Andy-Spacetrain
First time out of the vault
Done, download the loader from the same place.
jargo said:I have same problem with script compile support in FSE for NT like platform(and sadly i have no NT,XP for tests now)
1) Allow for both a source tree (can be used by mapper) and a binary tree (can be used by game engine) ... in the compiler configuration ... my script copies compiled script to both locations so I can test in both mapper and game.
This my be a great idea, i was thinking about something similar but then there was no DAT2 at that time(very handy tool).2) A build system that generates all of the distribution files for a game mod.
Jargo, one thing that bugs me about fallout compiling in general: the error message from compile.exe is the line number in the temp.ssl with all of the includes. In my script I have TextPad open that file if there is an error, but every time I have to look at the line in temp.ssl then go to the source file and find that same code to fix it, at bit cumbersome.
I am not sure if it works or not on NT since i cannot test it.The FSE says it compiled the script fine, but I cannot find the compiled .INT, and I end up getting a bunch of nasty errors after the compile. It seems like it might just be having trouble moving the compiled file to the right place.
If FSE can be fixed to work on NT-style windows (Win2K/XP) I'd prefer to use it rather than my cobbled together environment. Anything I can do to help?
jargo said:Ok this is easy to implement(i personally don't use game for testing almost only mapper so i use only one dir tree)
(check that you have fallout2/data/scripts dir)
This was the problem. I never use the Fallout2 directory anymore. I have a different source and dist tree for development. When I changed FSE config to \Fallout2 it compiled the script fine. I suggest though that the build tools should allow me to have my code anywhere. Rather than Fallout2 I'd consider it the "patch" or "source" directory, wherever all the new source is. The other tree is the dist tree, it doesn't include script source and a bunch of stuff.
jargo said:Ok that is solved, now FSE uses Fallout2 folder only to read info from fallout2.cfg and it copy files to master_patches.
jargo said:Also after the compilation is done, PostCompile.bat file is run so you can do something with output file (script name is passed as parameter).
Thats not a problem, since fallout2 folder is used only for cfg file location i make that config will let you select any *.cfg file.Would it be possible to allow browsing to select the config file in FSE settings screen (rather than the folder location of fallout2.cfg)?
I find that I only need the 4 files in this archive to precompile
http://downloads.openwatcom.org/ftp/11.0c/zips/c_binnt.zip
There is another one for non-NT windows
jargo said:Ok that is solved, now FSE uses Fallout2 folder only to read info from fallout2.cfg and it copy files to master_patches.
Also after the compilation is done, PostCompile.bat file is run so you can do something with output file (script name is passed as parameter).
Perceptron said:Where i can download Fallout Script Editor?
Regarding the cfg file it seems that FSE works when told fallout2 is located at \FO2XP\Source even though there is no cfg file there. Seems that FSE is taking that directory name (whatever is specified as fallout2) and appending \data\scripts to know where to copy the compiled int file (is that right?). Why does FSE even need to read any cfg file?
jargo said:sorry dude it looks like i have a little problem with my FTP pass (i forgot it) so new version is not uploaded yet.
Yup old version works just as you said, but new ver has built in dat unpacker and reads master.dat dir from cfg.
Is there a way to turn off that margin line and have it stay off globally? If I turn it off it goes back on when I open a new script
It would be nice if the over-write warnings could be turned off too, since two windows pop up for each compile
Also a bit odd that FSE asks me if I want to overwrite (the INT file), but doesn't show the directory name until after I say yes or no, then it tells me where the file was written.
None of this is a big deal though, I'm already more productive in FSE, and I love how I can have multiple source files open with those folder style tags. That works very well for copying stuff among source files.