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Reply to Re: shevek creates a DMod! with PyDink

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November 13th 2012, 04:37 AM
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"You seem to be very excited about this."

It just makes it so easy. When creating a D-Mod myself I frequently play test the screen I am currently building, to test a script, hardness, depth que or whatever. Having this feature just makes it faster (especially being able to start at a specific point on that screen too).

Speaking of faster, I have a suggestion to speed up the compiling: what about giving a similar option to Visual Studio's Build or Rebuild? Build would compile only those scripts/graphics that have changed since the last build, and Rebuild would compile the whole D-Mod regardless of whether anything has changed. That way only the first build would take a long time.

Another suggestion for when the engine comes along: if you have features that aren't compatible with 1.08/FreeDink/DinkHD then the editor should give a warning when you use them, either mapping or scripting. Alternatively it might be easier to have two modes depending on the target engine, with some features limited or changed in each mode.