Re: Last's Blood Mod / no death mod
Posted: Sat Aug 29, 2015 6:31 pm
are you ever gonna update to 209? i really want to fly with tengu sense he cant jump for shit.
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The user responsible for the mod package has been inactive since 2013.EmoArcanineVII wrote:are you ever gonna update to 209? i really want to fly with tengu sense he cant jump for shit.
AngelscriptRedSweaterToast wrote:The user responsible for the mod package has been inactive since 2013.EmoArcanineVII wrote:are you ever gonna update to 209? i really want to fly with tengu sense he cant jump for shit.
Also does anyone know what language this was scripted in?
Did they really have to write it in such a hard-to-learn language.rodeje25 wrote:AngelscriptRedSweaterToast wrote:The user responsible for the mod package has been inactive since 2013.EmoArcanineVII wrote:are you ever gonna update to 209? i really want to fly with tengu sense he cant jump for shit.
Also does anyone know what language this was scripted in?
It doesn't look that hard if you look at the code. Oh and since apparantly it supports their superior tech it's a good choice to use it.RedSweaterToast wrote:
Did they really have to write it in such a hard-to-learn language.
Seriously props to whoever knows how to understand the Angelscript website.
its not as simple as it looks, gets annoying when people that seem to have never coded before bash those that try to learn.rodeje25 wrote:It doesn't look that hard if you look at the code. Oh and since apparantly it supports their superior tech it's a good choice to use it.RedSweaterToast wrote:
Did they really have to write it in such a hard-to-learn language.
Seriously props to whoever knows how to understand the Angelscript website.
I don't think anyone you quoted tried bashing anyone. One says they think it looks really hard and the other answers that they think it doesn't look hard if you look at actual code. Just opinions.samjb1992 wrote:its not as simple as it looks, gets annoying when people that seem to have never coded before bash those that try to learn.
Coding is one thing I've never been able to wrap my head around, and anything that I have learned goes in one ear and out the other, I suppose to someone who might have practiced in coding even of other languages, they can grasp new ones a little easier.Silverfish wrote:I don't think anyone you quoted tried bashing anyone. One says they think it looks really hard and the other answers that they think it doesn't look hard if you look at actual code. Just opinions.samjb1992 wrote:its not as simple as it looks, gets annoying when people that seem to have never coded before bash those that try to learn.
If you download the mod you can see all the script files that have been changed, there are a few. I would suggest using some automated diff functionality in a program to see the difference between the files since they can be quite big. Notepad++ has a plugin for this purpose called "compare" or something like that.RedSweaterToast wrote:Also does anyone know what the outdated files are in the mod? I can try comparing them to updated files in base Overgrowth (Or has that been tried already?).
i did that and it broke the enemy AISilverfish wrote:If you download the mod you can see all the script files that have been changed, there are a few. I would suggest using some automated diff functionality in a program to see the difference between the files since they can be quite big. Notepad++ has a plugin for this purpose called "compare" or something like that.RedSweaterToast wrote:Also does anyone know what the outdated files are in the mod? I can try comparing them to updated files in base Overgrowth (Or has that been tried already?).
Enemy AI was the main error showing when I first downloaded the mod and tried to run it, are there no ways to fix enemy AI once you update the rest of the script?rodeje25 wrote:i did that and it broke the enemy AISilverfish wrote:If you download the mod you can see all the script files that have been changed, there are a few. I would suggest using some automated diff functionality in a program to see the difference between the files since they can be quite big. Notepad++ has a plugin for this purpose called "compare" or something like that.RedSweaterToast wrote:Also does anyone know what the outdated files are in the mod? I can try comparing them to updated files in base Overgrowth (Or has that been tried already?).
Wow, a while was right...Anton wrote:The tricky part is deciphering what is different between the files because of updates from this mod, versus what is different because david added new code. You kinda need to check against both the original at the time, and the new vanilla code, and also the new code against this script... I came pretty close once to figuring it out, but I ran into a real issue when I was looking at some of the Ai issues... since I'm not a programmer, I couldn't totally figure it out...
I hope Last is doing alright, I know he said he was going to be busy for a while...
Unfortunately, I didn't save what I did, because I didn't really trust my results... if I find some time to try it again, I'll send you what I did, but ultimately, it will probably be just as easy for someone who programs to start from where I started, and get better results...RedSweaterToast wrote:Wow, a while was right...
Could you link the AI issues you found? perhaps I could take a crack at it.