ajm113@Posted: Sun Apr 22, 2007 3:44 am :
{EDITED}

OK, I noticed some bugs with the code you can inserted and fixed them and cleared up the warnings on the script and fixed the "Close Script", "save", "Save As". So if their are no current scripts open the editor will not crash on you. The browse dialog won't show that confusing error when you cancel. This is a quick fix new commands and the command dialogs will be fixed so you don't have to keep looking at the tool tips in the 2.2 Ver.

DOWNLOAD DOOM3SCRIPTER 2.1
UNDER Downloads (Of Course)

Image

Image

http://www.bombinaid.com/Doom3Scripter/Forum/thread.php?id=18 - Updated To 2.1

I hope you guys enjoy it and give me some feed back on here or on my forum! :wink:
Also if you would like to donate money you can go to my Amazon wish list. It should be listed on the site where it says. "Buy/Donate."

Also I will still do some editing with the editor and fix it up a bit once and a while then get it prep up for Quake 4 and Prey.



Jack Rammsdell@Posted: Sun Apr 22, 2007 3:52 am :
I'm impressed in you. not only is this your first useful thing you have released to the doom 3 community, but it is also something that will help out the starting out scripters. To bad the doom 3 modding community is diminished. Try adding support for prey and quake 4 ect...



ajm113@Posted: Sun Apr 22, 2007 3:54 am :
Oh man you are asking for another butt load of finger typing pain! My hands where already hurting just finishing this up today!

Thanks! I was thinking about that when I first started but, I don't know... I mite but, then I can always do the Quake Wars game coming out it mite be pretty cool. :wink:



Bittoman@Posted: Sun Apr 22, 2007 4:00 am :
Finish what you started here first, use it as proof of concept in your abilities (i.e. a 'resume'). Don't let the level of popularity determine your desire to complete a goal, sometimes achieving a goal just for yourself is the most important thing.



Ivan_the_B@Posted: Sun Apr 22, 2007 1:50 pm :
I've tested it.
I think that it could be very useful to new scripters,but it is quite uncomfortable for expert ones.
For example:
- it always shows a tip on startup (very annoying...)
- the list of commands is incomplete.
- you cannot open multiple files in tabs.
- it does not has spell checking/highlighting for keywords or brackets checking.


If you implement these features (that you can find in other text editors like ConText) it could be the best editor for D3-scripting! :D

However good work until now and good luck for your project!



ajm113@Posted: Sun Apr 22, 2007 7:29 pm :
Thanks, but making a spell checker is not something I can just whip out in a matter of a few minutes its a bit more complex for me. Plus that I have to collect a lot of words so it even works witch will take more time. The tabs I am going to add in the 2.0. You can still goto File->New and it should open the program again up. I was going to add in a highlighter syntact, but I could not find a good source on doing that or I would need to look into more of that. Because the only source I could find that would do highlighting istelf was the language I was using to make the program. I am going to find out how to get the do not show again tab to work on the Tip of The day dialog when I come around it.

Thanks.



Bittoman@Posted: Sun Apr 22, 2007 8:01 pm :
I don't know how complicated it would be to do it this way but you might be able to include a spell checker as an external module and use some pre-existing spell checker (freeware of course, maybe off of sourceforge) to handle it for you since this is a simple text document.



listerman@Posted: Mon Apr 23, 2007 3:45 pm :
mayby you could set it opensource so other peolpe could work on it.



Tetzlaff@Posted: Mon Apr 23, 2007 4:19 pm :
Jack Rammsdell wrote:
To bad the doom 3 modding community is diminished. Try adding support for prey and quake 4 ect...


That´s not true, from all those games the Doom3 modding scene is the most active one.



vinnie_jones@Posted: Mon Apr 23, 2007 7:07 pm :
compare the modding scene with that of Far cry and youll see
that Doom modding scene isnt diminuishing :)



Jack Rammsdell@Posted: Mon Apr 23, 2007 10:17 pm :
Tetzlaff wrote:
Jack Rammsdell wrote:
To bad the doom 3 modding community is diminished. Try adding support for prey and quake 4 ect...


That´s not true, from all those games the Doom3 modding scene is the most active one.


