Difference between revisions of "Modding Terminology"

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There's a major problem with the use of the word "object" when talking about modding. The problem is that there are several different equally obvious, yet pretty much incompatible ways to use the word. I'll cover those here, and then try to resolve those conflict -- in part by discarding some of the standard terminology.
There's a major problem with the use of the word "object" when talking about modding. The problem is that there are several different equally obvious, yet pretty much incompatible ways to use the word. I'll cover those here, and then try to resolve those conflict -- in part by discarding some of the standard terminology.


When playing you tend to think of "objects" in the game world -- a wall, a rock, a creature, a dagger that you find an chest. When working in the rendering window of the CS, you tend to think of "objects" pretty much the same way, except that you're likely to think of fog banks, collision zones, etc. as also being "objects". Unfortunately, the CS contradicts that, calling those things "references", and seems to define "objects" as things listed in the "Objects Window". But from yet another view, if you're a programmer, you tend to think of discrete chunks of data as being "objects" -- i.e. you would see the internal representations of all the records (classes, factions, base objects and references) as being objects.
When playing you tend to think of "objects" in the game world -- a wall, a rock, a creature, a dagger that you find in a chest. When working in the rendering window of the CS, you tend to think of "objects" pretty much the same way, except that you're likely to think of fog banks, collision zones, etc. as also being "objects". Unfortunately, the CS contradicts that, calling those things "references", and seems to define "objects" as things listed in the "Objects Window". But from yet another view, if you're a programmer, you tend to think of discrete chunks of data as being "objects" -- i.e. you would see the internal representations of all the records (classes, factions, base objects and references) as being objects.


So, what I'm going to do here is to use the term "object" as little as possible. When I do use it, I'll usually mean it in the game players way -- as things seen and handled in the game world. For modding, when I need to talk about data chunks in a general way, I'll say "records". Also, whenever I talk about any type of record ("cell", "faction", "weapon", "reference", etc.), that can be considered to be short for "cell record", "faction record", "weapon record", "reference record", etc.)  
So, what I'm going to do here is to use the term "object" as little as possible. When I do use it, I'll usually mean it in the game players way -- as things seen and handled in the game world. For modding, when I need to talk about data chunks in a general way, I'll say "records". Also, whenever I talk about any type of record ("cell", "faction", "weapon", "reference", etc.), that can be considered to be short for "cell record", "faction record", "weapon record", "reference record", etc.)  
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