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Adding Scripting to Feature-Rich mirage - Printable Version

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Adding Scripting to Feature-Rich mirage - Labmonkey - 12-04-2009

Ok, so I would like to have an intelligent discussion about adding scripting to my version of mirage. Now I posted it here so that I wouldn't get the usual response of "SADSCRIPT IS SLOW!!!!!!!!!1111". Yes, I know scripting can be slow, but if you don't use it like elysium and its descendants to which is to have main parts of the code in vbScript, and use it for making custom npcs and items and spells, it can become a very useful tool to even the experienced programmer.


So my question is what would be the pros and cons of adding scripting. Who is for it and who is against it?


Re: Adding Scripting to Feature-Rich mirage - jsventor - 12-04-2009

I think its a great idea just as long, as like you said, there isnt a level up sub, on death sub, join game sub, blah blah blah, I think it should be strictly for NPC's, Items, and spells, Oh and Tiles.


Re: Adding Scripting to Feature-Rich mirage - Joost - 12-04-2009

Like I said, scripting is a must for any game, opensource or not.

Using it properly would mean the scripting is being used for a LOT more than a simple JoinGame, so speed's definatly a big factor.


Re: Adding Scripting to Feature-Rich mirage - Labmonkey - 12-04-2009

show me "fast" scripting.


Re: Adding Scripting to Feature-Rich mirage - Nean - 12-04-2009

I was talking to a C programmer about scripting languages a while ago, and he mentioned BooScript, LUA, and Python for scripting. Also, I made a topic about implementing SadScript effectively, but I guess no one knows, or is too lazy to explain. Big Grin


Re: Adding Scripting to Feature-Rich mirage - Labmonkey - 13-04-2009

I wouldn't locate it in the map file. The client doesn't need the scripting features, and it is useful to have the same maps clientside and serverside. But yes, I was thinking of having the script editor inside the other editors, map editor included.


Re: Adding Scripting to Feature-Rich mirage - Jared - 14-04-2009

Labmonkey Wrote:Ok, so I would like to have an intelligent discussion about adding scripting to my version of mirage. Now I posted it here so that I wouldn't get the usual response of "SADSCRIPT IS SLOW!!!!!!!!!1111". Yes, I know scripting can be slow, but if you don't use it like elysium and its descendants to which is to have main parts of the code in vbScript, and use it for making custom npcs and items and spells, it can become a very useful tool to even the experienced programmer.


So my question is what would be the pros and cons of adding scripting. Who is for it and who is against it?


im for it.


Re: Adding Scripting to Feature-Rich mirage - Labmonkey - 14-04-2009

of course.


Re: Adding Scripting to Feature-Rich mirage - james1992_2006 - 15-04-2009

Nean Wrote:I was talking to a C programmer about scripting languages a while ago, and he mentioned BooScript, LUA, and Python for scripting. Also, I made a topic about implementing SadScript effectively, but I guess no one knows, or is too lazy to explain. Big Grin

I've experimented with LUA in the past, It's kind of slow when It loads the very first thing(like the first scripted npc or w/e you click loads up slow) but after that everything load's up pretty quick.


Re: Adding Scripting to Feature-Rich mirage - ExoShox - 21-04-2009

im for it. just make two versions, one with the strict stuff and one with the junk (join game, etc) added in for noobs who will fumble with the hardcode and possibly screw their game/engine