Gecon wrote...
Even years after I used it the last time I still remember vividly how awful the NWN1 toolset was to use.
- Inconsistent interface (sometimes you had to delete with delete key, other times by moving the item over a "trashcan" icon that wasnt even instantly recognizeable as a trashcan in the first place).
In my seven years building with it, I have never had to delete anything in the way you describe. Your mouse actually has a second button, to the right of the first. Learn to use it.
- Modal dialogues everywhere.
As others have noted, this complaint is so vauge as to be meaningless. Modal as compared to what? Dynamic? Dynamic convos are available as well, and while leaving out GetConversationNodeID WAS an oversight, that was rememdied by the community nigh on HALF A DECADE AGO.
- The whole blueprint and copy issue. Having to update the copies every time you updated the blueprint. Ugh.
You're complaining about templates versus base items? Seriously? I get that updating them takes a while, but tha's sort of unavoidable given the flexibility you get in exchange. More than anything, this remark in particular makes it clear how little you understand about development. You don't have to, and shouldn't be, building in such a way that this is a regular practice, just if you need to go back and revise something. Further, if you KNOW you're going to be revising it, you should be dynamically spawning it from the blueprint instead, meaning that all you have to edit is the blueprint.
- The painful script language. Seriously, either make a compileable script language and then made it cleanly modularized, or just keep the original scripts. Compiling every include again and again individually for every script = extreme explosion of module size, extremely uncool.
As compared to what, exactly? It sure made learning C a breeze after I learned nwscript, and C is one of the most-used languages by game programmers. The use of headers files/includes is a well-established coding practice for numerous reasons. If you want to learn them, go take a course on computing. Further, you don't have to compile every include 'again and again', or 'individually', and doing so would have no bearing at all on your mod size. When you recompile a script, the old compiled (machine readable) script is discarded, and replaced with the new. Again, you clearly have no idea what you're talking about here. If you're going to troll a forum, it helps to have a clue.
- Not to mention the complete lack of arrays in the scripting language.
- The dialogue editor that just didnt allowed to easily refer to already created dialogue.
Shockingly, these are actually valid points, albeit ones the community has also addressed HALF A DECADE AGO. Pseudolists done with variables, hashes with nwnx, struct editing with nwnx_structs, and more. Again...clueless.
So yeah, it wasn't perfect. What is? And more importantly, why the heck are you coming back years later to complain about something you barely have the foggiest concept of?
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Funky
Modifié par FunkySwerve, 31 mai 2011 - 06:51 .