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 A long overdue request to the development team. 
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Post Re: A long overdue request to the development team.
Dal wrote:
Higher level content in this case being defined as scenes, scenarios, missions, editors, and activity lists.


Thu Nov 26, 2009 7:56 pm
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Post Re: A long overdue request to the development team.
TheLastBanana wrote:
While this would be a good way of doing things in terms of keeping errors down, it would really slow down the already crawling loading process a fair amount. Files would have to be read multiple times.


Then again, loading time wouldn't be a problem if text-defined objects were serialized to disk, meaning parsing would only have to be done when a text file changes.


Thu Nov 26, 2009 8:57 pm
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Post Re: A long overdue request to the development team.
Anyone who has any formal training in computer science and software engineering, please raise your hand.

Everyone else, feel free to share your views on this matter, we'll correct you if you're mistaken. - Seraph


Fri Nov 27, 2009 12:37 am
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Post Re: A long overdue request to the development team.
Does a bachelor's degree count?


Fri Nov 27, 2009 9:27 am
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Post Re: A long overdue request to the development team.
I imagine it would.
This request is pointless, the only thing it does is increase loading time (assuming loading still works the same way, the game just creates all of the symbolic links (in this case, "CopyOf" objects) later) and encourages sloppy coding practice. And jesus, with all this "high level" bs:
Dal wrote:
Higher level content in this case being defined as scenes, scenarios, missions, editors, and activity lists.
so uh, wait
Dal wrote:
Higher level content in this case being defined as scenes, scenes, scenes, scenes, and activity lists.
This could be really easily be fixed by making missions.rte load last, and defining activities in there (as they are), or being able to flag something in your datamodule that makes it load last. If you're only using it for trivial means, why would data bother putting this in? He could do it much better by allowing anything with the Whatever.rte/PresetnameHere CopyOf links to delay until that .rte had loaded.


Fri Nov 27, 2009 12:26 pm
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Post Re: A long overdue request to the development team.
That, or people could learn how to properly reference material; that is: only within base.rte or their own .rte.


Fri Nov 27, 2009 8:22 pm
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Post Re: A long overdue request to the development team.
Grif wrote:
That, or people could learn how to properly reference material; that is: only within base.rte or their own .rte.

When they figure that out, we'll be able to make a kingdom of perpetual stability.
Everyone knows it's 1, then 2, and then 3,4,5,6,7,8,9,10... not 10, then -23476, then ±5.


Fri Nov 27, 2009 9:25 pm
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Post Re: A long overdue request to the development team.
Grif wrote:
That, or people could learn how to properly reference material; that is: only within base.rte or their own .rte.
Geti wrote:
This request ... encourages sloppy coding practice.
I thought my sort-of alternative at least allowed those that really really really wanted to to make a scene with 3 factions all fighting each other in some sort of-
why the hell dont you just make the units spawn with lua? Its interpreted when it's run, ie after loading, and doesnt require the engine to be rewritten. the only issue is Activities, really, and if missions.rte loaded last there wouldnt be a problem with any of that.
As a sidenote, GAScripted would be awesome for skirmishes.


Fri Nov 27, 2009 10:34 pm
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Post Re: A long overdue request to the development team.
Yet the in-game editors are just as useless for custom content under either of your proposed solutions. I don't suggest sloppy coding should be the game's responsibility, just that good coding doesn't have to be modified by the end user to run.


Sat Nov 28, 2009 1:24 am
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Post Re: A long overdue request to the development team.
Except the ingame editors are all virtually useless for anyone with a basic understanding of how CC works. The only things even marginally useful are the Gib Editor (for very specific applications) and the scene editor (in case you can't grasp how scene offsets work).

Adding mod content to the Scene Editor is not exactly a major thing on the to-do list, methinks.


Sat Nov 28, 2009 1:46 am
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Post Re: A long overdue request to the development team.
Which is unfortunate, because it would really streamline the experience and make it more professional. There's no reason those tools have to be so forgotten.


Sat Nov 28, 2009 2:49 am
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Post Re: A long overdue request to the development team.
Grif wrote:
Except the ingame editors are all virtually useless for anyone with a basic understanding of how CC works. The only things even marginally useful are the Gib Editor (for very specific applications) and the scene editor (in case you can't grasp how scene offsets work).

Adding mod content to the Scene Editor is not exactly a major thing on the to-do list, methinks.


Actually, the actor viewer is great for offset editing.


Sat Nov 28, 2009 5:36 am
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Post Re: A long overdue request to the development team.
So, with my addendum, where any content from other modules is checked for dependencies after its rte is loaded to allow inter-rte asset usage doesnt assess the issue that the scene editor produces? I am confuse @_.


Sat Nov 28, 2009 10:20 am
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Post Re: A long overdue request to the development team.
Loading via Lua is a poor and cumbersome solution, and misses the point. There should be more integration of community content into the game and editors, not less. Flags for loading last is just an extension of the inadequate alphabetical loading we have now.


Sun Nov 29, 2009 1:02 am
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Post Re: A long overdue request to the development team.
All I am hearing is complaining, no problem-solving.


Sun Nov 29, 2009 1:33 am
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