New Rule Addition To Script Index : Please vote/comment

The place to discuss scripting and game modifications for X³: Reunion.

Moderators: Scripting / Modding Moderators, Moderators for English X Forum

New Rule

Poll ended at Sun, 22. Jul 07, 19:30

I agree -Script/MOD Writers only please
22
65%
I disagree -Script/MOD Writers only please
2
6%
Show Results - Script USERS
10
29%
 
Total votes: 34

User avatar
LV
Sith Lord
Posts: 8255
Joined: Wed, 6. Nov 02, 20:31
x3tc

New Rule Addition To Script Index : Please vote/comment

Post by LV »

Although this new rule will be enforced until this thread has run it's course a community opinion seems sensible before a major change in the rules for the user script/mod library is set in stone.

If you are a user not a writer of scripts or mods I thank you for not voting in the poll. ;) [If your going to write scripts in the future then vote!]

As the index is a moderated list on this site, now and again we need to "moderate" the list by making sure the ethos of community modding is adhered to.

For a userwrite list you can allways use Moggy2's excellent Script Database at Xai Corporation which now has an almost complete copy of the scripts in the index Sticky here, and the resources they use. Anyone can add their scripts to it, listing the resources the script uses is as simple as uploading their xml text file. It can be updated by anyone, and it can produce code that can be cut and pasted into the index here.

But..... When scripts are added that use many command slots it puts major pressure on every other scripter to refine his work into sometimes noob-confusing switches which is pointless if one user undertakes this effort and other writer simply uses available slots on the back of that.

In 99% of cases scripters on this forum work in with the edict that its shared knowledge and acceptance that we share limited resources but as many non EN forum scripts are now porting over thier work a problem occurs as in some non EN S&M forums slots are numerous, they are not here!

The mod team for the most of the majority were of of the opinion that if a script appears to be using too many slots when they could be combined it should not be put into the EN stickie (see poll option to express your view)

The last thing any moderator wants is to do is to discourage any scripter from their effort and work but there is simply no point in the majority of writers combing their commands so a single user undo all their hard work.

The problem here is having a coder friendly database running alongside a user friendly list which could become unusable if there are too many conflicts because of writers not refing their commands

Opinions?

(LV apologises for going round the houses attempting to be diplomatic but it's not his forte)
Last edited by LV on Sat, 5. Jul 08, 20:35, edited 2 times in total.
LV's TC Scripts
Readme's For All My Scripts


I felt a great disturbance in the forum, Like millions of voices cried out in terror, then were silenced

si tacuisses, philosophus mansisses
User avatar
ninjitsumonk
Posts: 1874
Joined: Thu, 1. Mar 07, 09:21
x3

Post by ninjitsumonk »

So, if i understand what you said correctly, scripting and modding forum should be left for scripters and modders? Or have i got that wrong?
Cycrow
Moderator (Script&Mod)
Moderator (Script&Mod)
Posts: 22437
Joined: Sun, 14. Nov 04, 23:26
x4

Post by Cycrow »

no, he simply means that the poll is for the Scripters and Modders only, as it only really concerns them and not the users
Osiris_sam
Posts: 422
Joined: Thu, 24. Aug 06, 13:45
x4

Post by Osiris_sam »

i do agree with these rules, however, i do believe its largely based on the type of script in question. Scripts such as turret control scripts (with multiple options) could possibly accepted since, the turret commands are largely unused by other scripts.

Mods such as Xtended (which use lots of command slots) should be encouraged to make their own compatibility lists which could be linked to the Egosoft forum, so users of the mod dont need to look at the 'vanilla' compatibility list
User avatar
defiant1
Posts: 1141
Joined: Sun, 7. May 06, 03:53
x4

Post by defiant1 »

im trying to understand this correctly...is the new rule keep all mods seperate and use a database of some kind so users have easy time getting/useing scripts?


or is this some other type of rule? im a tad confused as to what this "new rule" is/will be...please clearify it a bit...(ive read the post about 4 times also)
Teladi Next Minute Shipping®
User avatar
Red Spot
Posts: 3461
Joined: Fri, 4. Feb 05, 13:44
x3

Post by Red Spot »

as far as I think i have it its about scripters taking things into their own hands, in that they themselves first of all take their script/mod under their critical eyes and strip/combine mumbo-jumbo that in effect only limits the rest of the community

(like scripts/mods using a lot of unneeded commands, note that using many commands doesnt mean its unneeded/unwanted, but do note that those resources are free to use for everyone not the particular scripter/modder)


anyway think(hope) my point of view about this is clear even though I'm no longer an active modder/scripter in this community ...


