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[Freeciv-Dev] Re: Development Strategies [Was Documentation, Usability a

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To: Reinier Post <rp@xxxxxxxxxx>
Cc: freeciv development list <freeciv-dev@xxxxxxxxxxx>
Subject: [Freeciv-Dev] Re: Development Strategies [Was Documentation, Usability and Development]
From: Daniel L Speyer <dspeyer@xxxxxxxxxxx>
Date: Sat, 8 Dec 2001 14:33:33 -0500 (EST)

On Sat, 8 Dec 2001, Reinier Post wrote:

> On Wed, Dec 05, 2001 at 08:49:48PM -0500, Ross W. Wetmore wrote:
> > At 05:26 PM 01/12/04 +0100, Reinier Post wrote:
> 
> [...]
> 
> > >If scripts can even introduce new objects, object fields, and associated
> > >behaviour, this would be very similar to what Andrew Sutton tries to do.
> > 
> > You should differentiate between creating new objects and new instances of
> > currently possible objects, maybe.
> > 
> > The former is tricky, because usually a new object requires some new
> > feature processing code that you would need as well. The latter implies
> > all the processing capability is there, and you are just providing a
> > different arrangement of the available features.
> > 
> > So the question is, where do you expect to find/locate any new object 
> > type feature handling code if you do the former?
> 
> And this depends on the question: is it desirable to allow such code
> to be written and added at runtime? 

Yes, this would be very nice.  Players could edit units in responce to
pre-game discussion.  

> If not, it can be written in C
> and placed in in a compiled code module, and scripting only needs to
> select ruleset options.

Wait a moment, if we use compiled modules, then players can't see what
they do.  This makes unlocking-code cheats much more practical and also
may leave some players unaware of legitimate special powers.

Besides, writing a OS/archetechture-independant loadable module system
sounds a lot harder than embedding a scipting language.

--Daniel Speyer
"May the /src be with you, always"

> 
> -- 
> Reinier
> 
> 



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