Last's Blood Mod / no death mod
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Re: Last's Blood Mod / no death mod
are you ever gonna update to 209? i really want to fly with tengu sense he cant jump for shit.
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Re: Last's Blood Mod / no death mod
The user responsible for the mod package has been inactive since 2013.EmoArcanineVII wrote:are you ever gonna update to 209? i really want to fly with tengu sense he cant jump for shit.
Also does anyone know what language this was scripted in?
Re: Last's Blood Mod / no death mod
AngelscriptRedSweaterToast wrote:The user responsible for the mod package has been inactive since 2013.EmoArcanineVII wrote:are you ever gonna update to 209? i really want to fly with tengu sense he cant jump for shit.
Also does anyone know what language this was scripted in?
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Re: Last's Blood Mod / no death mod
Did they really have to write it in such a hard-to-learn language.rodeje25 wrote:AngelscriptRedSweaterToast wrote:The user responsible for the mod package has been inactive since 2013.EmoArcanineVII wrote:are you ever gonna update to 209? i really want to fly with tengu sense he cant jump for shit.
Also does anyone know what language this was scripted in?
Seriously props to whoever knows how to understand the Angelscript website.
Re: Last's Blood Mod / no death mod
It doesn't look that hard if you look at the code. Oh and since apparantly it supports their superior tech it's a good choice to use it.RedSweaterToast wrote:
Did they really have to write it in such a hard-to-learn language.
Seriously props to whoever knows how to understand the Angelscript website.
Re: Last's Blood Mod / no death mod
its not as simple as it looks, gets annoying when people that seem to have never coded before bash those that try to learn.rodeje25 wrote:It doesn't look that hard if you look at the code. Oh and since apparantly it supports their superior tech it's a good choice to use it.RedSweaterToast wrote:
Did they really have to write it in such a hard-to-learn language.
Seriously props to whoever knows how to understand the Angelscript website.
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Re: Last's Blood Mod / no death mod
I don't think anyone you quoted tried bashing anyone. One says they think it looks really hard and the other answers that they think it doesn't look hard if you look at actual code. Just opinions.samjb1992 wrote:its not as simple as it looks, gets annoying when people that seem to have never coded before bash those that try to learn.
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Re: Last's Blood Mod / no death mod
Coding is one thing I've never been able to wrap my head around, and anything that I have learned goes in one ear and out the other, I suppose to someone who might have practiced in coding even of other languages, they can grasp new ones a little easier.Silverfish wrote:I don't think anyone you quoted tried bashing anyone. One says they think it looks really hard and the other answers that they think it doesn't look hard if you look at actual code. Just opinions.samjb1992 wrote:its not as simple as it looks, gets annoying when people that seem to have never coded before bash those that try to learn.
Also does anyone know what the outdated files are in the mod? I can try comparing them to updated files in base Overgrowth (Or has that been tried already?).
Also after doing a little research, I found that Amnesia was coded in Angelscript, perhaps a few tutorials on coding custom stories could help with learning it?
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Re: Last's Blood Mod / no death mod
If you download the mod you can see all the script files that have been changed, there are a few. I would suggest using some automated diff functionality in a program to see the difference between the files since they can be quite big. Notepad++ has a plugin for this purpose called "compare" or something like that.RedSweaterToast wrote:Also does anyone know what the outdated files are in the mod? I can try comparing them to updated files in base Overgrowth (Or has that been tried already?).
Re: Last's Blood Mod / no death mod
i did that and it broke the enemy AISilverfish wrote:If you download the mod you can see all the script files that have been changed, there are a few. I would suggest using some automated diff functionality in a program to see the difference between the files since they can be quite big. Notepad++ has a plugin for this purpose called "compare" or something like that.RedSweaterToast wrote:Also does anyone know what the outdated files are in the mod? I can try comparing them to updated files in base Overgrowth (Or has that been tried already?).
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Re: Last's Blood Mod / no death mod
Enemy AI was the main error showing when I first downloaded the mod and tried to run it, are there no ways to fix enemy AI once you update the rest of the script?rodeje25 wrote:i did that and it broke the enemy AISilverfish wrote:If you download the mod you can see all the script files that have been changed, there are a few. I would suggest using some automated diff functionality in a program to see the difference between the files since they can be quite big. Notepad++ has a plugin for this purpose called "compare" or something like that.RedSweaterToast wrote:Also does anyone know what the outdated files are in the mod? I can try comparing them to updated files in base Overgrowth (Or has that been tried already?).
Re: Last's Blood Mod / no death mod
The tricky part is deciphering what is different between the files because of updates from this mod, versus what is different because david added new code. You kinda need to check against both the original at the time, and the new vanilla code, and also the new code against this script... I came pretty close once to figuring it out, but I ran into a real issue when I was looking at some of the Ai issues... since I'm not a programmer, I couldn't totally figure it out...
I hope Last is doing alright, I know he said he was going to be busy for a while...
I hope Last is doing alright, I know he said he was going to be busy for a while...
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Re: Last's Blood Mod / no death mod
Wow, a while was right...Anton wrote:The tricky part is deciphering what is different between the files because of updates from this mod, versus what is different because david added new code. You kinda need to check against both the original at the time, and the new vanilla code, and also the new code against this script... I came pretty close once to figuring it out, but I ran into a real issue when I was looking at some of the Ai issues... since I'm not a programmer, I couldn't totally figure it out...
I hope Last is doing alright, I know he said he was going to be busy for a while...
Could you link the AI issues you found? perhaps I could take a crack at it.
Re: Last's Blood Mod / no death mod
Unfortunately, I didn't save what I did, because I didn't really trust my results... if I find some time to try it again, I'll send you what I did, but ultimately, it will probably be just as easy for someone who programs to start from where I started, and get better results...RedSweaterToast wrote:Wow, a while was right...
Could you link the AI issues you found? perhaps I could take a crack at it.
A lot of the code is commented as "flying mod" or similar things in his mod, so some of it is easy to find... just not all of it. And the places that became confusing for me were the ones where the flight mod changed the movement characteristics of the character.
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Re: Last's Blood Mod / no death mod
In my two day attempt to actually compare the files, I failed to re-install eclipse because someone thought it would be funny to let people download the C++ version with a handful of corrupted files.
When I downloaded the mod and opened it on a secondary scripting program, my screen froze.
So no luck here.
When I downloaded the mod and opened it on a secondary scripting program, my screen froze.
So no luck here.