Contributions > Modding / Experiments

scripting

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gchevallereau:
Hi,

I have recently started playing with SWIG(http://swig.org). I have tried to bind some parts of OpenXcom in python. So far, i have a working version which allow to run some python script. I have uploaded some example scripts i have tried here : http://gchevallereau.net/guillaume/python/
I will push this to my personal git repo soon, but I want to know if there are people interested?
I think that this would be an interresting addition to OpenXcom. This can be used to help development and maybe later this can be an interresting tools for modders.

Volutar:
I agree with idea of getting game logic into script with native engine.
It will greatly simplify all aspects of "modding" and extending/expanding of game.

michal:
+1 from me ;) But i'm not sure about python. What about lua? It's popular in games:

http://en.wikipedia.org/wiki/Category:Lua-scripted_video_games

But of course any scripting language is better than none :D

Daiky:
What was already said here:
http://openxcom.org/forum/index.php/topic,11
And that discussion did lead to having all hardcoded data in external YAML files. Which imho is already a big step forward.

Also, you will see that modders always come up with things that will not be able to be done with scripting alone. Code changes are always needed. Unless you have a very generic game engine, and really move all logic to scripting. But then I think we can start all over again... but I can be wrong, because honestly I don't have any experience with either python or lua.

michal:
You could move game logic from c++ to scrips partially, for example battlescape ai first, then geoscape ai, etc.

Anyway, that stuff should wait after 1.0. Adding it now to official repo could slow project too much. But IMHO it's good to experiment ;)

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