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-   -   gs1, gs2, some mix? (https://forums.graalonline.com/forums/showthread.php?t=86468)

Prozac 06-21-2009 08:46 PM

gs1, gs2, some mix?
 
If one was to submit a playerworld for inspection, to be hosted on on the main tab, when its NPCs are inspected:

Will the use of gs1 or gs2 be taken into account at all? If everything works as it is supposed to, do those who inspect it really care how the developer made it happen?

Tigairius 06-21-2009 09:20 PM

Well, we definitely don't support the use of GS1, and if you have the chance to use GS2, please take it.

I personally will not approve any new server that is primarily GS1 and if it is some weird mixture I will instantly write it off as "whoever scripted this doesn't know what they're doing."

So GS2 is the best way to go.

Crow 06-21-2009 09:43 PM

Interesting topic actually. What about using GS1 in some predefined level npcs like waterfalls, treetops or whatever? Using GS2 is not an option for me, because the editor doesn't support it, and I don't want the LATs to pay close attention where to place the icon of an invisible npc so it looks right online..

Tigairius 06-21-2009 09:49 PM

Well, I'm talking about system NPCs, little things like "join gralats;" is ok. Same with basic little trees and light effects, but if you have server with all of the system NPCs scripted in GS1 we will be less likely to approve you.

Bell 06-21-2009 11:39 PM

Quote:

Originally Posted by Tigairius (Post 1500785)
Well, I'm talking about system NPCs, little things like "join gralats;" is ok. Same with basic little trees and light effects, but if you have server with all of the system NPCs scripted in GS2 we will be less likely to approve you.

I think he means GS1 but who's paying attention to typos :D

He is correct though, we don't care about the simple npc's so much as long as they work properly. Its the system NPC's and Weapons that are of more concern.

DustyPorViva 06-22-2009 12:37 AM

I usually use GS1 on simple overworld objects because it means I can actually see how it effects the overworld while I'm working on it in the editor(offline).

Prozac 06-22-2009 01:22 AM

thanks for the info!

So, it sounds like how you would prefer people to work on a playerworld is basically

1) make the levels (gmap outsides and house/cave/etc insides) in the offline level editor - and in there, when we place images over chairs, lights in the windows or vines around outside trees etc. its ok to use GS1 for decorations. If you have to use GS1 to make it look right, then ok. Keep it //#CLIENTSIDE

2) Once the levels for the playerworld are made, and its time to add the npcs, buy a server space (or ask nicely to use the testbed server if money is tight) and use GS2 to make your system npcs, weapons, classes etc ... basically, anything that will be a weapon or control an attribute of the player, any script that does not confine you to the level editor in order to create it.

... that sound about right?


Since .nw files are basically plan text when you open them in notepad, has anyone made a 'GS1 detector' or better yet a 'GS1 to GS2 convertor'? Such a program could probably be made with Perl (there is also activeperl for windows) .. the File::Find module and some regular expressions could probably do it. Feed it a folder with a playerworld, and it generates a report ... lines it changed from GS1 to GS2, lines that detected something that the user should change etc

cbk1994 06-22-2009 01:37 AM

Quote:

Originally Posted by Prozac (Post 1500835)
2) Once the levels for the playerworld are made, and its time to add the npcs, buy a server space (or ask nicely to use the testbed server if money is tight) and use GS2 to make your system npcs, weapons, classes etc ... basically, anything that will be a weapon or control an attribute of the player, any script that does not confine you to the level editor in order to create it.

... that sound about right?

Yes, but Stefan has made it clear he doesn't want people making whole servers on Testbed, which is why he wanted to limit it to scripting in the first place.

Prozac 06-22-2009 01:59 AM

of course, yes oops i left out step 3

3. once your scripts work and you have your levels, rent a playerworld space and put the system/weapon npcs and levels together, prepare for your pw to be reviewed by pw staff to see if it can be hosted publicly

napo_p2p 06-22-2009 02:26 AM

Quote:

Originally Posted by Prozac (Post 1500835)
Since .nw files are basically plan text when you open them in notepad, has anyone made a 'GS1 detector' or better yet a 'GS1 to GS2 convertor'?

I made one for UN a while back when they were transitioning. But, it only made GS1 scripts more compatible with GS2. It didn't actually convert GS1 to GS2.

cbk1994 06-22-2009 02:42 AM

It's not really possible to directly convert GS1 to GS2 automatically because while just about anybody could change the syntax so it matches, there's a lot of stuff in GS1 that can be done more efficiently in GS2.

Prozac 06-22-2009 02:44 AM

Quote:

Originally Posted by napo_p2p (Post 1500857)
I made one for UN a while back when they were transitioning. But, it only made GS1 scripts more compatible with GS2. It didn't actually convert GS1 to GS2.

oh cool can you PM me a copy of the script? what language did you use to make it? i am curious to see how you did it

napo_p2p 06-22-2009 03:58 AM

Quote:

Originally Posted by Prozac (Post 1500860)
oh cool can you PM me a copy of the script? what language did you use to make it? i am curious to see how you did it

I'll have to see if I still have a copy of it somewhere. Basically, it was just a shell script that scanned files for certain variables and replaced them with different ones ... UN's main problem back was built-in variables (such as this.x and this.y) that caused many GS1 scripts to stop working.


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