I meant to say diminished compared to what it was when it first began. There was that time where this forum was loaded after doom 3 was released and BNA! had to limit the forums(ie, no advatars). If people were to get into doom engine modding, I think they would prefer using prey, quake 4, or Etqw because of the engine upgrades so I was suggesting that it'd be wise to add the support. It wouldn't be as much work adding support because AJM already has the base to the program layed out, all he has to do now is add the additional commands/variables. It'd be some work but not as much.



ajm113@Posted: Tue Apr 24, 2007 5:24 am :
I hope this is not a big deal or anything with you BNA! or any other moderator, but can I have this thread on a sticky? Since it's a useful tool like the ASE. Exporter on Blender?

-Update-

OK, on the tabs thing I'm still working on, but I forgot the source code at my dads! So it mite be a lital longer then expected. Since I do like to work on it on the week days. Also since I am having a hell of a time trying to get the formating work. :x Becuase Python is pretty sensitive when it comes to formating. Hopfuly peter gets back with me on fixing the script up a bit becuase he is alital more advanced then me right now in regulare Python then the API that I am using right now. Also I will include a side bar that lists the line number if thats cool with you guys. I almost had it working until I got that harible formating error came along. So thats why I like a extra hand on the board to help me with this. So if you know regulare Python or wxPython and or Doom3 Scripting go into my site and look for "Odd Jobs" to join the team if you like this program to have a good future.



rich_is_bored@Posted: Tue Apr 24, 2007 5:53 am :
Sure. I'll sticky this thread for you.



ajm113@Posted: Tue Apr 24, 2007 11:29 pm :
rich_is_bored wrote:
Sure. I'll sticky this thread for you.


Thanks man! :wink:

EDIT: Wow, people are really starting to get a liking to this faster then I expected! :D

Google Result For "Doom3 Scripter"



Zombie13@Posted: Thu Jun 07, 2007 11:02 pm :
Yeah this is great! I use this more than I watch porn. Now that's saying something.

Bit of feedback though.

General additions would be nice:

-tabs (already see that you are adding this, awesome)
-syntax hightlighing to make it easier on the eyes, possibly kept in an external txt file for supporting other games
-right click menu with all the commands
-possibly contain all the script commands in an external txt file, would be easier to mod, to support other games
-syntax error checker
-font size adjustment (easier to read)

When you launch it, the dos window is a bit of pain in the backside and clutters up my task bar.



Gmz1013@Posted: Sat Jun 09, 2007 2:56 am :
i keep getting an error, MSVCR11.DLL not found, or not present...



ajm113@Posted: Sat Jun 16, 2007 8:04 am :
I have been working on that problem just to let you guys know, but I if you guys wait a while I will get the Doom3 Scripter 2.0 out.



Zombie13@Posted: Tue Jun 26, 2007 12:37 pm :
ajm113 wrote:
I have been working on that problem just to let you guys know, but I if you guys wait a while I will get the Doom3 Scripter 2.0 out.


Cool. Any news on current/working new features that are going in?



ajm113@Posted: Tue Jun 26, 2007 7:25 pm :
Well, I mite have forgotten if I said this, but I added a welcome dialog box that asks you if you would like to start a script or open one up. If you press the new script button. The welcome box should hide showing some options on creating your script in a new window. Like name, message, copyright. Then when you press OK it should print out something like this on the editor when it pops up in your script just to start off;
Code:
///////////////////////////////////////////
//
//-company name- - -script name- -date-
//
///////////////////////////////////////////
void main()
{
     sys.print"Welcome Message"; //If user clicks on print message on the check box.

}



I am still playing around with that becuase I need to have it so any information saved in one file like the Create script window would be carried out to your script in the main window.

I also have it so you can start up Doom3 manually by hitting 'F3' which works prefectly if you want to jump into Doom3 right away and check to see if your script works. :wink:



Zombie13@Posted: Wed Jun 27, 2007 4:16 pm :
Awesome.

Actually your idea with copyright info is quite neat. What'd it be nice if you could set that stuff in the options. That way every new script you make it automatically adds that information.

I guess that all comes down to how many scripts you make a week :D



ajm113@Posted: Sun Apr 22, 2007 3:44 am :
{EDITED}

OK, I noticed some bugs with the code you can inserted and fixed them and cleared up the warnings on the script and fixed the "Close Script", "save", "Save As". So if their are no current scripts open the editor will not crash on you. The browse dialog won't show that confusing error when you cancel. This is a quick fix new commands and the command dialogs will be fixed so you don't have to keep looking at the tool tips in the 2.2 Ver.

