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View Full Version : Di-Mart Guns mod beta 0.10 now available



rmcnew
01-03-2004, 03:02 AM
The Di-Mart Guns mod is now available for download at my webpage for anyone who is interested.

Note that I make no claims that there are not any bugs
in this installation as it is currently beta. It is a very hugh script over 60 pages long and somewhat complex so be very careful if you try to modify it in any way.

And also I would really appreciate it if those hosting servers would please send me any debug details from your server if there is a bug so I can have an idea of where to find a solution.

http://www2.swau.edu/~rmcnew/f_quest/

jjohn
01-03-2004, 03:59 AM
I briefly glanced at the code. Seth, you ought to look at the work that went into this mod. It argues very strongly for:

* better support in the scripting language for first class
functions with parameters. Avoid the mess of cut'n'paste
* support for arrays
* some kind of namespace for global module variables
* some kind of sane installation procedure that doesn't require
an in-depth understanding of how FQ works

I take my hat off to you, Reuben. Your brute-force attack on FQ seems to have paid off. Your mod seems to fully excercise all the options that the FQ Scripting engine provides, including a new player maintenance bit. You should probably mention in the readme that only FQ v0.95 and above is supported since early versions did not implement maint_player.c.

Now, will someone please modify this mod to make it into an episode of buffy the vampire slayer? http://www.rtsoft.com/iB_html/non-cgi/emoticons/biggrin.gif

rmcnew
01-03-2004, 04:12 AM
Quote[/b] (jjohn @ Jan. 02 2004,7:59)]I briefly glanced at the code. *Seth, you ought to look at the work that went into this mod. *It argues very strongly for:

** better support in the scripting language for first class
* * functions with parameters. *Avoid the mess of cut'n'paste *
** support for arrays
** some kind of namespace for global module variables
** some kind of sane installation procedure that doesn't require
* * an in-depth understanding of how FQ works
*
I take my hat off to you, Reuben. *Your brute-force attack on FQ seems to have paid off. *Your mod seems to fully excercise all the options that the FQ Scripting engine provides, including a new player maintenance bit. *
Now, will someone please modify this mod to make it into an episode of buffy the vampire slayer? http://www.rtsoft.com/iB_html/non-cgi/emoticons/biggrin.gif

Quote[/b] ]You should probably mention in the readme that only FQ v0.95 and above is supported since early versions did not implement maint_player.c.

I did actually, funny you should mention that....
I didn't even know that maint_player.c wasn't included in the earlier distributions.

I sort of felt the same way about the code. When I looked at the documentation the first thing that came to my mind was "That's it."

But I guess I got something worthwhile out of it.