What about NBlood's 'modern' features

Professor Hastig
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What about NBlood's 'modern' features

Post by Professor Hastig »

I recently noticed that the latest updates for this weren't merged with Raze anymore.

What's the status? Is this feature set still being pursued or has updating it stopped for good?
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Graf Zahl
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Re: What about NBlood's 'modern' features

Post by Graf Zahl »

We decided not to update this code anymore.
It's always massive commits with extensive changes that we'd have to manually merge. Since it's an all-or-nothing proposition each time a new revision is added to NBlood we had to go for the 'nothing' route when one of the larger changes rewrote half the added code and killed all hope to go through it manually.

Unless something changes about how this is being developed this will remain in its current state.
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Re: What about NBlood's 'modern' features

Post by yum13241 »

What did they do anyway?
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Graf Zahl
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Re: What about NBlood's 'modern' features

Post by Graf Zahl »

In a notshell, scripting without scripts. It is about placing lots and lots of sprites into the map that could define in-game events of varying complexity.
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Re: What about NBlood's 'modern' features

Post by yum13241 »

Why not make actual scripts then? ACS: Build Edition?
Professor Hastig
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Re: What about NBlood's 'modern' features

Post by Professor Hastig »

That's a good question. I guess that happens when people try to shoehorn new features into a limiting framework.
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Graf Zahl
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Re: What about NBlood's 'modern' features

Post by Graf Zahl »

Adding a real scripting language to the engine is an entirely different level of complexity. Although with the work that so far went into this it might have amortized itself by now.
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Re: What about NBlood's 'modern' features

Post by yum13241 »

So are these "modern" features adding themselves with fake scripts to enhance stuff? Doesn't that sound super incompatible? How did this even fly in the first place?
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Phredreeke
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Re: What about NBlood's 'modern' features

Post by Phredreeke »

AFAIK there's no scripting, just a ton of different variables to alter hardcoded behavior
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StrikerMan780
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Re: What about NBlood's 'modern' features

Post by StrikerMan780 »

Aren't these things part of NotBlood, not NBlood? I was certain NBlood was still mostly vanilla.
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Re: What about NBlood's 'modern' features

Post by Professor Hastig »

No, they are indeed part of NBlood. The origins of this feature go back to a time long before NotBlood started to exist.
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Phredreeke
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Re: What about NBlood's 'modern' features

Post by Phredreeke »

It's still vanilla in the sense that any extensions are disabled unless a certain trigger is present. also there's a compile flag that can be used to disable extensions altogether.

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