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nestharus
09-22-2011, 12:01 AM
1. Is there an API available anywhere for the Lua? I'm talking about stuff like the player objects and what not.


2. It seems a little unclear as to the multiplayer capabilities of the modding. Would it, for example, be possible to do things like current warcraft 3 maps? Furthermore, in multiplayer custom maps, is it possible to move from one map to another (load up maps) while keeping the games sync'd?

Is it possible to have local player data, similar to the GetLocalPlayer function in wc3?


What I saw was that games were up to 8 players. I'm mostly interested in making some ORPGs for Dawn of Fantasy =).


Is the Lua IO library open or is it locked down? Some maps may become dangerous with the IO library open, so this is why I ask this question.


Is there a way to interact with online databases like MySQL? I ask this because there is stuff for MySQL for Lua.

Is the Lua stuff that is packed with the game just the standard distribution?


That's all for now, tx =).

nestharus
09-23-2011, 11:15 AM
Ok, so it's been like 2 days now with no answers ;o.

I need to know this stuff before buying the game. Me buying the game depends on the answers to these questions ; ).

andreicde
09-23-2011, 11:17 AM
probably since they are busy polishing the game as much as possible before release. after all,the game gets released in 7 days

Konstantin Fomenko
09-23-2011, 11:41 AM
Ah moving this post to the scenario design forum:)

To start things of DoF feaures a powerful scenario editor - where you can code any sort of scripting in Lua. Shortly after release we are also adding a "module" modding capability - for these wishing to take things further and perhaps create a brand new game using DoF engine.

1. Is there an API available anywhere for the Lua? I'm talking about stuff like the player objects and what not.


Yes, we will need to release some documentation for advances stuff like unit coding, changing gameplay mechanics e.t.c

2. It seems a little unclear as to the multiplayer capabilities of the modding. Would it, for example, be possible to do things like current warcraft 3 maps? Furthermore, in multiplayer custom maps, is it possible to move from one map to another (load up maps) while keeping the games sync'd?


This is possible without any modding just by using scenario editor. However - it would take us few more weeks before we add multiplayer support for fan made scenarios.


Is it possible to have local player data, similar to the GetLocalPlayer function in wc3?

Yap.

What I saw was that games were up to 8 players. I'm mostly interested in making some ORPGs for Dawn of Fantasy =).


Is the Lua IO library open or is it locked down? Some maps may become dangerous with the IO library open, so this is why I ask this question.

All the default game files are locked up. But if you are creating a new "module" for the game - you`ll be able to unlock all the files.


Is there a way to interact with online databases like MySQL? I ask this because there is stuff for MySQL for Lua.

Is the Lua stuff that is packed with the game just the standard distribution?

Andy Joslin
09-23-2011, 12:34 PM
Is the Lua IO library open or is it locked down? Some maps may become dangerous with the IO library open, so this is why I ask this question.
Much of it will be closed.


Is there a way to interact with online databases like MySQL? I ask this because there is stuff for MySQL for Lua.
The DB functions at the moment save to a local database for each player. We will probably keep these and have the local DB reset after each scenario.

Is the Lua stuff that is packed with the game just the standard distribution?
It is our own version.

nestharus
09-24-2011, 04:14 AM
Well, one big thing in wc3 dev is save/load. Blizzard addressed this in Starcraft 2 by adding banks. How do you plan to support persistent data? I believe that the best way to support this would be through an online database. While Blizzard's design of banks might have seemed smart in Starcraft 2, it keeps data local to a given computer, meaning that a person can't load up their data on another machine (for example, a laptop while traveling).


Furthermore, do you have any map protecting procedures planned? If the maps are plainly open, then anyone can steal anyone else's map. Another issue would be cheating. Furthermore, if you had games that supported persistent data like an ORPG, then cheating would be quite an issue. In warcraft 3, there are many ORPG maps that are modified so that players can get cheated characters.


Otherwise it is sounding like this game is showing a lot of promise for modders looking to move on from Warcraft 3 =). All of Starcraft 2's weird gimmicks made a lot of modders not move on from Warcraft 3. I'm sure that if you really make the modding portion of the game something to behold, you'll be able to capture the majority of modders that are on Starcraft 2 and Warcraft 3.


Also, the scripting editor is rather lacking. One good start would be to add a complete list of functions/objects to it. As someone types, the function/object comes up. This is something that was done in JassNewGen Pack for Warcraft 3. This feature can be expanded to include functions/objects coded by a user, not just those that are part of the Lua distribution. It is rather daunting to require someone to memorize an entire API, no? Sure, if you coded long enough in it, you would have the whole thing memorized eventually, but that could take years.


