Reply to Re: shevek creates a DMod! with PyDink
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November 13th 2012, 05:45 AM
shevek
It just makes it so easy.
Well, yes, that's why I implemented it. I'm not surprised that you like it, but that it's not present in WinDinkEdit.
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.
Hmm, that would require me to keep track of dependencies (which parts need to be rebuilt if this or that changed), which may be quite a pain. However, for tile hardness this may be possible, and I think that may be the slowest part of the process. But I really should do some profiling first.
if you have features that aren't compatible with 1.08/FreeDink/DinkHD then the editor should give a warning when you use them
During editing, I'm play-testing often. Whenever that happens, the DMod is compiled, and that will fail if there are incompatible features in it. So it isn't a big problem.
Most compatibility problems are (and can only be) detected when compiling, for example the number of used global variables is determined when preprocessing the scripts. If I'll ever add features which are fundamentally incompatible, I'll mark them or make it a mode. But I don't think I'll do that any time soon.
Well, yes, that's why I implemented it. I'm not surprised that you like it, but that it's not present in WinDinkEdit.
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.
Hmm, that would require me to keep track of dependencies (which parts need to be rebuilt if this or that changed), which may be quite a pain. However, for tile hardness this may be possible, and I think that may be the slowest part of the process. But I really should do some profiling first.
if you have features that aren't compatible with 1.08/FreeDink/DinkHD then the editor should give a warning when you use them
During editing, I'm play-testing often. Whenever that happens, the DMod is compiled, and that will fail if there are incompatible features in it. So it isn't a big problem.
Most compatibility problems are (and can only be) detected when compiling, for example the number of used global variables is determined when preprocessing the scripts. If I'll ever add features which are fundamentally incompatible, I'll mark them or make it a mode. But I don't think I'll do that any time soon.