwasjer View Post
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.
That's good to know about Python. I just started reading the massive book and it will be some time before I can speak intelligently about Python.
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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Old 09-10-09, 12:43 AM   #6
maerean_m
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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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Old 09-10-09, 06:34 AM   #7
Mikhayl
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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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Old 09-10-09, 07:43 AM   #8
Jaeger
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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?
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Old 09-10-09, 08:39 AM   #9
TheDarkWraith
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Quote:
Originally Posted by maerean_m View Post
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).
Thanks for the info. I was wondering about this since interpreted languages are rather slow. So the scripts you created are being used in their byte-code (compiled) form in the game or are you JIT compiling?
Is this timer (15 times/second) modifiable by the end user?
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