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The world is yours! Doom 3 - Quake 4 - ET:QW - Prey - Rage
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 Post subject: Doom3 Scripter 2.1 - Released Quick Fixes
PostPosted: Sun Apr 22, 2007 3:44 am 
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{EDITED}

OK, I noticed some bugs with the code you can inserted and fixed them and cleared up the warnings on the script and fixed the "Close Script", "save", "Save As". So if their are no current scripts open the editor will not crash on you. The browse dialog won't show that confusing error when you cancel. This is a quick fix new commands and the command dialogs will be fixed so you don't have to keep looking at the tool tips in the 2.2 Ver.

DOWNLOAD DOOM3SCRIPTER 2.1
UNDER Downloads (Of Course)

Image

Image

http://www.bombinaid.com/Doom3Scripter/Forum/thread.php?id=18 - Updated To 2.1

I hope you guys enjoy it and give me some feed back on here or on my forum! :wink:
Also if you would like to donate money you can go to my Amazon wish list. It should be listed on the site where it says. "Buy/Donate."

Also I will still do some editing with the editor and fix it up a bit once and a while then get it prep up for Quake 4 and Prey.

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Last edited by ajm113 on Sun Nov 18, 2007 8:52 pm, edited 27 times in total.

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PostPosted: Sun Apr 22, 2007 3:52 am 
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I'm impressed in you. not only is this your first useful thing you have released to the doom 3 community, but it is also something that will help out the starting out scripters. To bad the doom 3 modding community is diminished. Try adding support for prey and quake 4 ect...


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PostPosted: Sun Apr 22, 2007 3:54 am 
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Oh man you are asking for another butt load of finger typing pain! My hands where already hurting just finishing this up today!

Thanks! I was thinking about that when I first started but, I don't know... I mite but, then I can always do the Quake Wars game coming out it mite be pretty cool. :wink:

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Last edited by ajm113 on Sun Apr 22, 2007 4:02 am, edited 1 time in total.

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PostPosted: Sun Apr 22, 2007 4:00 am 
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Finish what you started here first, use it as proof of concept in your abilities (i.e. a 'resume'). Don't let the level of popularity determine your desire to complete a goal, sometimes achieving a goal just for yourself is the most important thing.


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PostPosted: Sun Apr 22, 2007 1:50 pm 
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I've tested it.
I think that it could be very useful to new scripters,but it is quite uncomfortable for expert ones.
For example:
- it always shows a tip on startup (very annoying...)
- the list of commands is incomplete.
- you cannot open multiple files in tabs.
- it does not has spell checking/highlighting for keywords or brackets checking.


If you implement these features (that you can find in other text editors like ConText) it could be the best editor for D3-scripting! :D

However good work until now and good luck for your project!


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PostPosted: Sun Apr 22, 2007 7:29 pm 
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Thanks, but making a spell checker is not something I can just whip out in a matter of a few minutes its a bit more complex for me. Plus that I have to collect a lot of words so it even works witch will take more time. The tabs I am going to add in the 2.0. You can still goto File->New and it should open the program again up. I was going to add in a highlighter syntact, but I could not find a good source on doing that or I would need to look into more of that. Because the only source I could find that would do highlighting istelf was the language I was using to make the program. I am going to find out how to get the do not show again tab to work on the Tip of The day dialog when I come around it.

Thanks.

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PostPosted: Sun Apr 22, 2007 8:01 pm 
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I don't know how complicated it would be to do it this way but you might be able to include a spell checker as an external module and use some pre-existing spell checker (freeware of course, maybe off of sourceforge) to handle it for you since this is a simple text document.


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 Post subject:
PostPosted: Mon Apr 23, 2007 3:45 pm 
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is connecting to Doom3world.org

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mayby you could set it opensource so other peolpe could work on it.


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PostPosted: Mon Apr 23, 2007 4:19 pm 
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Jack Rammsdell wrote:
To bad the doom 3 modding community is diminished. Try adding support for prey and quake 4 ect...


That´s not true, from all those games the Doom3 modding scene is the most active one.


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PostPosted: Mon Apr 23, 2007 7:07 pm 
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compare the modding scene with that of Far cry and youll see
that Doom modding scene isnt diminuishing :)

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PostPosted: Mon Apr 23, 2007 10:17 pm 
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Tetzlaff wrote:
Jack Rammsdell wrote:
To bad the doom 3 modding community is diminished. Try adding support for prey and quake 4 ect...