Also, is it possible to have multiple players in the same game on different maps? I noticed that you could add new scenarios or maps or whatever they are called to your project, meaning that one project could contain multiple maps in it. Using this feature, it is possible to create maps for cities, maps for houses, or w/e else. If it was possible for two players to be in the same game and chat to each other and what not while being on different maps, this would mean that indoor areas and dungeon areas would be very conceivable. Furthermore, if it was possibly to actually load up different instances of a map for different players, then that would be even more fantastic as it would offer a way to reuse the same maps for different situations (for example, a player's house or a ship). Really, I think just the idea of instancing maps and sending the players to those instances is much better than just loading up a map for a player =). It allows a lot more things and no current RTS or MMORTS supports this.


Also, will it be possible to change things like unit descriptions (specific to a player) and unit stats in-game? Will it be possible to change a unit's model in-game? One thing that comes up a bit in Warcraft 3 is the idea of morphing or evolving. A lot of the time, this involves just changing the unit model. At other times, this requires "morphing" the unit. Is it possible to "morph" a unit, meaning that a unit is replaced by another unit while retaining its current pointer? Simply replacing a unit with another unit could potentially lose a lot of information (for example, a custom ability may be on that unit; when the unit is simple replaced, the ability is lost). Also, if things are referencing that unit's pointer (yes, I know pointers are in the background in Lua, but referencing a unit still references that pointer since it's a table) and a unit is replaced, then all things referencing that unit will break. Supporting a way to replace a unit with another unit without replacing the actual table would be extremely helpful. This replacement could involve just replacing all of the current unit information with the new unit's information (for example, life). Of course, you would have to be careful of modifications (like upgrades). Yea, morphing is just a pain, but there are plenty of people that like to use it. Warcraft 3 does support this, albeit annoyingly ; P. In it, a user has to use either a special Chaos ability or a special transformation ability, the latter taking advantage of a Warcraft 3 bug


Thank you for moving this thread also.


These are current posting priviledges for the Scenario Design and Modding Forum in case you wondered why I posted this in the Main Square


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Andy Joslin
09-24-2011, 10:16 AM
1. I don't think there will be a way to save persistent data in a custom scenario (in a mod, yes). Could possibly change, but it's doubtful.

2. I don't know about map protection.

3. We do have many improvements planned for the scirpting editor, including at least auto-complete. Right now it is in the same state it was when it was first created.

4. The editor does support more than one map per map. However, each player has to be on the same map at the same time. But, you could still create seperate 'maps' within one map using different ViewTargetBounds for each player (restricts where player can scroll/what is shown on minimap). So when player 1 enters a house just set player's 1's ViewTargetBounds to (houseTopCornerX, houseTopCornerY, houseBottomCornerX, houseBottomCornerY)

5. Unit descriptions: Yes.
Unit models: For now limited yes, but hopefully we will have full unit editing available within the editor later (For mods a full yes, but for scenarios only quite limited at the moment)
Morphing: No. But you can easily clone the stats you want then change the pointer where necessary, if you build a robust enough system. Lua is a good language
Eg if you wanted morphing with abilities, you could just add a SwitchOwner function to the ability script.

Morphing is really not that hard if you just build all your systems with it in mind.

nestharus
09-24-2011, 01:16 PM
Please elaborate the differences between a module and a scenario-

1. can either be downloaded through the game similar to how Warcraft 3 does hosting? The way Warcraft 3 does the downloading allows for easy distribution of maps, which is one reason why Warcraft 3 has lasted so long. Hardly anyone downloads maps outside of the game. Once maps are required to be downloaded outside of the game, the target audience plummets in size.

2. Estimated file size limits for either? For example, Warcraft 3's file size limit is 8 megabytes.

3. Designing a module vs designing a scenario (very light, for example what editors might be used for the module and what editors might be used for the scenario).


Also, being able to have persistent data is pretty big in the modding communities. Blizzard created the entire bank structure to give you an idea of how much modders like to be able to save persistent data. Without that feature, modders have to make save/load codes, strings that are outputted to a player that contain encrypted compressed information that the player then types into another game.


Also, map protection is an even more major deal to modders. Vexorian's Map Protector for Warcraft 3 is used on just about every single decent map created for Warcraft 3. A big concern of modders is map theft and cheating, hence why modders really want map protection. Yes, open knowledge is good, but it leads to those two serious problems =).


