TeamLumi / luminescent-team

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Improve scripting documentation #85

Closed RABIGA7OR closed 8 months ago

RABIGA7OR commented 11 months ago

Adding various improvements to the scripting docs.

Here are some notes:

Page: Scripting Introduction / Basics

Index Page: Commands

Index page: Animation commands

Give PlaceData and StopData their own page

Other

Possibly changing entity to PlaceData in animation command documentation.

Add more links between different functions and features if their functionality is related.

[...]

RABIGA7OR commented 11 months ago

Page: Flags

Ammako commented 10 months ago

May I make a suggestion?

In the ev-as guide:

Firstly, we will need to download the 14GB dependency called Microsoft Build Tools v14. We need this for it's LZ4 compression library, which BDSP's Unity Assetbundles are compressed with. I am unaware of a smaller alternative. Feel free to reach out to me if you find one.

Microsoft changed this page and the linked installer installs "Visual Studio Build Tools" instead now, which doesn't actually include C++ build tools 14.0 by default. You have to manually select them in individual components, along with Windows 10 build tools for some reason, but there's like 3 different versions of it and pip install still complains when trying to build LZ4 because Microsoft changed the paths where rc.exe is kept in the Windows 10 build tools and pip won't find it unless you manually add the correct directories to path. It's a pain in the ass and still you end up installing >12GBs of build tools just to assemble one file.

None of that is actually required, though. pip on linux doesn't need to rely on heavy Microsoft build tools to build LZ4 because pre-built wheels are already provided, and if prebuilts aren't available for your version of python, I didn't need 14 extra GBs of toolchains to get it to build for Python 3.11 (my WSL virtual disk has only like 7.7GB of stuff in it, sure that's still 50% of the disk usage but it's a way more useful 7.7GB ;p)

It sounds to me like using WSL would be the better option instead of using Microsoft Build Tools and doing everything natively on Windows. At least to me it was much simpler, way less of a hassle, and less disk space requirements. ev_parse extracts what it can and ev_as inserts my edited script and reassembles ev_script just fine.

I don't know who "me" in this quote is, but consider this me reaching out.

RABIGA7OR commented 10 months ago

Thank you for your writeup.

Based on the commit history of the ev-as guide @Denmark14 was the one writing this.

Just thought I'd reference you here Denmark if you want to change this page.