DOWNLOAD DOOM3SCRIPTER 2.1
UNDER Downloads (Of Course)

Image

Image

http://www.bombinaid.com/Doom3Scripter/Forum/thread.php?id=18 - Updated To 2.1

I hope you guys enjoy it and give me some feed back on here or on my forum! :wink:
Also if you would like to donate money you can go to my Amazon wish list. It should be listed on the site where it says. "Buy/Donate."

Also I will still do some editing with the editor and fix it up a bit once and a while then get it prep up for Quake 4 and Prey.



Jack Rammsdell@Posted: Sun Apr 22, 2007 3:52 am :
I'm impressed in you. not only is this your first useful thing you have released to the doom 3 community, but it is also something that will help out the starting out scripters. To bad the doom 3 modding community is diminished. Try adding support for prey and quake 4 ect...



ajm113@Posted: Sun Apr 22, 2007 3:54 am :
Oh man you are asking for another butt load of finger typing pain! My hands where already hurting just finishing this up today!

Thanks! I was thinking about that when I first started but, I don't know... I mite but, then I can always do the Quake Wars game coming out it mite be pretty cool. :wink:



Bittoman@Posted: Sun Apr 22, 2007 4:00 am :
Finish what you started here first, use it as proof of concept in your abilities (i.e. a 'resume'). Don't let the level of popularity determine your desire to complete a goal, sometimes achieving a goal just for yourself is the most important thing.



Ivan_the_B@Posted: Sun Apr 22, 2007 1:50 pm :
I've tested it.
I think that it could be very useful to new scripters,but it is quite uncomfortable for expert ones.
For example:
- it always shows a tip on startup (very annoying...)
- the list of commands is incomplete.
- you cannot open multiple files in tabs.
- it does not has spell checking/highlighting for keywords or brackets checking.


If you implement these features (that you can find in other text editors like ConText) it could be the best editor for D3-scripting! :D

However good work until now and good luck for your project!



ajm113@Posted: Sun Apr 22, 2007 7:29 pm :
Thanks, but making a spell checker is not something I can just whip out in a matter of a few minutes its a bit more complex for me. Plus that I have to collect a lot of words so it even works witch will take more time. The tabs I am going to add in the 2.0. You can still goto File->New and it should open the program again up. I was going to add in a highlighter syntact, but I could not find a good source on doing that or I would need to look into more of that. Because the only source I could find that would do highlighting istelf was the language I was using to make the program. I am going to find out how to get the do not show again tab to work on the Tip of The day dialog when I come around it.

Thanks.



Bittoman@Posted: Sun Apr 22, 2007 8:01 pm :
I don't know how complicated it would be to do it this way but you might be able to include a spell checker as an external module and use some pre-existing spell checker (freeware of course, maybe off of sourceforge) to handle it for you since this is a simple text document.



listerman@Posted: Mon Apr 23, 2007 3:45 pm :
mayby you could set it opensource so other peolpe could work on it.



Tetzlaff@Posted: Mon Apr 23, 2007 4:19 pm :
Jack Rammsdell wrote:
To bad the doom 3 modding community is diminished. Try adding support for prey and quake 4 ect...


That´s not true, from all those games the Doom3 modding scene is the most active one.



vinnie_jones@Posted: Mon Apr 23, 2007 7:07 pm :
compare the modding scene with that of Far cry and youll see
that Doom modding scene isnt diminuishing :)



Jack Rammsdell@Posted: Mon Apr 23, 2007 10:17 pm :
Tetzlaff wrote:
Jack Rammsdell wrote:
To bad the doom 3 modding community is diminished. Try adding support for prey and quake 4 ect...


That´s not true, from all those games the Doom3 modding scene is the most active one.


I meant to say diminished compared to what it was when it first began. There was that time where this forum was loaded after doom 3 was released and BNA! had to limit the forums(ie, no advatars). If people were to get into doom engine modding, I think they would prefer using prey, quake 4, or Etqw because of the engine upgrades so I was suggesting that it'd be wise to add the support. It wouldn't be as much work adding support because AJM already has the base to the program layed out, all he has to do now is add the additional commands/variables. It'd be some work but not as much.



ajm113@Posted: Tue Apr 24, 2007 5:24 am :
I hope this is not a big deal or anything with you BNA! or any other moderator, but can I have this thread on a sticky? Since it's a useful tool like the ASE. Exporter on Blender?

