Well here I am, up late coding

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Well here I am, up late coding

Postby Karl G. » Tue Mar 13, 2007 11:30 pm

So I've been working on that scripting system, and it's really coming together. Textures are working and I've almost got static meshes finished; after that it's on to stuff you can really use--game objects. This is where the system's incredible flexibility will really be apparent: any one of you will be able to add your own objects to the map editor and play with them without having to do any (real) programming at all. It will only take a few simple lines of pretty easy script language in a regular text editor; no compiling!

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Postby thadiusofx3 » Wed Mar 14, 2007 12:12 am

that on the cvs yet?
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Postby Thunderhorse8128 » Thu Mar 15, 2007 3:14 pm

I have no idea what that meant...could you explain in words that an 11th grader from Odessa NY would understand?
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Postby Nenitus » Thu Mar 15, 2007 4:34 pm

Soon you will be able to input model by a few simple lines of text, in a config file of some kind, without him having to put it in the exe code.

so like
model_122=test.mdl


or something in a config file.
(probly totally different, but thats what I take from it, lol)
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Postby Karl G. » Thu Mar 15, 2007 4:49 pm

actually that's pretty much it Nenitus:


Mesh tree2 { 272; "tree2.mdj"; };

creates a mesh titled "tree2" ID # 272 from file tree2.mdj
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Postby Ender » Thu Mar 15, 2007 5:41 pm

what format will our objects/models need to be in order to import them?
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Postby Karl G. » Thu Mar 15, 2007 6:44 pm

ideally, any--for now, .X
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Postby Thunderhorse8128 » Sun Mar 18, 2007 6:22 am

So I will actually be able to put stuff in the game and test it out? Thats awesome.
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