New modding toolset for beta testing

Discussion in 'Modding and Scripting Support' started by Dj_Unique, Apr 16, 2003.

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  1. Dj_Unique

    Dj_Unique Member

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    Finally got around to do this :)
    (also posted on the Sierra WorldEd forum)

    I've been working on this toolset called Arcanum Module Development Studio for about 2 months now, and I finally got around to releasing a beta version for voluntary beta testing, in case anyone at all is interested. Some documentation is included to help you get started. If you run into any problems, post here, or contact me via e-mail. I'd really appreciate some help in developing this tool further. (That's why I decided to do this release, after all)

    AMDS includes a script editor, dialogue editor, and some other nifty editors in one neat package.

    A little last minute note, though: The 'AMDS Help' menu item does not do anything yet, but the installer creates program group icons for the docs so you can access them from there.

    Link here:

    http://users.kymp.net/~pitkanen/ArcTools/AMDS_Beta.exe

    This is a temporary link, but it will be up for quite some time. As the need arises, I will overwrite the installer with a new build, containing bug fixes, etc. Depending on user input, of course.

    This is an executable installer, so it should be easy to set up.
     
  2. xento

    xento New Member

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    Sounds great! I'll test it out for ya!
     
  3. xento

    xento New Member

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    Okay, I go to compile the thing (I'm still not exactly sure how it work... Oops... Forgot to read the manual. :D ), and I get the following in a notepad file called error.log:

    1 /*
    2
    3 DSC File "00001Butterbur"
    4 Generated by Arcanum Module Development Studio
    5
    6 */
    7
    8 /* Standard variable definitions */
    9
    10 strconst SCROutput = "C:\Sierra\Arcanum\modules\LotR\scr\00001.scr";
    11 strconst DLGOutput = "C:\Sierra\Arcanum\modules\LotR\dlg\00001.dlg";
    12 strconst BasePath = "C:\Sierra\Arcanum\modules\LotR\";
    13 strconst QuestLogNormal = BasePath + "mes\gamequestlog.mes";
    14 strconst QuestLogDumb = BasePath + "mes\gamequestlogdumb.mes";
    15 strconst QuestEntries = BasePath + "rules\gamequest.mes";
    16 strconst JournalFileNormal = BasePath + "mes\game_rd_npc_m2m.mes";
    17 strconst JournalFileDumb = BasePath + "mes\game_rd_npc_m2m_dumb.mes";
    18
    19 /* Additional variable definitions */
    20
    21
    22
    23
    24 /* Node mappings */
    25 mapnode 1 = 0;
    ***** ^ identifier expected
    26
    27
    28 BeginScript
    29 ScriptDesc("Butterbur");
    30 MaxLineAlloc(10);
    31 Dialog(1)
    32 ReturnSKIP()
    33 EndScript
    34
    35 BeginDialogue
    36 NodeName 1 = ""
    37 {
    38 NPCLine
    39 {
    40 MALE "Hello there, sir. What can old Butterbur do for you?"
    41 FEMALE "Hello there, missy. What can old Butterbur do for you?"
    42 }
    43 PlayerOpts(int=5)
    44 {
    45 AddPlayerLine("Nothing now, thanks.");
    46 }
    47 PlayerOpts(int<=4)
    48 {
    49 AddPlayerLine("Bye bye.");
    50 }
    51 }
    52 EndDialogue

    1 error

    What's wrong?
     
  4. Dj_Unique

    Dj_Unique Member

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    The node names are expected to have both letters and numbers, so that the parser can distinguish them properly. So just name the nodes like 'Node001', 'Node002' and so on and it should be fine. Also in the script, you need to put a ';' after each statement, otherwise you'll get an error. Except with if..then statements, the semicolon will be expected as follows:

    1) if <Condition> then <Command> ";"

    2) if <Condition> then <Command> else <Command> ";"

    Something like that..

    And yes, the "manual" (It's not very good yet) covers a lot of this stuff, so be sure to check it. There is also a small 'Getting started' tutorial, but I'm not sure of its usefulness.
     
  5. Dj_Unique

    Dj_Unique Member

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    Link down until new build is released

    This version is now no longer available due to obvious lack of interest in it (or that's what things seem like to me). I'm working on a newer build, attempting to fix as many bugs as I can. (Seems like I'm on my own with this, anyway) I'm also adding new plugins and stuff.

    Perhaps I released the first beta version too soon and with a completely wrong timing (no one really asked for this kind of a tool, anyway).
     
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