- 1# The UI modability, which is atm not only tedious but utterly limited.
2# Limited features to trigger actions/events in mods. For example, no XML/MD commands that activate/trigger on key pressed.
Cheers Euclid
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<?xml version="1.0" encoding="UTF-8"?>
<progressbar>
<type name="newgame" loaded="8">
<step name="init" duration="9.08652"/>
<step name="map" duration="3.49948"/>
<step name="cutscenes" duration="0.0574339"/>
<step name="scripts" duration="2.4005"/>
<step name="jobs" duration="2.42529"/>
<step name="starting" duration="2.12149"/>
</type>
<type name="savedgame">
<step name="init" duration="0.5"/>
<step name="map" duration="15"/>
<step name="scripts" duration="1.2"/>
<step name="init2" duration="0.3"/>
<step name="map2" duration="4.5"/>
<step name="scripts2" duration="1.1"/>
<step name="patch" duration="2.3"/>
<step name="scripts3" duration="1.1"/>
<step name="jobs" duration="3"/>
</type>
</progressbar>
No and i can tell you why: i didnt have to, to achieve the things i wanted. I could care less if its all converted to traditional chinese first and then to Punjabi in the background. As long as i can write a script or mod without dealing with all that. So either a) use a proper programming language or b) provide the tools to make it seem like a proper programming language.UniTrader wrote:Killijaeden: did you ever open your much praised X2/X3 Scripts externally? they are also XML, and the actual Script Code is much less readable than XR Code because it baiscally abstracts all Script Commands with numerical ids.. [irony]yeah, much better than XR[/irony]
Almost anything else? Honestly, XML is ugly and repetitive and hard to read. Of course, I don't expect you to go and roll your own DSL like Paradox does for Clauswitz (even though it is much nicer to work with), but maybe you could convert to using JSON?j.harshaw wrote:yes. but i'm still curious.
md scripting was hard to understand at first, and once you've understood the workflow, the next big problem was to keep the "overview": the bigger the script, the more likely you loose the context and make some mistakes. in msci scripting, you can easily keep parts a bit in order, for example with "gosub / endsub". besides that, there were no <xml-tags/> and you didnt had to reload the game in order to test your stuffObserve wrote:Mission Director XML is good with me. I am happy to hear they are keeping it. While I used it to the extent I needed, I was never a big fan of X3 scripting and was happy to see it dropped.
exactly, X3 msci scripting was also internally stored as xml, but you never had to deal with that because there was an ingame editor which displayed the script very well (procedural, kind of C-style), we could easily make changes and test them immediately, without having to reloadxirsoi wrote:Honestly, XML is ugly and repetitive and hard to read.
There are UIs for Wix. I think they made it XML so it was a standardised "command line" type interface that could be generated by something else.Shimrod wrote:XML wouldn't be my first choice as an end-user language.
They used it for WIX installer but that felt like they probably planned to put a UI over the top and use it as a save format, but never got round to writing the UI.
If you just changed already existing Scripts Loading a Savegame is enough, or even faster: use the Debug Commands "reloadai" "reloadmd" and "reloadui". If new Files are added this doesnt work though, i guess because Files are indexed on Startup..JSDD wrote: and you didnt had to reload the game in order to test your stuff
...
without having to reload
because its very unlikely it would properly utilize the mechanics of MD (Event-Based, Namespaces, MD-Instances, Expression Chains...) this would probably result in weird and inefficient code...plamen wrote:Maybe someone should make a C# / Python / JavaScript / Whatever-Language compiler to XML MD.