I want to cut to the chase and find out how to open and view source, so I can learn the game's mechanics. Nothing fancier. I've installed the toolset, now what do I do? The Source dir only contains 2da's, which I assume isn't what I want...
Just a quick question--how do I view code?
Débuté par
fro7k
, déc. 09 2009 10:43
#1
Posté 09 décembre 2009 - 10:43
#2
Posté 09 décembre 2009 - 11:19
I am pretty new to this but you can open most of the scripts from the Palette Window by selecting the Scripts sub-page and double clicking them. But if you are talking about the source codes of the executables they are usually very well guarded secrets and are absolutely out of limits.
#3
Posté 09 décembre 2009 - 01:35
If you need to ask this question then you probably have no idea what you're doing a/w so why bother?
#4
Posté 09 décembre 2009 - 04:05
Zarenthar wrote...
If you need to ask this question then you probably have no idea what you're doing a/w so why bother?
Why so negative? Everyone has to start somewhere...
#5
Posté 09 décembre 2009 - 04:41
The scripts have lots of stuff, they also reference lots of stuff from 2das, which are compiled from the .xls files in tools/source/2da/
#6
Posté 09 décembre 2009 - 07:31
Open your Toolset
Look over at the Palette Window
The 12th Icon from the left looks like a little notepad -- called scripts -- click it
This will give you many, many scripts to review
For game mechanics, you might start under the _Core_Scripts folder, and then select any of those
I really don't know what they all do, but maybe between that and reviewing the Toolset Wiki, you'll be able to find what you are after.
Be careful not to change/iverwrite, etc. Bad things will happen if you do that, I am certain!
Look over at the Palette Window
The 12th Icon from the left looks like a little notepad -- called scripts -- click it
This will give you many, many scripts to review
For game mechanics, you might start under the _Core_Scripts folder, and then select any of those
I really don't know what they all do, but maybe between that and reviewing the Toolset Wiki, you'll be able to find what you are after.
Be careful not to change/iverwrite, etc. Bad things will happen if you do that, I am certain!
#7
Posté 09 décembre 2009 - 10:33
Zarenthar if you don't have an answer or something constructive to add, don't post please.
Thanks.
Thanks.
#8
Posté 09 décembre 2009 - 10:56
Actually, as long as you remember which scripts you've tinkered with, experimentation should be relatively safe. Remember that the toolset has built-in version control, so if you break something you can just clear your override directories and revert the script back to the way it was originally.
The main problem with editing core scripts right now is that the plot GUID bug is still in effect until the next toolset release. So exporting core scripts will almost certainly break the main campaign at the current time. See http://social.biowar...p/Plot_GUID_bug for a description of the problem. If you apply to join the group http://social.bioware.com/group/721/ you'll be able to download a pre-release copy of the corrected core database.
The main problem with editing core scripts right now is that the plot GUID bug is still in effect until the next toolset release. So exporting core scripts will almost certainly break the main campaign at the current time. See http://social.biowar...p/Plot_GUID_bug for a description of the problem. If you apply to join the group http://social.bioware.com/group/721/ you'll be able to download a pre-release copy of the corrected core database.
#9
Posté 10 décembre 2009 - 02:38
I still remember the first time I "broke" my (parents) computer at the age of 11. After all my tinkering and "optimizing", for some reason the computer just didn't want to boot up. Something about missing files... 
Thank god for repair floppies.
Thank god for repair floppies.
#10
Posté 10 décembre 2009 - 06:45
Reading scripts is perfectly safe. Nothing will change - even by accident - unless you save the script (or compile with F7). Bryan has already explained what to do if that happens by mistake.
#11
Posté 10 décembre 2009 - 09:14
Be careful not to change/iverwrite, etc. Bad things will happen if you do that, I am certain!
I thought only the compiled scripts affected the game. Thanks for the answer.
#12
Posté 10 décembre 2009 - 01:13
fro7k wrote...
Be careful not to change/iverwrite, etc. Bad things will happen if you do that, I am certain!
I thought only the compiled scripts affected the game. Thanks for the answer.
Yeah -- there are a number of safeguards in place, not the least of which is that scripts open as un-modifiable by default (red bar), and the stuff that everyone else posted. Personally, I am just very careful so I thought I'd mention my plans!
#13
Posté 10 décembre 2009 - 06:16
Never let not knowing what the hell you are doing stop you from learning. Back up your saves in a safe location and then just start poking around. If your saves are backed up, the absolute worst thing you will have to do is reinstall the game and the toolset.
I'd recommend SilentCid's video tutorials, which are an amazing resource for people starting from scratch, and also I'd suggest dissecting some smaller mods that other people have made. The Demo module that came with the toolset is great for this; it has a lot of the basic principles in place without the baggage of 60+ game hours' worth of variables causing confusion. I've learned a great deal just from pulling those things apart.
I'd recommend SilentCid's video tutorials, which are an amazing resource for people starting from scratch, and also I'd suggest dissecting some smaller mods that other people have made. The Demo module that came with the toolset is great for this; it has a lot of the basic principles in place without the baggage of 60+ game hours' worth of variables causing confusion. I've learned a great deal just from pulling those things apart.





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