English Stranded III Dev. Blog - Comments

1,749 replies
Goto Page
To the start Previous 1 2 ... 87 88 Next To the start
10.12.20 06:18:01 pm
Up
DC
Admin
Online On
Yep, that's the issue. That tree stuff makes content creation much more complex when done manually. That's bad for me and bad for people who want to add their own trees.

No I think I haven't played 7 Days to Die. I'll watch some videos to find out more about that. Thanks for sharing!
www.UnrealSoftware.de | www.CS2D.com | www.CarnageContest.com | Use the forum & avoid PMs!
27.12.20 12:36:04 pm
Up
VADemon
User
Offline Off
The yellow pumpkins should increase in size while growing, once grown turn the colour.
I was skeptical at first of your modeling and textures, but now that the world is becoming more and more filled with your art style, I changed my opinion, it looks good again
15.03.21 07:42:49 pm
Up
ModJuicer
Super User
Offline Off
Maybe have advanced settings at the bottom of snap grid settings for the more advanced user, containing things like offset, grid controls, grid size, and other stuff. In my experience, the more user control there is, the better it is. Of course, as long as the settings aren't all jumbled up and confusing.

Will there be single-unit/object/item code in SIII? If so, maybe make it so you can change every property coded into the object/unit/item using code, even changing the model and animation to one in a specific folder (maybe in a resource folder for a specific map) for more skilled modders/scripters to make it easier to make unique maps that don't require a messy changes to the entire game.

for example, in SII it won't let you change the name, model, icon, material, and a lot of other parameters that can be modified in the entire game, but not in any specific map. That means that, if you add anything you want, even in a single map, the whole system will be cluttered and will look messy.

In my experience, it always helps to have more options and flexibility for modding or mapmaking.

example: Say I want an angry sheep that attacks and has a few different variables, but don' t want to add it to the entire game. There would be a code, like:

customunit/object/item: builds an entire new unit based on the script contained inside an info in the same way that msgbox can use an info for the text it displays.

alterunit/object/item: changes only specified parameters, and can also use an info for reference.

freevarunit/object/item: frees specific parameters on subject.


EDIT: user DC: Will the code in stranded 3 be turing complete?
Also, will you base it off of the code in stranded II?

What will the code format be based off of?

and also, how flexible will the codes be? Will it still be able to run with the same global/unit/object/item/info capabilities that stranded II had?

Also, will the user be able to alter everything using the code (for example, weather, terrain height, terrain texture, terrain color, sky color, time, etc.)
edited 1×, last 09.04.21 06:46:56 am
file stranded2 Stranded II Enhanced (3) ---0o~~"Juicing Stranded II Mods Since 1999.99"~~o0--- thread stranded2 Stranded II Enhanced
10.04.21 05:05:06 am
Up
Jawohl
User
Offline Off
Quote:
EDIT: user DC: Will the code in stranded 3 be turing complete?
Also, will you base it off of the code in stranded II?


I don't know where to start there....of course not. The game is built in a completely different game engine with different programming language.

Quote:
and also, how flexible will the codes be? Will it still be able to run with the same global/unit/object/item/info capabilities that stranded II had?


If you're asking if stranded 3 supports stranded 2's mods and assets, absolutely not.

You really have no idea how game development works. Please educate yourself.
10.04.21 11:15:55 am
Up
Assassin moder
User
Offline Off
I think he meant mods and scripting support similar to S2 system? Unfortunate S3 will use Lua Scripts not generic S2 one
10.04.21 11:19:06 am
Up
ohaz
User
Offline Off
What? Using Lua is waaaay better than using your own self-written scripting language. Creating a proper, good and well-working scripting language can take multiple years alone. No time to write any game then. S2 script was bad. It was impressive, considering DC created it on his own, but it was bad.
https://ohaz.engineer - Software Engineering
10.04.21 12:23:26 pm
Up
DC
Admin
Online On
user ModJuicer has written:
Will the code in stranded 3 be turing complete?