G
Cycrow
Moderator (Script&Mod)
Moderator (Script&Mod)
Posts: 22437
Joined: Sun, 14. Nov 04, 23:26
x4

Post by Cycrow »

basiscally, what is suggesting, is that if you want you script to appear in the main sticky, then you shouldn't go overboard on the limited resources it uses.

because then if they are liked the whole thing will become messy as the list will jsut show conflicts everywhere, which reduces the usefulness of the post.

and its also to try to get scritors to not go aimlessly using as many resources as they can.
As it is a community working with limited resources, if most of the community work hard to keep the resoucres usage down, then others who use that to thier advanced so they can take more resources for themselves
Bunny
Posts: 2014
Joined: Mon, 1. Dec 03, 19:44
x3ap

Post by Bunny »

Fair enough
Rule - if a script is deemed to use too many resources then it does not go in the list.

Previously this was an unspoken rule and did not get enforced. But slots (much like the oil) are running out and a measure needs to be brought in to deal with this....
Provided scripts do not push the limit, then things won't have to get ugly with someone or other having to say "sorry no entry sunbeam"....which does rather sour the atmosphere for new scripters/modder and might possibly engender feelings of a them and us division in this forum...

Still, there is not really an alternative solution - the Gentleman's agreement becomes a written rule of peer review as to what is acceptable.

.....

Now how do we define a script in the list as being no longer supported and is ready to be cannablised for its slots? (sounds rather ghoulish)
User avatar
Red Spot
Posts: 3461
Joined: Fri, 4. Feb 05, 13:44
x3

Post by Red Spot »

Bunny wrote:Now how do we define a script in the list as being no longer supported and is ready to be cannablised for its slots? (sounds rather ghoulish)

afaik thats what this is not about ..

any unsupported script imo has all right to stay where it is, taking for granted that scripters are not sending in reall buggy material and it still being in the sticky once the scripter no longer is around just confirms it is pretty solid material
and why would it be any less usefull/fun now the (original *hint*)author is no longer around (imo its up to the author to have it removed when he/she leaves and wants it removed, but I see no need to remove it just cause the author hasnt posted for a few weeks/months)

I however can agree on keeping track of duplicate scripts that may have become unsupported/obselete.
Like having 20 Jump-scripts isnt an issue when you have the commands, but when command become an issue, scripters are history and/or the script is not used in favour of an other similair script, than why keep it around .....??



G
Bunny
Posts: 2014
Joined: Mon, 1. Dec 03, 19:44
x3ap

Post by Bunny »

Could we agree that there has to be an active download link for a script/mod in order for it to remain in the list.

Okay if there is a reason for the script not being available for a time then fine. But if the thing is completely unavailable for no reason then what use is it in the list. Availability at least means other people can work on it and provide support if it is needed.

[EDIT]
The duplicate slots in question - I agree they should be released. X3plus no longer exists, the two 61 slots used by "Attack Rocks" and "Mobile Miner" can be released. Since the scripts are now using ES reserved slots, the two original English slots can (probably) be returned.
...so 4 slots :) get recycled.

Symtec. Ltd & Lucike will need to advise on releasing the other X3plus slots on the English forum.

Cheers

Bunny
Last edited by Bunny on Sun, 22. Jul 07, 01:38, edited 7 times in total.
User avatar
defiant1
Posts: 1141
Joined: Sun, 7. May 06, 03:53
x4

Post by defiant1 »

even tho im not a scripter im voteing yes (altho im slowly getting into it but gonna take time and at the moment i dont consider my self a scripter personally altho i may qualify as one since im learning to write one for a new mod) but i agree about trying to keep needless things down to a minimum...ill support this fully my self...
Teladi Next Minute Shipping®
User avatar
ninjitsumonk
Posts: 1874
Joined: Thu, 1. Mar 07, 09:21
x3

Post by ninjitsumonk »

