I spent many many hours in front of my computer using the toolset and getting my head around the nuances (and bugs!) in using nwscript. It is very powerful, but to do anything really cool you needed to experiment a lot besides having decent knowledge of OO programming as their was very little documentation from Bioware. Furthermore Bioware would somtimes break modules with patches by changing the behaviour of the scripting engine. The big one was the 1.62 release whereby they changed how ordering in the action queue behaved and so scripted events in many modules simply stopped working. Hopefully NWN2 will have better scripting documentation and more versatile tilesets.
pimp/ BTW, anyone interested in a module with lots of custom content set in the Forgotten Realms should try out: http://nwvault.ign.com/Files/modules/data/10690444 05953.shtml
also my first module based on Tomb of Horrors: http://nwvault.ign.com/Files/modules/dat a/10335193 10550.shtml (there are more faithful versions to the PnP version on the vault though )/pimp
Im very surprised that more people havent come to praise Skyjake's Jdoom and the Doomsday engine. It is hands-down the best looking port of Doom. Doomsday allows many parameters to be changed with an in game GUI ( If you dont like Lens Flares then disable them. ) The front end wad/content manager 'Kickstart' is easy to use in setting up custom options. There is a very friendly and very talented community supporting it with ever better md2 models (soon md3), hi-res backgrounds, textures and sounds. 1.8 also adds much improved networking for better internet play. In the future, Doomsday is supposed to support ZDoom wads.
I have played all the Doom ports including legacy and each has their pros and cons, just for me Jdoom is way out in front especially with the eye candy you get from my high end system.
Minters game have always been about fun gameplay, sometimes innovating on previous arcade games sometimes his own creations.
Thats why he is respected, not just a llama curiosity.
Perhaps they'll give us a black helicopter count too, kill 2 birds with one stone.
I spent many many hours in front of my computer using the toolset and getting my head around the nuances (and bugs!) in using nwscript. It is very powerful, but to do anything really cool you needed to experiment a lot besides having decent knowledge of OO programming as their was very little documentation from Bioware.
4 05953.shtml
t a/10335193 10550.shtml /pimp
Furthermore Bioware would somtimes break modules with patches by changing the behaviour of the scripting engine. The big one was the 1.62 release whereby they changed how ordering in the action queue behaved and so scripted events in many modules simply stopped working.
Hopefully NWN2 will have better scripting documentation and more versatile tilesets.
pimp/
BTW, anyone interested in a module with lots of custom content set in the Forgotten Realms should try out: http://nwvault.ign.com/Files/modules/data/1069044
also my first module based on Tomb of Horrors:
http://nwvault.ign.com/Files/modules/da
(there are more faithful versions to the PnP version on the vault though )
Im very surprised that more people havent come to praise Skyjake's Jdoom and the Doomsday engine.
It is hands-down the best looking port of Doom. Doomsday allows many parameters to be changed with an in game GUI ( If you dont like Lens Flares then disable them. )
The front end wad/content manager 'Kickstart' is easy to use in setting up custom options.
There is a very friendly and very talented community supporting it with ever better md2 models (soon md3), hi-res backgrounds, textures and sounds.
1.8 also adds much improved networking for better internet play. In the future, Doomsday is supposed to support ZDoom wads.
I have played all the Doom ports including legacy and each has their pros and cons, just for me Jdoom is way out in front especially with the eye candy you get from my high end system.
Minters game have always been about fun gameplay, sometimes innovating on previous arcade games sometimes his own creations. Thats why he is respected, not just a llama curiosity.
HTML required to crash it is:
just typing in ..will cause it to crash...interesting to see if any other unclosed tags rather than 'input' do this.