Wednesday, February 16, 2011

QUIL

I was hoping QUIL would be a nicer thing, but it looks like an assembler style opcode so far. Will have to write out the code and a dump of the interpreter to see how it reads it. Then see if we really will need this stuff, or if a Lua script would be better to embed in the game so we can make easier changes.

I am hoping for the Lua actually, it has other uses I hope for, including changing weapons and other parts so they fire Lua scripts so we can make it tighter in the code side, and easier to add new things. (farther down the road, sort of a pipe dream).

Right now the main thing is to get the QUIL figured out so we can add in new functions to the UI. So many things OP had that EAW doesn't so much, much to add back in .

Monday, February 14, 2011

grrr, again

Was working at seeing what was needed to add plasma bolts to the game. I need alittle more study to add them. But will work on seeing what would be needed to add a panel for special sensors (besides some artwork that is).

The main thing is to see how it all works together so more can be added. The QUIL code stuff sucks still. It seems to be an op-code based language but I don't have the context yet (have to work through the interpreter and see how it loads and goes through it to get the formating and that sucks big ones). I am hoping that in general as we add new stuff that is similar to items already in the game, or copies of parts from OP, SFC3, or the original SFC I can just steal the QUIL from them and just reuse it.

moving along.

Step I am working on is how does the Q3 link with the structures in the program? How is data passed, how to make it work so we can add in new functions. Like Special Sensors, or some things I have in mind also.

Friday, February 11, 2011

Still Sick

Well, still coughing my butt off and feeling crappy in general. But slowly working through a few things. Rethinking how I wanted the editor to run (again). Will probably have to do a long sit down this week end and finalize it in my mind. But will work on a specific editor for the ship UI's while hacking down the final plan. (as the ship UI's is a big thing that will be needed)

Will have to look at how the UI's look in EAW (has been years since I played that one), and see what will be needed to make look right. Might spend my time intergrating the images from OP back into EAW.

Also the stuff I have been working on does work on the SFC3 Q3 file also, so might be able to get that look in the game also. May have to talk to a few people on where this should be heading.

Thursday, February 10, 2011

argh

Today will be a sick day, dang it. So probably not much will get done besides some sleep.

Wednesday, February 9, 2011

Still Plugging

Okay, got it so they will write out the assets in a normal format. Will add other write commands in alittle bit to make it fit my intergrating format so we can have people edit the Q3 in pieces and have a central location to put it all back together.

I have it so it wrote out all the assets for the images, now to get alittle utility written to pack that with the images, rewrite the asset numbers, and make a reference table.

The a utility to walk the Q3 pulling out the trees of assets for each section (the named parts that are the scenes). Then probably pack the trees together logically so they can be edited together. (e.q. all tactical UI for Klingon would be either grouped into one file, or grouped in a subfolder)

first not so done

Okay, little error(s) in the stuff I done. Nothing big overall. Had the wrong int size for the asset type (simple fix, just change it). But the second one I can't figure out yet. When getting the size of a string that should be 0, I get one. Not sure why.

*edit*
odd, I was putting in a NULL if the string was blank so it would be initialized at least. Seems that if you don't have any characters in the string, it counts the '\0' as a character. So that is fixed (at least in one location, have to change it each place I did that stupid thing).