Take away all /scripts, what is left ?

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Browser_ice
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Take away all /scripts, what is left ?

Post by Browser_ice » Thu, 9. Feb 17, 01:32

I am just curious about one thing.

Remove all scripts from /scripts and what are you left as functionalities from the engine.

In other words what are the functions/executions done by the engine and not by the scripts themselves ?

This would give an idea on how much total conversion of the game you can do.
Steam X-Superbox, XR, playing X4
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Sparky Sparkycorp
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Post by Sparky Sparkycorp » Thu, 9. Feb 17, 02:09

Dunno myself, but if you keep an eye on progress among UniTrader's vanilla-replacement mods, you might get an idea :)

UT CaC v0.20 ( Old Name: Not Another Trader ) - Architect integrated

UniTraders Platform Commands

UniTraders Navigation Scripts - Vanilla Replacement

UniTraders Defense Officer Scripts

CaC Advanced Renaming

UniTrader would welcome feedback on those projects.

UniTrader
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Post by UniTrader » Thu, 9. Feb 17, 06:13

i am pretty sure the only thing left would be the player flying around. and some pretty looking but useless and non-moving Ships and Stations. If at all, not sure if you would also include the UI, which is generated by lua Scripts, in this Category. without it you wouldnt be able to start the Game at all because the Main Menu wouldnt exist
if not stated otherwise everything i post is licensed under WTFPL

Ich mache keine S&M-Auftragsarbeiten, aber wenn es fragen gibt wie man etwas umsetzen kann helfe ich gerne weiter ;)

I wont do Script&Mod Request work, but if there are questions how to do something i will GLaDly help ;)

Xenon_Slayer
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Post by Xenon_Slayer » Thu, 9. Feb 17, 11:33

It's not just the scripts you can modify though. You have all the library files which control things such the quota of ships or how difficult hacking is for example.

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