OpenTechEngine / Discussions

The issues of this project are abused as a discussion forum for Open Tech
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I'm back #32

Open ghost opened 8 years ago

ghost commented 8 years ago

Just letting you guys know that I am back on my pc. I will start working on the packaging and cleanup for the demo level, models, textures in the next few days.

kortemik commented 8 years ago

Welcome back!

It's been bit quiet for a while but I say on summer holidays it's gonna be fast.

-M

On Tue, Apr 12, 2016 at 11:49 PM, Yetta1 notifications@github.com wrote:

Just letting you guys know that I am back on my pc. I will start working on the packaging and cleanup for the demo level, models, textures in the next few days.

— You are receiving this because you are subscribed to this thread. Reply to this email directly or view it on GitHub https://github.com/OpenTechEngine/Discussions/issues/32

BielBdeLuna commented 8 years ago

great!

I've been transferring my export map to a larger "idTechX editor" with more blender operators and menus and things so we could add entities to the maps.

ghost commented 8 years ago

@BielBdeLuna Which idTechX editor? I think it would help greatly to have more Blender integrations for models, animations etc.

I'm somewhat confused about the scripting for IdTech, creating AI, weapons etc. Not sure how to code for that. The wiki can be tricky at times. I'm not too technical.

ghost commented 8 years ago

@kortemik I'm having issues building on VS2015 and Code::Blocks, it builds to .dll's but fails on the binary. Not sure what's going on. I can't use the new snapshots from sourceforge as I don't have the dlls for the debugger.

BielBdeLuna commented 8 years ago

I'm enhancing my map exporter to something greater than just export what is selected, something more akin to a full fledged map editor, it will take time, but little by little I'll keep enhancing it.

about the AI,and general scripting, rather than checking the WIKI I would suggest take a look in maps for map scripting and keep growing from there

to test the essential scripting you should know the following in order to call a script from the map, you can setup any trigger entity with a spawnarg: "call" and with the value "namespace::function" where "namespace" it's the space the function resides in, and "function" is the actual function you're calling, and the "::" help the parser to know where one ends and where the other starts.

you can call any function within any namespace that reside inside any script included in doom_main.script