Script Writing Utility

Other talk that doesn't fit elsewhere.
This is for General Discussion, not General chat.
User avatar
Rman Virgil
Professional
Professional
Posts: 3812
Joined: 25 Sep 2006, 01:06
Location: USA

Re: Script Writing Utility

Post by Rman Virgil »

.

Lordy, there still are limits to so called "Common Reference Standards."

Thanks for taking the time to dig deeper into it.. :) Interesting.

- RV :hmm:
.
User avatar
milo christiansen
Regular
Regular
Posts: 749
Joined: 02 Jun 2009, 21:23
Location: Perrinton Michigan

Re: Script Writing Utility

Post by milo christiansen »

I'm sorry :oops: , I forgot that the dlls in the package I linked to are release dlls not the debug dlls needed. I'll recompile it as release and re-post.
In general, if you see glowing, pulsating things in the game, you should click on them.
- Demigod Game Ganual
User avatar
Rman Virgil
Professional
Professional
Posts: 3812
Joined: 25 Sep 2006, 01:06
Location: USA

Re: Script Writing Utility

Post by Rman Virgil »

milo christiansen wrote:I'm sorry :oops: , I forgot that the dlls in the package I linked to are release dlls not the debug dlls needed. I'll recompile it as release and re-post.
Look forward to that. :3

Also remember the qtcored4.dll was NOT in your package at all - release or debug. I grabbed the release .dll from an other site which is how I got the assert for the debug .dll that SafetyOff determined was my prob.

- Regards, RV :ninja:
.
User avatar
milo christiansen
Regular
Regular
Posts: 749
Joined: 02 Jun 2009, 21:23
Location: Perrinton Michigan

Re: Script Writing Utility

Post by milo christiansen »

Rman Virgil wrote:qtcored4.dll
is the DEBUG version of qtcore4.dll

In any case the release version of the preview exe is in my first post
In general, if you see glowing, pulsating things in the game, you should click on them.
- Demigod Game Ganual
User avatar
Rman Virgil
Professional
Professional
Posts: 3812
Joined: 25 Sep 2006, 01:06
Location: USA

Re: Script Writing Utility

Post by Rman Virgil »

.

The new .exe worked like a charm. :) As I understand what I'm seeing, it looks good and ultimately more user friendly and potent than the aforementioned WZ A.I. editors from years past.

Now the quick question that goes back to my initial assumption, subsequent cognitive dissonance and above paraphrase.

The replacement FastPlay scripts you've written to date (and any written down the road) - could these be part of the Code Library ?

I'm imagining a "Lego-like" assembly - appropriately or inappropriately is part of that question.

- Synergistically, RV :hmm:
User avatar
milo christiansen
Regular
Regular
Posts: 749
Joined: 02 Jun 2009, 21:23
Location: Perrinton Michigan

Re: Script Writing Utility

Post by milo christiansen »

I put this on hold until I can fix some problems I'm having with QScintilla, hopefully not too long...
In general, if you see glowing, pulsating things in the game, you should click on them.
- Demigod Game Ganual
User avatar
Rman Virgil
Professional
Professional
Posts: 3812
Joined: 25 Sep 2006, 01:06
Location: USA

Re: Script Writing Utility

Post by Rman Virgil »

milo christiansen wrote:I put this on hold until I can fix some problems I'm having with QScintilla, hopefully not too long...
Kinda like an oops to OOP. :lol2:

J/K.. :)

- Rman. :hmm:
.

Impact = C x (R + E + A + T + E)

Contrast
Reach
Exposure
Articulation
Trust
Echo
.