Same engine - same way of modding?
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Same engine - same way of modding?
Was just wondering if X4 scripting language will be similar as in XR?
I assume its the same engine with some improvements?
I assume its the same engine with some improvements?
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- EGOSOFT
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Artist impression: Yes very similiar way of modding as in XR. Shadres have changed though from DX to OGL afaik, because of the change to vulkan.
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My art stuff
My art stuff
Re: Same engine - same way of modding?
Yes, it will use the same scripting system, but with lots of improvements and new functionality to support the new features in the game.pref wrote:Was just wondering if X4 scripting language will be similar as in XR?
I assume its the same engine with some improvements?
maybe give use the curent version of the X4 xsd files so we can start making plans what to do with the new functionality? (of course without promises that everything will be included or stay the same)
if not stated otherwise everything i post is licensed under WTFPL
Ich mache keine S&M-Auftragsarbeiten, aber wenn es fragen gibt wie man etwas umsetzen kann helfe ich gerne weiter
I wont do Script&Mod Request work, but if there are questions how to do something i will GLaDly help
Ich mache keine S&M-Auftragsarbeiten, aber wenn es fragen gibt wie man etwas umsetzen kann helfe ich gerne weiter
I wont do Script&Mod Request work, but if there are questions how to do something i will GLaDly help
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- EGOSOFT
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- Joined: Sat, 9. Nov 02, 11:45
There are quite a lot of systems running on MD beyond missions so along with the AI scripting system, it's been extended. One big new system is NPC state machines for the people you've seen running around on platforms in the videos. At current rate of development, MD is set to gain sentience by early June.
it would be interesting to know what kind of resources are available to the shader stages so that we can rewrite them. for example, in OGL there can be "Shader Storage Buffer Objects" that you can use to kind of read from and write to, and "Uniform Buffer Objects" that can only be read from (by the shaders). in deferred shading the last stage has also usually textures of different formats with different properties, (positions/normas/diffuseColor/albedo/etc), depends on your engine, that would be useful information, too (:)). since we cant allocate these buffers via scripting (i assume) we need to know what resources are available at what rendering stage. i dont know anything about vulkan, but i assume there are also restrictions on how to use available resources ...linolafett wrote:Artist impression: Yes very similiar way of modding as in XR. Shadres have changed though from DX to OGL afaik, because of the change to vulkan.
maybe publishing an overview of these new systems and how they interact with the scripting system will be a good idea, or some other kind of documentation of these systems, otherwise it takes a bunch of time of the modders to figure it out on themselves how everything is supposed to work ...Xenon_Slayer wrote:There are quite a lot of systems running on MD beyond missions so along with the AI scripting system, it's been extended.
To err is human. To really foul things up you need a computer.
Irren ist menschlich. Aber wenn man richtig Fehler machen will, braucht man einen Computer.
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Irren ist menschlich. Aber wenn man richtig Fehler machen will, braucht man einen Computer.
Mission Director Beispiele