For today's modders, they'd decide between Dawn of Fantasy, Warcraft 3, and Starcraft 2. One of the things that keeps a game like this alive for a very long period of time are modders. By providing better tools, you can ensure a long lifespan of the game.


There are 4 main categories of modders from my experience-
Terrainers
Modelers
Textureres
Coders


There could be composers and voice actors as well, but for a lot of people those two things just aren't worth it.


Of those categories, terrainers, modelers and coders are by far the biggest groups. Furthermore, a lot of modelers and terrainers may not have access to coders, which is why Blizzard has a GUI for scripting. This way a modeler does not have to learn how to program in order to make a quality map =). The majority of maps are created using a GUI. By not providing a GUI, you cut out a very large portion of the modding population. Yes, I'm a coder and never use a GUI, but just about everyone I deal with on 3 major modding sites does use a GUI. Many GUI users also want to be able to use regularly coded systems through a GUI, which is why Blizzard made it possible to, for example, use a Galaxy script through a GUI.


Also, just throwing this out there, but another very popular feature is custom interfaces and floating windows. Custom projectiles (being able to reference those projectiles and what not) as well as being able to reference actual attacks (damage source -> attack, unit) are other very major things. Being able to reference attacks made on a unit as that attack is issued and resolved (including AoE attacks) would be extremely helpful. This was attempted in Warcraft 3 many times, but failed in all cases. I was one of the people who tried to write an Attack Indexer (a way to retrieve and reference attacks).


I mentioned Blizzard a lot because your biggest source of modders will probably be those that are currently modding for Warcraft 3 and or Starcraft 2. Since you already know your audience and know exactly what they want, it is up to you to decide whether you want to provide them with those tools or not =).


Anyways, just things to think about.

Andy Joslin
09-24-2011, 02:48 PM
At the moment, the difference between the a mod and a scenario is that a mod can edit..anything in the game. It can create / edit interface files, create/edit units and sounds, etc.

At the moment a scenario cannot have a new unit file or sound file or anything attached to it. However, we really want to add this and our current scenario structure makes adding this not too hard, but other gameplay features are higher priority right now.

So in the future, you will most likely see the ability to easily attach new units or models or sounds or anything to a .dofscn. This will make a scenario nearly the same as a mod.

2. I don't know about file size limits. Definitely won't be very low.


3. Mods? The Dawn of Fantasy is engine is basically just a lua interpreter. Almost everything you see in the game is scripted. This makes modding in dawn of fantasy immensely powerful. You could turn DoF into almost anything you want if you know lua.

4. Persistent data: Well, it is a possibility. But not very likely.

5. Map protection: we share similar thoughts. I was a designer for Starcraft & Age of Empires II for many years before I joined Reverie, and I still fool around with AoE2 a bit. Many of my coworkers are in similar boats.
So put down protection as another 'possibility'. This would be one of the easier features to add.
Since every .dofscn is simply a modified zip archive - try opening any dofscn in WinRAR and look :). This archive layout of scns is why adding attachable unit files or sounds or anything would be not too hard an addition for us. This archive format also lends itself to easy map protection - we would just need to add something very similar to the way WinRAR puts a password on an archive, then add that to the editor.

6. GUI scripting is something we have wanted to add for awhile. But it probably will not happen anytime soon, it is a big project.
However, a modder could easily create a GUI scripting utility for us. Gogo guys ..;)

7. Custom interfaces: A completely custom interface is not possible in a scenario. But it is possible in a mod (since all interface is just a lua script in /Resource/Interface/).
A possibility at a later date, though, is to add some communication functions so that the scenario script could tell the interface what kind of interface to create. A modder could also write this communication and submit it to reverie.

8. Unit events: you will be happy. :) Each unit has an 'event' function each time almost anything happens. Including OnAttackReady, OnAttack, and OnAttackEnd events. There is already functionality for the scenario to use these events. OnAttack and OnAttackEnd tell you the attacker and the target, like you wish, as well. Custom projectiles aren't hard either.

nestharus
09-24-2011, 04:00 PM
So, when a unit attacks, you will be able to retrieve an actual attack object?

Unit attacks -> generate attack object




See, what I'm concerned about is being able to retrieve actual attacks like they are objects, both melee and projectiles. For example, the projectile would be the attack object. In melee, the attack object would be who knows what. When a unit ends up being hit, that attack object should be retrievable. Retrieving the attacking unit/attacked unit is semi useless without being able to retrieve the attack object.


