Ah, I see now more the point of this conversation.sirherrbatka wrote:We do not aim at MWSE compatibility.
Updated my previous post to remove erroneous MWSE assumptions.
Ah, I see now more the point of this conversation.sirherrbatka wrote:We do not aim at MWSE compatibility.
I don't see the point, honestly. Having pre-processor macros to automatically convert Morrowind syntax to something else won't help you learn that other language. And if you're going to use another language, it's best to learn and use it properly.Okulo wrote:*raises finger*
I have a question for purposes of learning about languages. Suppose, hypothetically, that OpenMW would use Lua. Would it be possible to define or alias certain statements in Morrowind-script so they get translated to Lua? You know, kinda like how in the preprocessor part of C code you can go '#define CITY "place"'?
For OpenMW that would then be (pseudocode) '#define "set $foo to $bar" "$foo = $bar"', for example. So if a Morrowind script would get imported and it says 'set DaysPassed to 0', it will be run past that definition and OpenMW would then see it as 'DaysPassed = 0' and handle it as Lua code or something?
The point is that people would start using the newer language (Lua in this example) while still having backwards compatability with Morrowind scripts.Chris wrote:I don't see the point, honestly. Having pre-processor macros to automatically convert Morrowind syntax to something else won't help you learn that other language. And if you're going to use another language, it's best to learn and use it properly.
leveling up my thread necromancy skills...psi29a wrote:Another thought came to mind, leave the API exposed and let other people use whatever language they want? If people want to write python, lua, javascript, ruby or whatever... they just need an API against it. Leave it up to the modder to pick the language they feel comfortable with.