Yeah, i completely agree with bunny, its basically false advertising if a script has no download link, yet is being advertised as available.
Also, in the interest of the community, it should be shown in the sticky(like it is on one script) why the script is not available, ie fixing bugs/errors, or perhaps upgrading the script.
Finally, in a slightly related thing, could my fellow scripters and modders state in the title, and possibly in the sticky state whether a script is open for editing and re-publication. For example if Bob found an error in John's script somewhere or a worthwile addition worth adding, and John had already said that this was okay, Bob could release John's script, in the same post, and of course with the correct, and original, credits.
voxol
Posts: 429
Joined: Sun, 30. Oct 05, 14:42
x3

Post by voxol »

ninjitsumonk wrote: Finally, in a slightly related thing, could my fellow scripters and modders state in the title, and possibly in the sticky state whether a script is open for editing and re-publication.
I second this, and add that I would like to see 'date added' next to the title. There are just so many that looking through for any juicy new scripts is a really tough job. A simple date added would solve this.

Oh yeah and I agree with the OP, though I can see it being hard to moderate with each mod haveing different opinions on which scripts are hogging resources.
'If you want to make a little money, write a book. If you want to make a lot of money, create a religion'
-- L. Ron Hubbard
dostillevi
Posts: 184
Joined: Thu, 9. Mar 06, 02:32
x3

Post by dostillevi »

mm.. dates in posts would be excellent, and even better if there were dates in the script list. I know this is a bit more difficult, but it would certainly be worth it!
JMCorp
Posts: 1452
Joined: Thu, 21. Apr 05, 21:48
x4

Post by JMCorp »

one thing i would like to find out.

my autojump script requires one slot for on and one for off. i could have done it in one, probably. however, for clarity i did it in two.

who's to say that my script, being relatively simple, doesn't need so many slots? it's only two, i realize. but who decides how many is too many? could my script not get into the sticky because you decide that two commands is too much. when i feel my reason for two is valid enough?

my point is, if you're going to make the policy, it needs to be a valid policy and well thought out. with VERY clear rules. or egosoft needs to chage the way command slots are handled and make command slots dynamic. because what you're proposing is going to be very bad. i can already see people complaining that their script shouldn't be removed from the sticky because someone else feels they're taking too many slots.


i voted yes earlier today, but i'm re-thinking that. as much as i like the idea, i dont think it's doable without everyone thinking that favoritism is being showed toward the scripters with more skill that know how to make things cleaner.

i think it should remain in the realm of the user of the script to contact the script writer and ask that they make it compatible with the script it doesnt work with. if the user of the script doesnt like it, they can stop using it or re-write it to fit what they like. it's not THAT hard to figure out how to modify a script to change what command slot it's using so that it works with your other scripts.
User avatar
defiant1
Posts: 1141
Joined: Sun, 7. May 06, 03:53
x4

Post by defiant1 »

i dont think they want a script useing 15+ slots just for useless things that could be done via a script to run automatically...

if u got two slots it shouldnt be much of a deal...heck some of my scripts that are planed will use 4 but they have multifunction rolls that are better with 4 slots to give better control type thing...
Teladi Next Minute Shipping®
User avatar
ninjitsumonk
Posts: 1874
Joined: Thu, 1. Mar 07, 09:21
x3

Post by ninjitsumonk »

Okay, got an idea.
1- Dates (in titles)
2- amount of slots used (in titles)
should be expanded on inside the post, what are they used for?
3- is it currently available? If not why? (in titles)
4- can this script be taken on by somebody else? (in description of script)
so.
[SCRIPT - 2] scriptX release - 22/07/2007
there you go, from that everybody can see from that.
1 - it's a script
2 - it uses 2 slots
3 - it was released on 22/07/2007
simple.
sphr
Posts: 119
Joined: Tue, 15. Aug 06, 17:16
x4

Post by sphr »

regarding the original issue ( the discussion seems to go a teeny bit astray ;) )

Question: What is considered scripter/modders??? well I'm one of those who are in the awkward position of picking up the scripting stuff and working on something but having no releases so far whatsoever. would I have the "right" to vote? Or is it just based on self-judgement. If you judge yourself being able to contribute in a fair and constructive manner, can vote even if you have not released scripts?

One suggestion is that I think the poll should state clearly in subject or otherwise that it is seeking votes from fellow script developers (collective term for modders/scripters?) To distinguish the polls from developers who wants feedback from the pure script users?

Another suggestion for maintaining the script library + making decisions. Can there be a casual moderation group? basically, vote among moderation group to remove obselete scripts, give reviews and compatibility ratings if possible etc. Usually, just start a "moderation thread" where if get confirmation from at least 2 members (to make things go faster without having to wait for all to vote), then go ahead (unless there is objection from the rest, which will require full voting or debate).

