Hi all
NoQ wrote:There are a lot of long-standing bugs in campaign scripts (mostly inherited from the original game, i guess), hard to reproduce and debug. With the new scripting engine it should be much easier to write things clearly and avoid such problems; fixing them is quite an inspiring profit.
Indeed, this will make the scripting API ironed out, if you can make the official campaign with it.
And I just saw Aubergine's effort on documentation about it.
Per wrote:Is engine limitations still holding back AR?
+1 on this one. I don't know about all the side-efforts made on this, but if we can see things from Jorzi, cnceo and Berg put in, I bet this will get visually interesting right away.
Per wrote:I wonder if it would not make more sense to start looking into something like Collada instead.
I guess WZM is the old, PIE the current, and Collada one of the possible next model formats (.dae)?
Why is collada better? Not criticizing, I'm just wondering why you want to change. There must be something attracting in this format compared to the current, right?
(For the record, I used this to get thing:
http://en.wikipedia.org/wiki/List_of_fi ... D_graphics)
Ah, I also read somewhere that the map format was restictive in the freedom of tilesets used and compared to the renderer capabilities. Is that so? And is that somehow preventing textures to land in master?
Anyway, thanks a lot for all the answers, it's not easy to follow all that is happening.
Best regards,