Possibilities: chance to hit based on distance of the attack being initiated from the target unit. For example, if target unit is at 300z and the attack took place at 100z as a projectile, the chance to miss might be much higher. This data can't be stored on the attack unless there is an attack object. Just retrieving the attacking unit's coordinates would give inaccurate result as the unit could have moved while the projectile was heading towards the target. Does this make sense now? : )

A lot of people in the Warcraft 3 community have wanted attack indexing for a long time and there is currently no resource that accurately pulls this off in Warcraft 3, making this absolutely impossible to do it in Warcraft 3. I don't know if Starcraft 2 supports this or not. However, if Dawn of Fantasy supported this, custom combat would be incredibly easy to pull off and rather lightweight since it could let the c++ code deal with moving the projectiles or w/e and handle collisions.

Also, it might be very useful to be able to apply a velocity and acceleration to a unit. This would allow for custom projectiles without coding the movement of these projectiles in the Lua, which would allow for more projectiles on the screen at one time. The big bottleneck in custom projectiles on Warcraft 3 is the JASS code required to move them.

Magicus
09-25-2011, 01:39 PM
I look forward to getting inside the editor in the future. I had a go for a brief moment but couldn't switch it to renedered view so at least I can see the textures (perhaps it's meant to be this way).

Referring to the above discussion my notion of a modder is: a person who "modifies" (elaborates upon / extends) already incorporated assets as opposed to a game designer who makes his own from scratch.

Ultimately one couldn't claim copyright for the things one created with Reverie's because one wouldn't be using one's own assets and one's own engine and that disqualifies one from calling oneself a game designer / dev (unless one pays royalties like with Unity3d or CryEngine), but you could claim you incorpotated your own elements in your scenarios like code, individual assets therefore "modding" is the right word.

That said it doesn't stop me from having fun with the editor especially if there's a prize for using it :).

Andy Joslin
09-28-2011, 01:27 PM
Hey nestharus, sorry for the late reply.

(Re: attack objects)
When a melee unit attacks you cannot retrieve an attack object. For a melee unit all you have pertaining to attacks is an onattack event, an onstrike event for each weapon, and the before and after attack events. Also you have OnWound and OnDefend and OnStruck events for the defender.

For units that do have projectiles though, you have events for the projectile's launch and strike (you can determine whether it struck its target or missed in the struck event). You can manipulate it outside of these events too if you wish. Projectiles do have custom properties, and you can add as many as you want.

(Re: possibilities)
Your possibility #1 is definitely possible if you retrieve the projectile object
I haven't really looked into a velocity/acceleration system, but it seems like it would be pretty lightweight in lua. But not sure on this one.


@Magicus,
To get the rendered view, make sure you create a new map (top left corner button). If you did, I'm not sure what is wrong

Magicus
09-28-2011, 03:08 PM
Hey nestharus, sorry for the late reply.

(Re: attack objects)
When a melee unit attacks you cannot retrieve an attack object. For a melee unit all you have pertaining to attacks is an onattack event, an onstrike event for each weapon, and the before and after attack events. Also you have OnWound and OnDefend and OnStruck events for the defender.

For units that do have projectiles though, you have events for the projectile's launch and strike (you can determine whether it struck its target or missed in the struck event). You can manipulate it outside of these events too if you wish. Projectiles do have custom properties, and you can add as many as you want.

(Re: possibilities)
Your possibility #1 is definitely possible if you retrieve the projectile object
I haven't really looked into a velocity/acceleration system, but it seems like it would be pretty lightweight in lua. But not sure on this one.


@Magicus,
To get the rendered view, make sure you create a new map (top left corner button). If you did, I'm not sure what is wrong

I was getting errors when trying to activate editor. It most likely has to do with other bugs (stuck on 1.73B update). Nevermind, thanks for good intentions another time maybe. I suggest you make the editor free of charge available to everyone (with trial version of the game) because there's a lot people who might contribute industry-standard content and are unwilling to pay for the game (service on behalf of modders would simply out-charge the cost of the game itself (unless you employ somebody who'll do the work free of charge; kudos then).

If anyone wanted the game for the sake of assets or code included in it (through the use of ripping soft or just plain unpackers) - it wouldn't be a problem to a person who modded other games or who's a CGI techie himself/herself (for whatever reason in this case) therefore I don't see a reason why editor shouldn't be available with a trial version of the game for free. Nwn1 modding community had a lot to offer for instance and certain percentage of player created content was better than what Bioware employees had to offer. Don't take my word for it and investigate.