-Update-

OK, on the tabs thing I'm still working on, but I forgot the source code at my dads! So it mite be a lital longer then expected. Since I do like to work on it on the week days. Also since I am having a hell of a time trying to get the formating work. :x Becuase Python is pretty sensitive when it comes to formating. Hopfuly peter gets back with me on fixing the script up a bit becuase he is alital more advanced then me right now in regulare Python then the API that I am using right now. Also I will include a side bar that lists the line number if thats cool with you guys. I almost had it working until I got that harible formating error came along. So thats why I like a extra hand on the board to help me with this. So if you know regulare Python or wxPython and or Doom3 Scripting go into my site and look for "Odd Jobs" to join the team if you like this program to have a good future.



rich_is_bored@Posted: Tue Apr 24, 2007 5:53 am :
Sure. I'll sticky this thread for you.



ajm113@Posted: Tue Apr 24, 2007 11:29 pm :
rich_is_bored wrote:
Sure. I'll sticky this thread for you.


Thanks man! :wink:

EDIT: Wow, people are really starting to get a liking to this faster then I expected! :D

Google Result For "Doom3 Scripter"



Zombie13@Posted: Thu Jun 07, 2007 11:02 pm :
Yeah this is great! I use this more than I watch porn. Now that's saying something.

Bit of feedback though.

General additions would be nice:

-tabs (already see that you are adding this, awesome)
-syntax hightlighing to make it easier on the eyes, possibly kept in an external txt file for supporting other games
-right click menu with all the commands
-possibly contain all the script commands in an external txt file, would be easier to mod, to support other games
-syntax error checker
-font size adjustment (easier to read)

When you launch it, the dos window is a bit of pain in the backside and clutters up my task bar.



Gmz1013@Posted: Sat Jun 09, 2007 2:56 am :
i keep getting an error, MSVCR11.DLL not found, or not present...



ajm113@Posted: Sat Jun 16, 2007 8:04 am :
I have been working on that problem just to let you guys know, but I if you guys wait a while I will get the Doom3 Scripter 2.0 out.



Zombie13@Posted: Tue Jun 26, 2007 12:37 pm :
ajm113 wrote:
I have been working on that problem just to let you guys know, but I if you guys wait a while I will get the Doom3 Scripter 2.0 out.


Cool. Any news on current/working new features that are going in?



ajm113@Posted: Tue Jun 26, 2007 7:25 pm :
Well, I mite have forgotten if I said this, but I added a welcome dialog box that asks you if you would like to start a script or open one up. If you press the new script button. The welcome box should hide showing some options on creating your script in a new window. Like name, message, copyright. Then when you press OK it should print out something like this on the editor when it pops up in your script just to start off;
Code:
///////////////////////////////////////////
//
//-company name- - -script name- -date-
//
///////////////////////////////////////////
void main()
{
     sys.print"Welcome Message"; //If user clicks on print message on the check box.

}



I am still playing around with that becuase I need to have it so any information saved in one file like the Create script window would be carried out to your script in the main window.

I also have it so you can start up Doom3 manually by hitting 'F3' which works prefectly if you want to jump into Doom3 right away and check to see if your script works. :wink:



Zombie13@Posted: Wed Jun 27, 2007 4:16 pm :
Awesome.

Actually your idea with copyright info is quite neat. What'd it be nice if you could set that stuff in the options. That way every new script you make it automatically adds that information.

I guess that all comes down to how many scripts you make a week :D



goliathvt@Posted: Thu Aug 02, 2007 3:11 pm :
I like this idea. I think given the responses you've gotten over the months you've worked on this, it's clear this is a utility people are interested in seeing completed, so while I may have some strong critiques in the lines ahead, keep in mind that I think your initial concept is great and hope you see this project through.

- File size/bloat: The program is over 7MB in size. I'm guessing you're using one of the python dev packages and haven't learned how to streamline your builds. Read up on how to do that, because what you're having the program do should take up only a few hundred kilobytes. This is basic programming stuff that you should learn before releasing stuff to the public, even in "beta" form.

- Lack of polish: Spelling mistakes abound in the Scripter tool. The Find/Replace and Goto Line functions do not work or throw errors.

- Project depth: From what I can tell, the Scripter is little more than an editbox control and a series of menu controls that, when clicked, output the corresponding command at the cursor's position. While I agree with others that this may be very valuable to beginners to D3 scripting, it can also be a bit limiting. Right now, for most items you have defaults set in order to help ensure the correct syntax is displayed. This is useful, but only to a point. For example, when creating an if/then statement with your utility, the user gets this for the output:

Code:
if (function==1){
}


However, if statements can take on many different forms and have very different syntax than what is presented here. Since the tool is intended for newbie scripters, you might imagine that they could assume that your utility is showing them the way to write/use if-statements. Same thing with your while loop example.