One other thing I can think of regarding the limited game resources is:
why don't the experienced people (I don't have to name them. I think all who dabbles in scripting should know) propose some framework that could potentially save the slots? I am just managing the pure scripting part and not so familiar with the command slots yet, but are these possible?

1) Allow a cooperative set of scripts to register it's resources "softly" in-game and expose flags to enable/disable their registration (e.g. say a script hooks up 5 functions to ship commands of which I only use 3, I can opt to "release" the other 2 so that the setup script automatically don't hook them up (based on global registration info)).

This has the potential for automatic conflict resolution:
From the global register, if scripts finds the slots being used by another script currently, it tries to find an alternative slot automatically in the same category.

What this requires:
a) A framework that involves an in-game global variable (Array prob) that keeps track of slot resources in a soft-manner

b) A script which participates in this program should have it's setup-script modified to use some common library functions that registers it to an appropriate command slot, potentially with options to either do nothing if slot is used by somebody else, or find an alternate slot. Each successful "registration" should update the global register so that the next script in this framework will be informed correctly.

2) Having "soft" commands.
This is already being done in some scripts: using one slot with more complex parameters which acts as a dispatcher to call other scripts according to parameters provided. Although this has the benefit of being able to potentially use only 1 slot for a whole bunch of functions, it makes each use of the command very very painful. For configuration style of script calls, this is ok. But not for operations that has a real-time consideration (when you are commanding a battle, you don't have time to set so many stuff to change one ships's orders). So this is more suitable for the occasional commands that starts a complex and long task (or a standing task) e.g. Auto Traders, standing patrols etc.

3) hybrid "set&go" commands
Similar to 2, but has 2 parts. One command sets up the parameters, the 2nd one just executes the dispatcher based on currently set parameters. meaning that repeating a "command" with previously set parameters just take a simple invocation. But potentially more troublesome than previous way when have to switch commands (take 1 command invocation to set values, another to repeat.) possible improvement will be to make the first command execute in addition to setting parameters and the second one just repeat the first command;s invocation?

The last point seems a little useless on its own, but in one of the things I'm dreaming up, this has to potential to be very powerful in a group based ordering system.

imagine presetting the roles of ships (e.g. say I have 3 tactical command sets 1:Defensive, 2:Offensive, 3:Berserk), which I want. Defensive is suppsoed to make all ships protect the carrier. Offensive makes 2/3 of the fighters attack carrier's target, while 1/3 defend the carrier. Berserk will make all fighters attack all targets. (actually number of tactical command sets is unlimited)

Each fighter can be configured via a "set" script that sets it's role. e.g. an "offensive" fighter's parameters is configured to "defend home", "attack home;s target" , "attack all" for the 3 command sets (note it does not execute, just record the paramters somewhere as "command objects")

When something like "Execute Tactic" which takes in a number presenting the command set number is executed, a general command dispatcher script is executed for all group members that reads the command set number, then retrieve the parameters, and assign the approrpiate task for each ship basd on the paramters.

Such an example only requires 2 additional slots (1 to configure each ship's role with respect to a tactic number, 1 to execute a particular tactic number), yet provide a great possibilities in the behavior for a larger fleet.

eh... went offtrack too much with some of the ideas I am working on, but hope that it could be useful to the current discussion at hand, or maybe interest somebody to go write a "How to conserve our trees... eh.. I mean command slots" article.
Last edited by sphr on Sun, 22. Jul 07, 12:15, edited 1 time in total.
User avatar
ninjitsumonk
Posts: 1874
Joined: Thu, 1. Mar 07, 09:21
x3

Post by ninjitsumonk »

Okay i think you should follow this as a gudeline:
If you can write a script that isnt just:
-adding a ship
-adding notoriety
-adding money
these are basic scripts that even a script-user can write, they arent hard. Just a few lines of code, most identical to the last(for installing stuff).
That's when you're a scripter, even if you havent released anything.
User avatar
ninjitsumonk
Posts: 1874
Joined: Thu, 1. Mar 07, 09:21
x3

Post by ninjitsumonk »

Remember, even without a script release you can still contribute by making suggestions to new, less experienced scripters.

Return to “X³: Reunion - Scripts and Modding”