Take care, cheers.

nestharus
10-02-2011, 03:52 PM
So... back on wc3, I have a friend who implemented save/load features for a game so that players could save their stats. Somebody cracked their code, so they came to me and I put in rather advanced encryption. This person then, rather than cracking the code, opened the map via an MPQ viewer and modified the JASS code inside to give them cheated codes. Good map protection would have saved his game. Due to all of the code resets, most people have quit playing his game.


In games with lots of information like TKoK, the save/load codes are really massive. In some games, people have to type in 100+ characters. These games also save very little information =|. Codes can be used to save things like ratings for a mini-game or character information for an ORPG.


The next problems that arise from save/load codes are item trading and abuse of the open access to codes. For example, a player might save their character and then trade their item to another player and have that player save. By doing this, they have duplicated that item.


Players might abuse save/load codes in mini-games where ratings are saved. If a player loses, they won't want to save their code at all. In this way, every player will end up having 0 losses and the highest ratings possible.


The abusing can also occur when data is saved to a player's hard drive. They can just modify that data to be whatever (even if it's encrypted). They can, for example, change the data to some older data they had for the map, thus avoiding a loss.


So, by not supporting map protection, it welcomes cheating in maps (from mini-games to games with persistent player data). By not supporting persistent data online (off of the player's computer), this welcomes player abuse.


Also, I don't think that full mods will be that popular by anyone as it sounds like these change the actual game. Players only go for things that are easy to download and play through the client, meaning that full mods will probably never be popular, meaning that most map makers will be doing scenarios.


Also, ORPGs are an extremely popular genre. Supporting them, I think, would be in DoF's best interest, otherwise how is DoF to compete with SC2, which does support persistent data and map protection. DoF should use a better persistent data design (online persistent data rather than local) and map protection, thus offering superior tools to people who want to make their own scenarios.


The next thing is only support for 8 players. This really does seem like a small number, especially when Blizzard, the dominator of online RTS games for the last few years, has always used 12 (a 50% increase).


The game's longevity is not based on its regular gameplay, but on the modding community and the ease of getting things like scenarios (as I stated earlier, I don't think full mods will ever be popular). Maximize what can be modified with simple scenarios to increase the quality of custom scenarios and to increase the likelihood of wc3 and sc2 modders moving over to DoF ; ). As it stands, a lot of modders are unwilling to move because of the lack of features (including myself ofc).


The question that I'm asking myself right now is, "why spend money on a game where players can cheat on anything that is made." If you look at the major modding sites like hiveworkshop.com and thehelper.net, the modders hate cheaters. A lot of time is invested in anti-cheat packs and security ; |. In ORPGs, systems are made that prevent players from trading items to stop abuse of save/load codes.


If the needs of modders in these major communites are addressed, they will surely move from wc3 and sc2 to DoF =). I'm sure that these major sites would also support DoF if the modders on them supported DoF, which would increase accessibility to custom resources and modders (easier recruitment for projects), thus increasing the longevity of the map =).


The Warcraft 3 modding community is still thriving because a lot of modders dislike SC2. I know that I didn't get SC2 because it actually added limits and removed features =|.


This isn't about "we probably aren't going to support that," this is about what the modders actually want. If you support certain features, you'll get more modders willing to move to DoF. If you decide to not support certain features, then you lose those modders and future modders that would have otherwise moved to DoF.


Why will a modder mod for DoF over SC2 or WC3? When they read the capabilities, some key things that will stand out are "persistent data" and "model/animation editing" and "terraining" and so on. If SC2 is superior in all of these, then why would they get DoF? The only thing that seemed to really stand out for me in DoF was the Lua, but even if it's a better language, what's the point if you can't actually make the games in DoF that you can make in SC2 =\.


Also, for features, I suggest you let modders know about the scenario size limits, scenario linking, and file size limits. These are major bonuses that DoF has over WC3 and SC2. Also let players know that local data similar to GetLocalPlayer is possible ; ).


This, for example, is a popular wc3 script for clearing text messages for a specific player
if (GetLocalPlayer() == player1) then
clear text
endif


Local data is also useful for displaying information to a single player.


Yes, DoF might have like limitless capabilities for single player full modded games, but compare the popularity of single player games to online games. Furthermore, compare the popularity of fully modded things (even tools that extend the game) to just vanilla stuff. RtC was fantastic and a lot of modders loved it, but the players wouldn't download the thing, so the entire project had a very limited audience and only a couple of maps were made in it (only played by a few modders ofc).


