Btw: Toolset of NWN = suck
#26
Posté 16 juin 2011 - 08:43
Personally, I think it rocks.
#27
Posté 16 juin 2011 - 09:13
Gecon wrote...
Even years after I used it the last time I still remember vividly how awful the NWN1 toolset was to use.
- Inconsistent interface (sometimes you had to delete with delete key, other times by moving the item over a "trashcan" icon that wasnt even instantly recognizeable as a trashcan in the first place).
- Modal dialogues everywhere.
- The whole blueprint and copy issue. Having to update the copies every time you updated the blueprint. Ugh.
- The painful script language. Seriously, either make a compileable script language and then made it cleanly modularized, or just keep the original scripts. Compiling every include again and again individually for every script = extreme explosion of module size, extremely uncool.
- Not to mention the complete lack of arrays in the scripting language.
- The dialogue editor that just didnt allowed to easily refer to already created dialogue.
Yeah some parts of the toolset have been good, like designing a dungeon etc was really fast and easy. But overall the Morrowind toolset was much less painful to use than the NWN1 one.
#28
Posté 01 juillet 2011 - 05:04
#29
Posté 01 juillet 2011 - 05:34
Xardex wrote...
- I dont even know what you mean by a trashcan icon, but I sure as hell have had no need for it.
- Modal dialogues? What?
-You dont actually have to update instances everytime you change the blueprint. *
-NWScript is a fairly easy and powerful language and it differs only so much from the C -language it was derived from. Compiling includes is not something you have to do individually* and I cant see how it 'extremely' affects the module size more so then the scripts themselves.
-There may be no arrays in the language itself but thats what .2da's are for, and the language does have ways to read these files so I wouldn't say there is a 'complete lack' of arrays. As a sidenote I haven't never even needed arrays for anything I have done with NWscript, and I have done alot with it.
-Refer to already created dialogue? You can copy/paste dialogue trees from other dialogues and link to previous spots in the same dialogue. What you cant do is link from one dialogue to another, but that is because they are different dialogues.
* You can 'build' the module whenever you wish and choose what it does. I only use it just for mass compiling all my scripts and updating the blueprings, which seemed to be the problems you described. You can 'build' much more then that though..
I dont know how good morrowind toolset it compared to nwn toolset, but it should be pretty godly to be any better.
I play and love morrowind but I agree with you. The Elders Scrolls construction set was just a mere add on, to satisfy player's need to mod their game. As we all know, Elders Scroll games already have massive worlds and arent about a toolset. NWN, on the other hand, is ABOUT the toolset.
#30
Posté 01 juillet 2011 - 05:37





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