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 Post subject: Re: Doom3 Scripter 1.0 Beta -News Update- July 28 2007
PostPosted: Thu Aug 02, 2007 3:11 pm 
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I like this idea. I think given the responses you've gotten over the months you've worked on this, it's clear this is a utility people are interested in seeing completed, so while I may have some strong critiques in the lines ahead, keep in mind that I think your initial concept is great and hope you see this project through.

- File size/bloat: The program is over 7MB in size. I'm guessing you're using one of the python dev packages and haven't learned how to streamline your builds. Read up on how to do that, because what you're having the program do should take up only a few hundred kilobytes. This is basic programming stuff that you should learn before releasing stuff to the public, even in "beta" form.

- Lack of polish: Spelling mistakes abound in the Scripter tool. The Find/Replace and Goto Line functions do not work or throw errors.

- Project depth: From what I can tell, the Scripter is little more than an editbox control and a series of menu controls that, when clicked, output the corresponding command at the cursor's position. While I agree with others that this may be very valuable to beginners to D3 scripting, it can also be a bit limiting. Right now, for most items you have defaults set in order to help ensure the correct syntax is displayed. This is useful, but only to a point. For example, when creating an if/then statement with your utility, the user gets this for the output:

Code:
if (function==1){
}


However, if statements can take on many different forms and have very different syntax than what is presented here. Since the tool is intended for newbie scripters, you might imagine that they could assume that your utility is showing them the way to write/use if-statements. Same thing with your while loop example.

Some "Script Commands" menu items output the function prototype with generic variables. Some output examples with those variables filled in with entities or other game-specific resources. This inconsistency might be confusing.

When you get into things like the entity event syntax, you're probably going to want to generate rather detailed dialogs that will show the user what kind of argument(s) are passed in an entity event function, because that's probably where a beginner is going to get stalled. Getting the syntax right is only marginally useful if they have no idea what it means or how to properly use it. Your utility could help with that, and at that point it would no longer be just a gimmicky lazy-typist's tool that helps maintain proper syntax, but a learning tool that tries to detail (even if slightly) the correct usage of the syntax, or at least help move a newbie scripter in that direction.

Now, you may decide that these things aren't needed, and that the utility should mainly be a way to help new scripters keep their if/then clauses and while loops closed properly, or the parentheses around their function parameters tidy... but I personally wonder (entirely my opinion) if your utility is really helping or hurting a new coder, because often learning the syntax and all the snags that go along with it are what give the person the time they need to start wrapping their head around the concepts of "why" they're coding something in a particular way. In other words, understanding good coding practices and, generally, how to write tidy code is part of the greater process of learning why and what you're coding in the first place.

My two cents.

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 Post subject: Re: Doom3 Scripter 1.0 Beta -News Update- July 28 2007
PostPosted: Thu Aug 02, 2007 6:28 pm 
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Thanks for your reply, but I do think it mite be too late for this because I still don't have the map editor working and with out it how can I know if everything works correctly. Thank you very much Vista and Id.

I will say this I was very close on getting the GTK Radiant to work 100% so give me some time to play around with that.

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 Post subject: Re: Doom3 Scripter 1.0 Beta -News Update- July 28 2007
PostPosted: Wed Aug 08, 2007 11:47 am 
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Hey i just checked this out and it petty cool, if i may can i atempt to steal your idea and recreate this in VB lol. :D good work though, i dont know the firt thing about python ha.

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 Post subject: Re: Doom3 Scripter 1.0 Beta -News Update- July 28 2007
PostPosted: Wed Aug 08, 2007 8:49 pm 
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You can, but you must name it something else then Doom3 Scripter. Because I already pretty much own that name by now. So knock your self out.

Thanks for your comment.

I mite continue to make the scripter for Doom3. I really haven't thought about this, but I can still use it at my dads. I still have a XP over their still! I feel stupid right now, my bad! :oops: Just with my site and the Server right now I did not have time to think about it.

I'll be sure to work on it all day today to catch up on work for you guys, go ahead and yell at my through my Message Box about this if you want. Just kidding.

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 Post subject: Re: Doom3 Scripter 1.0 Beta -News Update- July 28 2007
PostPosted: Thu Aug 09, 2007 6:47 pm 
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haha, ive had a bacon now so im thinking straight w00t. i shall steal inspiration from your program, but not use your idea (i think its cheating lol). I shall make a new thread with this app when i have it in alpha stage :). BTW you app is veeerrryy good. it would be cool if you integrated it with the SDK and had some form of Doom3 IDE. :D

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 Post subject: Re: Doom3 Scripter 1.0 Beta -News Update- July 28 2007
PostPosted: Tue Aug 14, 2007 11:34 am 
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well anyways, your program is pretty damn cool although i have a couple of gripes:
1) Theres an ugly console window which takes up taskbar space.
2) its an SDI not MDI ( i prefer MDI) for those who dont know MDI is multiple document interface, which has a parent window and chilkdren windows inside it. SDI is the single document interface like this app wheres theres just one window.

Apart from that its a good program.
i think though there should be a launch doom3 menu option too though, for quick access and maybe a launch doom 3 map editor option too, all they have to do is type in the directory of their doom3 exe, and ou app will launch it adding the extra options for map editor etc.