Are you talking about scripting here? If yes: I'm using Lua script in Stranded III for scripting.

So the "scientific" answer is:
http://lua-users.org/lists/lua-l/2004-12/msg00032.html

What you probably want to hear:
Lua is a complete sripting language which allows you to implement basically everything you want to. Limits are memory and speed, not language capabilities. It's much more powerful than SII script.

user ModJuicer has written:
Also, will you base it off of the code in stranded II?

user Jawohl correctly noted that I'm using another engine and another programming language. Moreover SIII is much more complex than SII. Therefore it's completely new code. Some concepts are based on SII concepts but not the code itself.

If you were talking about the scripting API: It will be different as well but also easy to understand if you know SII.

user ModJuicer has written:
What will the code format be based off of?

"code format"? What exactly are you talking about? Maybe the scripting API? The commands you can use in scripts?

user ModJuicer has written:
and also, how flexible will the codes be? Will it still be able to run with the same global/unit/object/item/info capabilities that stranded II had?

Not sure what you mean. It will be more flexible than SII for most things. You won't be able to use your SII definitions/scripts for SIII unfortunately.

For definitions it would probably be possible to write a converter to convert SII definitions to SIII definitons. Auto-converting the scripts however would be quite complicated.

user ModJuicer has written:
Also, will the user be able to alter everything using the code (for example, weather, terrain height, terrain texture, terrain color, sky color, time, etc.)

You will be able to change most things. My goal is to make SIII more flexible and dynamic than SII.

Regarding the Lua / SII script "discussion":
Fully agree with user ohaz. I prefer my syntax of course but SII script is broken. Complex expressions are often not evaluated correctly. Moreover it is very slow compared to basically all other scripting languages.

Lua is much faster (with much I mean multiple times), more powerful and an established and well known scripting language with a big and helpful community. Therefore it's the better option. It will allow you to do amazing stuff which was impossible with SII script because it was simply way too slow.
www.UnrealSoftware.de | www.CS2D.com | www.CarnageContest.com | Use the forum & avoid PMs!
12.04.21 01:00:58 am
Up
ModJuicer
Super User
Offline Off
All of this looks like good news

Quote:
and also, how flexible will the codes be? Will it still be able to run with the same global/unit/object/item/info capabilities that stranded II had?

Not sure what you mean. It will be more flexible than SII for most things. You won't be able to use your SII definitions/scripts for SIII unfortunately.

For definitions it would probably be possible to write a converter to convert SII definitions to SIII definitons. Auto-converting the scripts however would be quite complicated.


I meant, would each unit/object/item/info be able to hold its own individual script?

I wasn't talking about auto converting scripts, which would be easier to do by hand or simply write new, better scripts, of course.

Quote:
If you were talking about the scripting API: It will be different as well but also easy to understand if you know SII.


Yes, I was talking about the scripting API. That's great news!

http://lua-users.org/lists/lua-l/2004-12/msg00032.html has written:
Lua is not a Turing-complete
language, because it's implemented on a machine with a finite address space


I think that's good enough for me and any other scripter out there.

I can't wait for stranded III
file stranded2 Stranded II Enhanced (3) ---0o~~"Juicing Stranded II Mods Since 1999.99"~~o0--- thread stranded2 Stranded II Enhanced
29.04.21 02:42:22 pm
Up
XNStar Company
User
Offline Off
He y user DC when the game release i wanted to play the game when it release i like the 3D Objects in the game so when it release?
Look's Like you havent read book to solve a Mysteries.
30.04.21 08:34:05 pm
Up
DC
Admin
Online On
It will be released when it's ready for release
See https://stranded3.com/about.php
www.UnrealSoftware.de | www.CS2D.com | www.CarnageContest.com | Use the forum & avoid PMs!
To the start Previous 1 2 ... 87 88 Next To the start