On Wed, Mar 20, 2013 at 3:55 AM, SirVer <email address hidden> wrote:
> Sorry chuck that the script is less than an ideal experience right now.
> :/ I am also very swamped at this point in time, so I cannot make any
> promises when I will get to anything - I'll try to improve the
> experience as quickly as possible.
>
I am happy that we have SOME functionality in the script as it stands now
even if it is hit-and-miss with the animations. :)
In hope of a timely merge of spritemaps, I just wish I had a (reasonable)
manual workaround for those models that the script can't currently handle
on its own. Then I could hope to complete the conversions independently
and free you (i.e. SirVer and/or Andras) to devote your time elsewhere, at
least until new animations are introduced.
A thought: In lieu of one giant spritemap for each *model*, would there be
benefits in creating individual maps for each unique animation
*sequence*(i.e. a spritemap file for a [walk] sequence, a second
spritemap file for a
[walkload] sequence, a third for a [working] sequence, etc.)?
Speaking of ",", " " and scripts,... it would be *ideal* if one wouldn't
have to revisit and manually change all of those conf files that now
contain the commas. ... I'm just saying. :)
For the time being, I have more than enough work yet that I CAN do.
We should consider if/how the road flags, terrain, and global animations
will be addressed at this time. Hey! It's conceivable I could get through
the tribes relatively soon even if I have to do it "one-handed". ;)
Most important to remember, I think, is the fact that it has been
individual conf files that were altered manually (*mea culpa*) and not the
code changes to the game engine that have resulted in the errors to date.
On Wed, Mar 20, 2013 at 3:55 AM, SirVer <email address hidden> wrote:
> Sorry chuck that the script is less than an ideal experience right now.
> :/ I am also very swamped at this point in time, so I cannot make any
> promises when I will get to anything - I'll try to improve the
> experience as quickly as possible.
>
I am happy that we have SOME functionality in the script as it stands now
even if it is hit-and-miss with the animations. :)
In hope of a timely merge of spritemaps, I just wish I had a (reasonable)
manual workaround for those models that the script can't currently handle
on its own. Then I could hope to complete the conversions independently
and free you (i.e. SirVer and/or Andras) to devote your time elsewhere, at
least until new animations are introduced.
A thought: In lieu of one giant spritemap for each *model*, would there be
benefits in creating individual maps for each unique animation
*sequence*(i.e. a spritemap file for a [walk] sequence, a second
spritemap file for a
[walkload] sequence, a third for a [working] sequence, etc.)?
Speaking of ",", " " and scripts,... it would be *ideal* if one wouldn't
have to revisit and manually change all of those conf files that now
contain the commas. ... I'm just saying. :)
For the time being, I have more than enough work yet that I CAN do.
We should consider if/how the road flags, terrain, and global animations
will be addressed at this time. Hey! It's conceivable I could get through
the tribes relatively soon even if I have to do it "one-handed". ;)
Most important to remember, I think, is the fact that it has been
individual conf files that were altered manually (*mea culpa*) and not the
code changes to the game engine that have resulted in the errors to date.