Why close the thread discussing TorqueScript?
by Derry Bryson · in General Discussion · 09/21/2007 (9:27 pm) · 45 replies
I understand that Derek might have gotten out of hand, but you modded that out and banned him (or whatever). So why can't the discussion continue? I was learning stuff about possible replacements, etc.
#42
Edit: oh, and my Lua<->TorqueScript bridge has been in the resources section here ever since I wrote it, maybe over a year now.
09/25/2007 (11:38 am)
My TGB game is about 70% Lua. I made a bridge so Lua and Torquescript can pass each others variables and execute each others code. I only use TGB for its graphics and GUI systems, all the game logic is in Lua. So if I ever need to, I can move my project to another engine that supports Lua (which is a good number of them) and not have to start completely from scratch.Edit: oh, and my Lua<->TorqueScript bridge has been in the resources section here ever since I wrote it, maybe over a year now.
#43
I don't understand this. If its open sourced, would there not still be updates or fixes? I do agree though with Rubes that the engine doesn't have to be open sourced for this, unless the person isn't wanting to pay for the engine.
09/25/2007 (12:53 pm)
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What's stopping you or anyone from just doing that right now?
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The thought of updating their custom code all over again whenever GG releases a 'fix' or a major update?
I don't understand this. If its open sourced, would there not still be updates or fixes? I do agree though with Rubes that the engine doesn't have to be open sourced for this, unless the person isn't wanting to pay for the engine.
#44
As Nikhil said, point-in-time snapshots are a bitch to maintain. Plus, an open source license (not one you have to fork out money for) is more attractive to dabble with in your spare time, than one which you paid for and thus have to get something out of.
09/25/2007 (12:55 pm)
@ RubesAs Nikhil said, point-in-time snapshots are a bitch to maintain. Plus, an open source license (not one you have to fork out money for) is more attractive to dabble with in your spare time, than one which you paid for and thus have to get something out of.
#45
In everyone's opinion, at the end of the day, which would have the greatest advantages if you were coding a game mostly in script - Using Torquescript or PyScript? Especially from the point of view of making a Baulder's Gate 2, Fallout 2, Dungeon Siege 2 type RPG party based, quest driven game? I would be very interested in any opinions at all.
09/27/2007 (9:02 am)
There are a lot of useful things that have been said in this thread and since we are on the subject of scripting I would like to know something. In everyone's opinion, at the end of the day, which would have the greatest advantages if you were coding a game mostly in script - Using Torquescript or PyScript? Especially from the point of view of making a Baulder's Gate 2, Fallout 2, Dungeon Siege 2 type RPG party based, quest driven game? I would be very interested in any opinions at all.
Torque 3D Owner Rubes