Garrulous Glaahk ixfd64 Posted March 29, 2012 Share Posted March 29, 2012 It would be nice if there was an option to import and export custom NPCs and items. Suppose someone makes a scenario with many custom monsters. If that person decides to reuse those monsters in another scenario, he or she would have to recreate all of them. The ability to import and export NPCs would make this a lot easier. In a nutshell, exporting an NPC (or item) would create an external file containing all the data for said NPC, or even multiple NPCs. When the user imports a file, it would check if the monsters already exist in the scenario; if not, they would be added. This feature would also allow people to share easily their custom monsters. Any thoughts? Quote Link to comment Share on other sites More sharing options...
Easygoing Eyebeast keira Posted March 29, 2012 Share Posted March 29, 2012 This could easily be done whenever the archive-based scenario format comes to be. Who knows when that'll happen, though. Quote Link to comment Share on other sites More sharing options...
Garrulous Glaahk ixfd64 Posted April 19, 2012 Author Share Posted April 19, 2012 A little OT: Just curious, how much work has been done since the last stable release? The Google Code repository shows no major changes since February 2011, but that doesn't mean nothing is being done "behind the scenes." Quote Link to comment Share on other sites More sharing options...
Easygoing Eyebeast keira Posted April 19, 2012 Share Posted April 19, 2012 Last I heard, CM was working on a WxWidgets port. I dunno if he has it in a working copy stashed somewhere, but I'd imagine it's all committed. Quote Link to comment Share on other sites More sharing options...
Rotghroth Rhapsody Prince of Kitties Posted April 19, 2012 Share Posted April 19, 2012 Changes list says no WxWidgets related commits since June 2011. ... I wish I had the C/C++ know-how to help out. Quote Link to comment Share on other sites More sharing options...
Understated Ur-Drakon Celtic Minstrel Posted April 23, 2012 Share Posted April 23, 2012 Sorry to disappoint, but I haven't done any work behind the scenes since the last commit. The wxWidgets stuff that I had so far is committed on a branch in the repository, but (as I recall) it's just a resource-loading framework (mimicking the overriding nature of the obsolete Mac resource system) and an experimental custom wxWidgets dialog class for BoE dialogs which doesn't quite work correctly yet. Quote Link to comment Share on other sites More sharing options...
Rotghroth Rhapsody Prince of Kitties Posted April 23, 2012 Share Posted April 23, 2012 No prob... From what I've heard the codebase is a mess, and anyway the whole thing's a volunteer effort. (Sorry, BTW, if I've come across as a jerk about certain bugfixes and stuff in the past. Suffice to say I was ignorant about the amount of work involved in maintaining a game engine.) Quote Link to comment Share on other sites More sharing options...
Easygoing Eyebeast keira Posted April 23, 2012 Share Posted April 23, 2012 The codebase has come a long way since it's original release to the public. Ormus sticks out to me, really put a lot of work into making it readable and 32-bit, both very significant tasks. Seriously, download the original source from SW, it's a horrible mess! Quote Link to comment Share on other sites More sharing options...
Understated Ur-Drakon Celtic Minstrel Posted April 26, 2012 Share Posted April 26, 2012 Don't forget the efforts of Chokboyz, even if I may not agree with every little thing he did! Quote Link to comment Share on other sites More sharing options...
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