TazMan on 3/10/2001 at 01:32
Well... I'm not sure since I don't have the Morrowind Editor yet.
The Morrowind Editor has a conversation editor built into it. I'm not exactly sure what all of it's capabilities are... and if there are any "lacking" abilities, whether you can use the game scripting language to make up for the conversation editor not being able to directly do alll UW features.
I'll pass on your hacked output to Bethesda and see what they have to say. :)
Thanks for the thought and effort! :)
Regards,
Taz
Al_B on 4/10/2001 at 00:02
Quote:
Originally posted by jim the hairy:
<STRONG>Right. I had a bit of a hack last night and came up with a rough draft of a decompiler to turn the object code for conversation scripts into something somewhat resembling C.</STRONG>
(Said with the same tone as: "Oh, last night I found a solution to world peace" or "Last night I discovered if you increase the alpha portion of the gaussian field concentration that cold fusion takes place.")
The only, very minor, thing that I might disagree with your listing is the order that logical operators take. For example:
if (npc_goal == 5 || npc_goal == 6 || npc_goal == 9 && npc_gtarg == 1 || npc_attitude == 0)
would probably be better represented by:
if(((npc_goal == 5 || npc_goal == 6 || npc_goal == 9) && npc_gtarg == 1) || npc_attitude == 0)
But then - what's a few brackets between friends :)
One thing I would be interested in - how do you tie in between the conversation index and the strings.pak page number? For UW2 it seems to be the conversation number in the cnv.ark file + 34, but I'm sure that this is stored somewhere sensible.
Alistair
TazMan on 4/10/2001 at 16:50
Well...
Bethesda is a little "hammered" at the moment, so it will probably be about a week or so, before I can get more info. I am trying to get exact dialog info, and sample files of dialog data and quest data. IF I can get those things, a converter might be possible! :)
Anywho, this might help in the meantime, but I doubt it! LOL!
(
http://gamespy.com/devdiary/october01/morrow1/) http://gamespy.com/devdiary/october01/morrow1/
Regards,
Taz
jim the hairy on 9/10/2001 at 15:59
You flatter me Al; I said it was hard, I didn't say it was cold fusion :p In fact it's very hard; I've rewritten the flow analysis 3 times and it still doesn't work properly with all the looping and flow constructs the original conversation compiler used. And it (my code that is) is a huge spaghettiferous mess of special cases anyway. Ah well. I'm going to put the decompilation project to one side for the moment to work on improving the TSSHP engine, but from a (very) cursory glance at the Morrowind scripting it looks likely that we can pull this off. It'd need quite a lot of hand-hacking of scripts though.