The Future of OpenMW Scripting

Everything about development and the OpenMW source code.
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Shnatsel
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Re: The Future of OpenMW Scripting

Post by Shnatsel » 16 Jun 2018, 20:08

You _can't_ practically sandbox python so that's a no go for OpenMW but not for OpenMW-CS where it can be used.
Actually, scripting support would be helpful in OpenMW-CS - as in, automating actions in the CS itself, not writing game scripts. And you cannot expect modders to learn an entirely new programming language just to do menial automation of the editor, so it has to be the same language as used for scripting the game. And I don't see oldscript or even oldscript+ being particularly useful for scripting the editor.

Eli2
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Re: The Future of OpenMW Scripting

Post by Eli2 » 16 Jun 2018, 20:39

Python is the standard scripting language for desktop applications.
Using something else for the cs is imho the wrong move.
(sorry for beeing off topic)

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akortunov
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Re: The Future of OpenMW Scripting

Post by akortunov » 16 Jun 2018, 21:02

Eli2 wrote:
16 Jun 2018, 20:39
Python is the standard scripting language for desktop applications.
We do not choose a language for desktop application, we choose an embeddable scripting language for game engine to provide flexible modding tools, dehardcode game mechanics, AI, automate editor, provide event-based hooks, etc.
Lua is faster than Python, especially when reading data structures from native code (Lua was designed as embeddable extension language).
As was mentioned above, Lua is easily to sandbox than Python.
Lua is widely used for game scripting, so there are a lot of examples and documentation in Web.

Eli2
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Re: The Future of OpenMW Scripting

Post by Eli2 » 16 Jun 2018, 21:11

Maybe i was not clear, i was talking about OpenMW-CS, that is why apologized for beeing off topic.

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AnyOldName3
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Re: The Future of OpenMW Scripting

Post by AnyOldName3 » 16 Jun 2018, 21:55

Zini has been very clear that the plan is to allow the CS to be automated through Python scripts. Everything is fine on that front.
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Injazz
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Re: The Future of OpenMW Scripting

Post by Injazz » 17 Jun 2018, 23:19

werdanith wrote:
15 Jun 2018, 10:05
Even if oldscript+ is engineered to be a technically sound, featureful and the Right Tool For The Job™, it's still a new tool for people to learn and documentation to be written for. A new potential wedge to separate the target audience. Quite a deterrent, that could lead to a chicken and egg problem with regards to adoption.
It's not a "new tool", it's an improvement for the already existing language. The thing people need "to learn and documentation to be written for" is, in fact, newscript. There is documentation for how to hook Lua into engine, but there is no documentation for API yet, because, well, there is no API.

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werdanith
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Re: The Future of OpenMW Scripting

Post by werdanith » 17 Jun 2018, 23:51

Injazz wrote:
17 Jun 2018, 23:19
werdanith wrote:
15 Jun 2018, 10:05
Even if oldscript+ is engineered to be a technically sound, featureful and the Right Tool For The Job™, it's still a new tool for people to learn and documentation to be written for. A new potential wedge to separate the target audience. Quite a deterrent, that could lead to a chicken and egg problem with regards to adoption.
It's not a "new tool", it's an improvement for the already existing language. The thing people need "to learn and documentation to be written for" is, in fact, newscript. There is documentation for how to hook Lua into engine, but there is no documentation for API yet, because, well, there is no API.
On the other hand, there is plenty of documentation on using Lua's advanced features, or best coding practices, etc, while they would have to be written for oldscript+.

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Shnatsel
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Re: The Future of OpenMW Scripting

Post by Shnatsel » 18 Jun 2018, 04:03

What I meant to say is, it would be a shame if I'd have to learn two completely different languages in order to script the game and in order to do some automation in the editor for said game.

That is, assuming modders are the target audience for the scripting feature. If it's just a framework to simplify things for OpenMW developers, then having two different languages is probably okay.

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psi29a
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Re: The Future of OpenMW Scripting

Post by psi29a » 18 Jun 2018, 06:58

Ideally, you pick one and go with it. Either old syntax or new syntax, you don't use both or have to learn both.

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AnyOldName3
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Re: The Future of OpenMW Scripting

Post by AnyOldName3 » 18 Jun 2018, 12:54

I think he was meaning having to learn OldScript+/NewScript for the engine and Python for the editor.
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