There isn't? I'm saying that if the project wants to use mwscript to offer engine extensions and dehardcode things, it's going to have a bad time. OpenMW currently interprets mwscript rather than using the bytecode. This means that every time you make a change to add a new feature, you have to regression test against a decade and a half of mods to make sure their quirky scripts don't break in your changes. And, well, have you used mwscript? I sure as hell don't want to use it for anything.fraang wrote: ↑05 Apr 2018, 17:45What is the problem with properly dehardcoding stuff instead of ugly hacks? Yes this is time consuming but the only sane way to do it.NullCascade wrote: ↑05 Apr 2018, 16:39This is extremely untenable. OpenMW wasn't written with dehardcoding in mind from the start, meaning each bit of dehardcoding is going to be an uphill battle, refactoring potentially major parts of the engine if you want to expose things to modders.
I linked one example, interfacing with programs like Discord. There's also Fliggerty's Census and Excise Office, which was a sort of social network for characters that posted events from the game and let you view your character's stats on the site. Then there's Sky Diversity, which loads different sky textures as the game is running and uses imagemagick to create new ones so you have dynamic and custom skies. These don't directly manipulate game data, they manipulate files and online services. And, these are just for Morrowind, which is not the best example of a game that has these features. There are better examples for Oblivion and Skyrim.fraang wrote: ↑05 Apr 2018, 17:45In what use case do you need to access stuff outside the engine from mwscripts?NullCascade wrote: ↑05 Apr 2018, 16:39I can't think of any major engine out there that has such a limited scripting environment as to prevent the game from running code.
A better question is: Why limit modders to only what the devs can think to expose to mwscript?