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 Post subject: Re: Doom3 Scripter 1.0 Beta -News Update- July 28 2007
PostPosted: Tue Aug 14, 2007 11:26 pm 
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Thanks! :D

I was thinking about the map editor, but I need some time to think on working with that problem. Right now I can't get content to paste in a selected tab or do anything thing else in a selected tab in C# so if any of you have ideas with a code snippets please post them!

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 Post subject: Re: Doom3 Scripter 1.0 Beta -News Update- July 28 2007
PostPosted: Thu Aug 16, 2007 1:56 pm 
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ahh err i dunno about C#
But for my project i use multiple wnidows and to save text from a specific window and other such stuff i use Directcast
you should search to see if MS have a Directcast in C#
VB 2005:
Code:
Dim tmpForm As MDIchild = DirectCast(Me.ActiveMdiChild, MDIchild)


this pretty much declares tmpForm as the currently selected window, from that then i can get objects like text in a text box to be saved from that one window without affecting others.

its pretty handy, could work for tabs :)


#edit#
these may come of use
http://www.thescripts.com/forum/thread252769.html
http://forums.microsoft.com/MSDN/ShowPost.aspx?PostID=462228&SiteID=1

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 Post subject: Re: Doom3 Scripter 1.0 Beta -News Update- July 28 2007
PostPosted: Sun Aug 19, 2007 9:35 pm 
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Thank you so much! I have been asking all over the internet on this!

Is their anything I can do for you let me know! :D
I am still playing around with it doing some testing, but I'll get it too work.

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 Post subject: Re: Doom3 Scripter 1.0 Beta -News Update- July 28 2007
PostPosted: Mon Aug 20, 2007 7:18 pm 
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No problem buddy, nice to hear of someone else in this comunity who likes to develop apps for doom3 hehe.

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 Post subject: Re: Doom3 Scripter 2.0 (Hell Yeah!)
PostPosted: Fri Nov 16, 2007 6:56 am 
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Sorry for the late reply.
I got it figured out. The code you posted was for ASP.net, but thanks for the help any ways. Let me know what you think of the Doom3 Scripter 2.0 and tell me if any of you guys have any problems.

I mite have a 2.1 with some bug fixes and added commands later after a while when I can get around to it. :wink:

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 Post subject: Re: Doom3 Scripter 2.1 - Released Quick Fixes
PostPosted: Sat Dec 08, 2007 6:35 am 
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Wow, no comments or, something like "Keep Up the work" or anything yet?

I was expecting a bit more from people on here. :shock:

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 Post subject: Re: Doom3 Scripter 2.1 - Released Quick Fixes
PostPosted: Sun Jan 13, 2008 8:51 am 
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I remember hosting Liliac's script wizard for neverwinter nights years ago. It handled all the mapping related scripting an some fancier stuff like cinematics, dialogues, and quest. It did wonders for the community. One of reasons that community thrived for so long was people making utilities to cover what the dev's didn't and in return expand it into places never thought possible.

Anything to help with coding or scripting is great. Be it something for beginners to use, or to speed up work by not having to write the same scripts over and over again. The community needs more stuff like this. The only other game it would even be worth porting over to is quakewars, everything else is smaller than d3. But QW modding hasn't taken off yet, so I'd stick around here. Creating a utility for a game that will someday go open source, and gain more popularity, is also a plus.

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 Post subject: Re: Doom3 Scripter 2.1 - Released Quick Fixes
PostPosted: Mon Jan 14, 2008 5:02 am 
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Thought I'd have a look at this and , well, hmm.
could have potential... but when entities don't get their dollar signs $ to declare the entity as what it's supposed to be : example the 'ahem scripter declares an entity as oh let's say triggering an entity,
the scripter puts out
Code:
sys.trigger(func_example_entity);
//when it should be
sys.trigger($func_example_entity);


just one of the first things I noticed when trying this app.
needs lots of work, great idea but still flawed.
Thanks but I'd rather stick with using ConText.

Best luck on this ajm :roll:


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 Post subject: Re: Doom3 Scripter 2.1 - Released Quick Fixes
PostPosted: Mon Jan 14, 2008 5:20 am 
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finally some replys, after a couple of months...

Yeah, I know its the highlighting system for one thing thats getting me down a lot so. I am still working on it now and then. I mite get the project going for quake if I can speed up the highlighting system. For now I just been working on my site trying to invent some things for it to make it a bit better to use and doing some OpenGL work.

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 Post subject: Re: Doom3 Scripter 2.1 - Released Quick Fixes
PostPosted: Tue Apr 28, 2009 11:42 am 
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This is a nice little editor for scripting. Great work. Is there any way to change the rendering font?


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 Post subject: Re: Doom3 Scripter 2.1 - Released Quick Fixes
PostPosted: Thu Jul 30, 2009 11:41 pm 
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No, not really. I lost the source code for this project, when one of my PCs fried year ago, so not much I can do now. :S

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 Post subject: Re: Doom3 Scripter 2.1 - Released Quick Fixes
PostPosted: Fri Jul 31, 2009 4:31 am 
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ajm113 wrote:
No, not really. I lost the source code for this project, when one of my PCs fried year ago, so not much I can do now. :S



That's why you back stuff up :P

/me shakes head

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