Author Topic: [CPI] Community Project Iniative  (Read 892 times)

Legacy_Squatting Monk

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« Reply #15 on: February 05, 2014, 06:46:07 pm »


               Yeah, that was what I started with when I began developing my module. I later incorporated many elements of the Common Scripting Framework (from whence the plugin architecture came) and MemeticAI (which provided crucial utilities such as lists and library dispatchers). One of the great things about NWN is there's so many giants on whose shoulders you can stand. '<img'>
               
               

               


                     Modifié par Squatting Monk, 05 février 2014 - 08:20 .
                     
                  


            

Legacy_Pstemarie

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« Reply #16 on: February 05, 2014, 08:18:17 pm »


               Wow - I was right?? Score one for me - I actually looked at advanced coding and comprehended it - maybe I am starting to get this!
               
               

               


                     Modifié par Pstemarie, 05 février 2014 - 09:23 .
                     
                  


            

Legacy_henesua

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« Reply #17 on: February 05, 2014, 11:12:53 pm »


               I need to get my head around all of this, Monk. I wish we had you on our team. '<img'>
               
               

               
            

Legacy__Guile

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« Reply #18 on: February 07, 2014, 05:09:32 am »


               I don't really think the hak is necessary, it was just an idea (nothing more)....
However, ideally, you wouldn't really want to edit the Tailor's Scripting, would you?
The point in a hak having scripts that "don't really need to be changed" is to reduce the number of scripts inside your module, which can really effect "bloat" of the # of scripts in your module.  Sure I don't mind having 100 - 400  scripts, but when you start talking about 500 - 2000, whoosh, that's a bit much.  It takes too much time to "dig" for functions found in includes and stuff, truly....

I suspect a better idea would be, for the community to create some great "includes" & "systems" that don't really need to be edited, (Think along the line of custom conversations that you can edit in the toolset, but don't need to edit the scripts attached to the conversation).  I've found some great includes in nwn with a ton of functions in them (think like 4000+ line includes), but the community truly hasn't come together to provide a module that "has it all", meaning all of the great scripting, includes, and systems (that truly don't need to be edited)....  Sure there are some systems that need to be edited like XP Systems, a Forge (The Config File only), but bringing it all together would be bit O work, truly....  Anyway, was looking for the community to become "inspired" to create something great for everyone, I just hope other "open minded" people are interested...  (Yeah I'm not hearing any trollage.)
               
               

               


                     Modifié par _Guile, 07 février 2014 - 05:16 .
                     
                  


            

Legacy_GhostOfGod

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« Reply #19 on: February 07, 2014, 05:31:00 am »


               

_Guile wrote...

I suspect a better idea would be, for the community to create some great "includes" & "systems" that don't really need to be edited


Tarot touched on this in a comment above. This is actually something that the NWN2 community did. I believe it was just one or two excellent scripters that took it upon themselves to make one huge scripting library and that is basically what most people are using now.

And there are certainly those among us who can script very well. Lightfoot for example usually condenses the stuff I post and I am grateful to him for that because it helps me learn to make better scripts. A saying by Mark Twain kinda gos along with it, "If I had more time I would've written a shorter letter." Meaning that if you really think about it and are a very good scripter you can keep everything very short, tidy, consolidated, modular, etc.

Now just getting people to agree on how best to do this and setting aside scripting styles, etc..That would be the hard part since there are quite a few who would be qualified to do something like this (myself NOT included ;-) ) And of course there are those who use NWNX and those who don't. People who use different databases, etc.

It'd definitley be quite the task.
               
               

               


                     Modifié par GhostOfGod, 07 février 2014 - 05:33 .
                     
                  


            

Legacy_Shadooow

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« Reply #20 on: February 07, 2014, 05:43:34 am »


               I like the idea of the general include file with a functions made by a community. Not that I would need it, as I have everything I need in my own one, but the idea itself is good and such library can come handy for a starting scripters.

One problem is that the "community" never accepts whatever you choose to be inside it '<img'>. But thats not something you should worry about, its not for them.
               
               

               
            

Legacy_Proleric

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« Reply #21 on: February 07, 2014, 09:39:02 am »


               

_Guile wrote...

...The point in a hak having scripts that "don't really need to be changed" is to reduce the number of scripts inside your module, which can really effect "bloat" of the # of scripts in your module...


So true. The toolset grinds to a halt, in my experience, once the module's script list starts to run over a few pages. That's why I often put script systems in a hak.

Includes can be great, but NWN's lack of script parameters forces us to have many main scripts, too. Also, as the Bioware combat scripts demonstrate, when functionality is deeply embedded in nested includes, it's harder to change.

Clearly, erf files are better for volatile scripts that are likely to require customisation, but it's also possible to customise a hak script, either by renaming it, or by putting it in a top hak.
               
               

               


                     Modifié par Proleric1, 07 février 2014 - 09:41 .
                     
                  


            

Legacy__Guile

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« Reply #22 on: February 08, 2014, 07:19:56 am »


               Personally Proleric, I just edit my Config scripts, and then put them into the hak when done, no real need to go back and edit them once you set them up how you want them...  (You can export / import & overwrite resources in Haks with no problem, just right click to export, and drag & drop to import, and of course select overwrite (yes).