sparhawk on 24/4/2007 at 07:50
Quote Posted by Krypt
Another thing to keep in mind is that the T3 editor was never intended for a public release.
I think this is just a poor excuse from programmers. Even if a tool is not intended for public or generic usage, it can be written in such a way that the transition is made easier. It usually comes from laziness if that happens though. I'm working as a programmer and projectmanager for many years now, and there is not much difference in most projects concerning certain aspects like documentation or code quality. The execuses are always the same. :) In fact, knowing how most software projects are working, I predicted several shortcomings of the editor, based on my observation of the actual game, before the editor was released, and the main points were all met. :)
It's pretty sad though that manager don't seem to learn much from past experience, because the biggest problems, that led to TDS as it is now, were done by the managment.
Judith on 24/4/2007 at 08:42
Yup, I was to point out the same thing - keeping your work tidy and consistent is more a matter of internal discipline. Correct me if I'm wrong, but I always thought that Dromed wasn't to be released for the public either. It's hard to master but fully functional and all options are quite well arranged. T3ed has some features that I never really understood, e.g. why there's a time cap on "Delay Float game seconds" script, or why some parts of my scripts fire only after I put some delay before them, and some not? Sometimes it's just hard to perceive the triggerscript system in other way than a creation of a mad programmer. The same goes for hardcoding it and making no room for edition or writing one's own scripts.
Krypt on 24/4/2007 at 08:54
Quote Posted by Judith
T3ed has some features that I never really understood, e.g. why there's a time cap on "Delay Float game seconds" script, or why some parts of my scripts fire only after I put some delay before them, and some not? Sometimes it's just hard to perceive the triggerscript system in other way than a creation of a mad programmer. The same goes for hardcoding it and making no room for edition or writing one's own scripts.
I always thought the Triggerscript system was one of the very few solid parts of the editor. The limitations you're talking about never hindered the scripting in the game, or weren't there when the editor was hooked up to our content control system. The script conditions and actions being hardcoded was never a problem for us because whenever we needed a new one we could just ask a programmer and have them make it for us. We got all the conditions and actions we needed to make our game, and we never accounted for any more than that.
Judith on 24/4/2007 at 11:10
It's hard to say right now, but for example: you can't have a script with action "delay game 30 seconds", because this action works up to 7 or 10 seconds only, I don't remeber the exact value. You have to stack the same action a few times, or set up a variable counter. What would be a logical explanation to that? Maybe you never needed the delay action to be longer than a few seconds, ok, but why it doesn't seem to work in other cases (or maybe there's something wrong with my scripts...)
Krypt on 24/4/2007 at 18:43
Strange, I never encountered that problem before when I was scripting for DX2 and T3 :confused: I used delays very often, some for as long as 2 minutes or so, and they always kept their time accurately. I have no explanation for that one, sorry. That does sound really annoying and I can understand your frustration with it.