That´s not true, from all those games the Doom3 modding scene is the most active one.


I meant to say diminished compared to what it was when it first began. There was that time where this forum was loaded after doom 3 was released and BNA! had to limit the forums(ie, no advatars). If people were to get into doom engine modding, I think they would prefer using prey, quake 4, or Etqw because of the engine upgrades so I was suggesting that it'd be wise to add the support. It wouldn't be as much work adding support because AJM already has the base to the program layed out, all he has to do now is add the additional commands/variables. It'd be some work but not as much.


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PostPosted: Tue Apr 24, 2007 5:24 am 
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I hope this is not a big deal or anything with you BNA! or any other moderator, but can I have this thread on a sticky? Since it's a useful tool like the ASE. Exporter on Blender?

-Update-

OK, on the tabs thing I'm still working on, but I forgot the source code at my dads! So it mite be a lital longer then expected. Since I do like to work on it on the week days. Also since I am having a hell of a time trying to get the formating work. :x Becuase Python is pretty sensitive when it comes to formating. Hopfuly peter gets back with me on fixing the script up a bit becuase he is alital more advanced then me right now in regulare Python then the API that I am using right now. Also I will include a side bar that lists the line number if thats cool with you guys. I almost had it working until I got that harible formating error came along. So thats why I like a extra hand on the board to help me with this. So if you know regulare Python or wxPython and or Doom3 Scripting go into my site and look for "Odd Jobs" to join the team if you like this program to have a good future.

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PostPosted: Tue Apr 24, 2007 5:53 am 
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Sure. I'll sticky this thread for you.

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PostPosted: Tue Apr 24, 2007 11:29 pm 
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rich_is_bored wrote:
Sure. I'll sticky this thread for you.


Thanks man! :wink:

EDIT: Wow, people are really starting to get a liking to this faster then I expected! :D

Google Result For "Doom3 Scripter"

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PostPosted: Thu Jun 07, 2007 11:02 pm 
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Yeah this is great! I use this more than I watch porn. Now that's saying something.

Bit of feedback though.

General additions would be nice:

-tabs (already see that you are adding this, awesome)
-syntax hightlighing to make it easier on the eyes, possibly kept in an external txt file for supporting other games
-right click menu with all the commands
-possibly contain all the script commands in an external txt file, would be easier to mod, to support other games
-syntax error checker
-font size adjustment (easier to read)

When you launch it, the dos window is a bit of pain in the backside and clutters up my task bar.


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PostPosted: Sat Jun 09, 2007 2:56 am 
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i keep getting an error, MSVCR11.DLL not found, or not present...


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PostPosted: Sat Jun 16, 2007 8:04 am 
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I have been working on that problem just to let you guys know, but I if you guys wait a while I will get the Doom3 Scripter 2.0 out.

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PostPosted: Tue Jun 26, 2007 12:37 pm 
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ajm113 wrote:
I have been working on that problem just to let you guys know, but I if you guys wait a while I will get the Doom3 Scripter 2.0 out.


Cool. Any news on current/working new features that are going in?


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PostPosted: Tue Jun 26, 2007 7:25 pm 
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Well, I mite have forgotten if I said this, but I added a welcome dialog box that asks you if you would like to start a script or open one up. If you press the new script button. The welcome box should hide showing some options on creating your script in a new window. Like name, message, copyright. Then when you press OK it should print out something like this on the editor when it pops up in your script just to start off;
Code:
///////////////////////////////////////////
//
//-company name- - -script name- -date-
//
///////////////////////////////////////////
void main()
{
     sys.print"Welcome Message"; //If user clicks on print message on the check box.

}



I am still playing around with that becuase I need to have it so any information saved in one file like the Create script window would be carried out to your script in the main window.

I also have it so you can start up Doom3 manually by hitting 'F3' which works prefectly if you want to jump into Doom3 right away and check to see if your script works. :wink:

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 Post subject:
PostPosted: Wed Jun 27, 2007 4:16 pm 
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Awesome.

Actually your idea with copyright info is quite neat. What'd it be nice if you could set that stuff in the options. That way every new script you make it automatically adds that information.

I guess that all comes down to how many scripts you make a week :D


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