I've never tried your editor because last I heard, it was a .jar file, and I don't even know what that is, or how to run it.Blzut3 wrote:Oh yeah, you don't need an extra compiler for Strife dialogs. My editor will decompile and compile dialogs natively (so the KSSC support is just for compatibility at this point).
Gez wrote:The "uncompiled form" of the Strife dialog scripts is unknown. All we have is their compiled form. Kaiser's tools were using a grammar of his own; but any other grammar could have been used... In fact, IIRC, the language has changed between two versions of KSSC.
Correct me if I'm wrong, but this stuff sounds to me as though it doesn't matter what type of syntax is used, as long as the compiler can convert it into something the engine can understand. If that's the case, it would be even easier to abandon KSSC syntax entirely and move to something more similar to ACS or DECORATE or whatever the devs might want to create.Graf Zahl wrote:ZDoom's internal representation of Strife dialogs is quite different from the compiled format. As such, if there was a text based format for it, it would not be KSSC. For example, internally actors are represented by their name, not their conversation ID.
@ Graf: Is it at all feasible for someone to create a syntax that is not only easier to understand, but also with the ability to add more features to the Dialog Scripts, such as the way ACS has been significantly enhanced? Is it possible to perhaps remove some of the awful limitations of the current Dialog Scripts to make it more powerful and useful?