Difference between revisions of "Talk:Wish List"

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53 bytes added ,  19:23, 27 April 2006
imported>MegaBurn
imported>MegaBurn
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== Moved Requests ==
== Moved Requests ==
I moved a request here for reference, its low priority as far as I'm concerned and it can be deleted. I suggest other people do the same to clean up the wish list. Moving, removing, or rewriting the mini-discussion threads would also be a good idea. I think "seconding" a request is important and can have a petition type of effect but it should be kept short. Like just "I second this request." and sign it.


I moved a request here for reference, its low priority as far as I'm concerned and it can be deleted. I suggest other people do the same to clean up the wish list. Moving, removing, or rewriting the mini-discussion threads would also be a good idea. I think "seconding" a request is important and can have a petition type of effect but it should be kept short. Like just "I second this request." and sign it.
===Object Stats Window===
:'''Object Stats Window'''
A window that displays the full stats of a character. Mainly for companions and pets, but could be useful elsewhere. This can be done now via dialog and/or message text, but a nicely formatted stats window would be much better. Adding a button for entering companion share mode would be good too. --[[User:MegaBurn|MegaBurn]] 03:28, 13 April 2006 (EDT)
:A window that displays the full stats of a character. Mainly for companions and pets, but could be useful elsewhere. This can be done now via dialog and/or message text, but a nicely formatted stats window would be much better. Adding a button for entering companion share mode would be good too. --[[User:MegaBurn|MegaBurn]] 03:28, 13 April 2006 (EDT)
--[[User:MegaBurn|MegaBurn]] 10:32, 20 April 2006 (EDT)
--[[User:MegaBurn|MegaBurn]] 10:32, 20 April 2006 (EDT)


Someone moved this higher up on the wish list but its just too unrealistic. Without an extensive understanding of the inner workings of the game engine it would be near impossible to create new functions. I seriously doubt Bethsoft will ever release any source code at all or open the engine up to "force loading" other libraries (granted they really have nothing to lose, the script engine source can't be used on its own or with other game engines). Anyway, here the request for reference...
Someone moved this higher up on the wish list but its just too unrealistic. Without an extensive understanding of the inner workings of the game engine it would be near impossible to create new functions. I seriously doubt Bethsoft will ever release any source code at all or open the engine up to "force loading" other libraries (granted they really have nothing to lose, the script engine source can't be used on its own or with other game engines). Anyway, heres the request for reference... --[[User:MegaBurn|MegaBurn]] 10:56, 20 April 2006 (EDT)
 
===Custom Functions===
An added CS subsystem used to create new script functions. I'm not sure how realistic this is, if it were "done right" it would require the script engine to be fully modular. If the existing script engine isn't modular then implementing this would require the programmers to completely rewrite the script engine. If it were implemented then new modules could be created in the CS. Could be very useful.


:'''Custom Functions'''
Alternatively the script engine source code itself could be released and any C++ IDE could be used to create new functions. That would require the script engine in the game engine as well as the compiler in the CS to be moved to DLL's. But at the same time that could be used to load other libraries, thus Bethsoft would lose a great deal of control over the game engine. Stuff like loading new middleware, trainers, expernal bots, and external programs could be linked directly to the game engine (e.g. someone could implement a crude multiplayer system with RakNet). --[[User:MegaBurn|MegaBurn]] 03:28, 13 April 2006 (EDT)
:An added CS subsystem used to create new script functions. I'm not sure how realistic this is, if it were "done right" it would require the script engine to be fully modular. If the existing script engine isn't modular then implementing this would require the programmers to completely rewrite the script engine. If it were implemented then new modules could be created in the CS. Could be very useful.


:Alternatively the script engine source code itself could be released and any C++ IDE could be used to create new functions. That would require the script engine in the game engine as well as the compiler in the CS to be moved to DLL's. But at the same time that could be used to load other libraries, thus Bethsoft would lose a great deal of control over the game engine. Stuff like loading new middleware, trainers, expernal bots, and external programs could be linked directly to the game engine (e.g. someone could implement a crude multiplayer system with RakNet). --[[User:MegaBurn|MegaBurn]] 03:28, 13 April 2006 (EDT)
Also, in the range of "asking for a dollar, getting turned down, and then asking for a hundred...", I'm adding a request for Bethsoft to release the full Oblivion and CS source code excluding the 3rd party stuff (stuff they don't own the rights to).
Also, in the range of "asking for a dollar, getting turned down, and then asking for a hundred...", I'm adding a request for Bethsoft to release the full Oblivion and CS source code excluding the 3rd party stuff (stuff they don't own the rights to).
--[[User:MegaBurn|MegaBurn]] 10:56, 20 April 2006 (EDT)
--[[User:MegaBurn|MegaBurn]] 10:56, 20 April 2006 (EDT)
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