Now, if there was a way to join a game through the client that was fully modded and play it online, that'd be another story, but I doubt that that's supported =|. Assume that 99% of players will only play games through the client and will only download games through the client. This means that you can also assume that the majority of modders, with the biggest target audience in mind, will make games that can be played online and downloaded through the client. Supporting fully modded games is fine and good, but in all the time wc3 has been out, there was only 1 fully modded project, and that one was never even finished.


Oh yes, and terrainers like to be able to make things like caves and underground tunnels as well as change camera perspective to something like first person. The first 2 are accomplished in warcraft 3 via masses of doodads. The third one is only really ever done in single player due to delay on multiplayer.


Also keep in mind that 2D games and side scrollers mght also be a goal. For example, there have been a few side scroller games in warcraft 3. In SC2, someone made Bomberman -> http://www.hiveworkshop.com/forums/sc2-resources-675/scv-bomberman-184523/?prev=d%3Dlist%26r%3D20%26t%3D69


And ofc, things like floating windows are also very popular in both Warcraft 3 and Starcraft 2. Just look at how much effort goes into making full screen custom UIs (generated by 2D images and etc) http://www.hiveworkshop.com/forums/spells-569/ghosts-full-gui-full-screen-inventory-v2-1-a-176776/?prev=search%3Dfull%2520screen%26d%3Dlist%26r%3D20


If you notice, the above system was fully scripted. You can even see the terrain tiles present through out the window.


This one here is an immensely popular hero pick system
http://www.hiveworkshop.com/forums/spells-569/ultimate-gui-hero-pick-system-2-3-a-192082/?prev=search%3Dfull%2520screen%26r%3D20%26d%3Dlist %26page%3D5


I'm just trying to show you guys what modders want and what they want to be able to do.


Another major thing is projectile systems, which is why I talked about being able to reference a projectile and even change that projectile's motion or whatever.


Ofc, modeling and animation is also very important for moddelers. Being able to attach things like an item to a model in-game is also important (like Warcraft 3's attachment points). Being able to rotate a model any which way in game is important. Being able to make a unit's position be relative to another unit is also important (if one unit moves, the other unit's position also moves). An easy way to support that last feature is to have support for changing the origin to whatever location (including a possibly moving location that comes from a unit). The default location would be the origin (0,0,0), but this location could change into something like a unit or a tree. From there, the second unit can still move and what not, but it'd also be relative to its set origin. The angle of the unit relative to the origin should also be able to be changed. This would make things like rotating circles and spheres extremely easy to do.


Text tags are also widely used ;p -> http://www.hiveworkshop.com/forums/spells-569/casting-bar-v0-0-3-a-204524/



Also, 16 tiles in terraining isn't enough for high quality scenarios ; )


Another feature that would also be cherished in tower defense/tower war games would be a path exists function. For example, DoesPathExist(unit, point) or DoesPathExist(point a, point b). If the unit can't get from where it is to the point, then it'd return false. If it can get there, it'd return true. Coding an A* Pathing Lua resource just seems silly when DoF already has that coded in c++ : |.


Also, a Kd-Tree with the units in it and easy ways to loop through it would be nice, this way nearest neighbor searches or searches for units within range of another unit can be done.


Another thing is a way to benchmark scripts =p. Right now, people are using stress testing (how much it takes before the computer freezes) to benchmark wc3 scripts ;|. Back when RtC was working, people used its stopwatch things.


Anyways, I suppose that that's all I have to say ^)^. I've shown precisely what modders want and what is popular. It's up to the DoF team to decide whether it's worth implementing this stuff or not =).

Andy Joslin
10-03-2011, 12:26 PM
Unfortunately, all of what you said is not worth implementing for DoF1. It just takes too many resources.

You compare us to Blizzard when we are a new company with less than 30 members who barely are getting this game out (and it is still a little buggy after release).

We do intend to add some of the things that modders want. Hopefully modding the whole game will be needless once dofscns support attaching files to them (so you just download a map and it's a mod). Most of the stuff you want is doable with a mod, and if dofscns could attach files would be easily doable in a scenario. The interface is already fully scripted so you can basically do whatever you want with it.

As to databases.. online databases in custom scenarios will not happen in DoF1, sorry.
Local data and data from the interface is fully accessible now. But your online RPG will not be uncrackable.