Some "Script Commands" menu items output the function prototype with generic variables. Some output examples with those variables filled in with entities or other game-specific resources. This inconsistency might be confusing.

When you get into things like the entity event syntax, you're probably going to want to generate rather detailed dialogs that will show the user what kind of argument(s) are passed in an entity event function, because that's probably where a beginner is going to get stalled. Getting the syntax right is only marginally useful if they have no idea what it means or how to properly use it. Your utility could help with that, and at that point it would no longer be just a gimmicky lazy-typist's tool that helps maintain proper syntax, but a learning tool that tries to detail (even if slightly) the correct usage of the syntax, or at least help move a newbie scripter in that direction.

Now, you may decide that these things aren't needed, and that the utility should mainly be a way to help new scripters keep their if/then clauses and while loops closed properly, or the parentheses around their function parameters tidy... but I personally wonder (entirely my opinion) if your utility is really helping or hurting a new coder, because often learning the syntax and all the snags that go along with it are what give the person the time they need to start wrapping their head around the concepts of "why" they're coding something in a particular way. In other words, understanding good coding practices and, generally, how to write tidy code is part of the greater process of learning why and what you're coding in the first place.

My two cents.



ajm113@Posted: Thu Aug 02, 2007 6:28 pm :
Thanks for your reply, but I do think it mite be too late for this because I still don't have the map editor working and with out it how can I know if everything works correctly. Thank you very much Vista and Id.

I will say this I was very close on getting the GTK Radiant to work 100% so give me some time to play around with that.



pheonix2468@Posted: Wed Aug 08, 2007 11:47 am :
Hey i just checked this out and it petty cool, if i may can i atempt to steal your idea and recreate this in VB lol. :D good work though, i dont know the firt thing about python ha.



ajm113@Posted: Wed Aug 08, 2007 8:49 pm :
You can, but you must name it something else then Doom3 Scripter. Because I already pretty much own that name by now. So knock your self out.

Thanks for your comment.

I mite continue to make the scripter for Doom3. I really haven't thought about this, but I can still use it at my dads. I still have a XP over their still! I feel stupid right now, my bad! :oops: Just with my site and the Server right now I did not have time to think about it.

I'll be sure to work on it all day today to catch up on work for you guys, go ahead and yell at my through my Message Box about this if you want. Just kidding.



pheonix2468@Posted: Thu Aug 09, 2007 6:47 pm :
haha, ive had a bacon now so im thinking straight w00t. i shall steal inspiration from your program, but not use your idea (i think its cheating lol). I shall make a new thread with this app when i have it in alpha stage :). BTW you app is veeerrryy good. it would be cool if you integrated it with the SDK and had some form of Doom3 IDE. :D



pheonix2468@Posted: Tue Aug 14, 2007 11:34 am :
well anyways, your program is pretty damn cool although i have a couple of gripes:
1) Theres an ugly console window which takes up taskbar space.
2) its an SDI not MDI ( i prefer MDI) for those who dont know MDI is multiple document interface, which has a parent window and chilkdren windows inside it. SDI is the single document interface like this app wheres theres just one window.

Apart from that its a good program.
i think though there should be a launch doom3 menu option too though, for quick access and maybe a launch doom 3 map editor option too, all they have to do is type in the directory of their doom3 exe, and ou app will launch it adding the extra options for map editor etc.



ajm113@Posted: Tue Aug 14, 2007 11:26 pm :
Thanks! :D

I was thinking about the map editor, but I need some time to think on working with that problem. Right now I can't get content to paste in a selected tab or do anything thing else in a selected tab in C# so if any of you have ideas with a code snippets please post them!



pheonix2468@Posted: Thu Aug 16, 2007 1:56 pm :
ahh err i dunno about C#
But for my project i use multiple wnidows and to save text from a specific window and other such stuff i use Directcast
you should search to see if MS have a Directcast in C#
VB 2005:
Code:
Dim tmpForm As MDIchild = DirectCast(Me.ActiveMdiChild, MDIchild)


this pretty much declares tmpForm as the currently selected window, from that then i can get objects like text in a text box to be saved from that one window without affecting others.

its pretty handy, could work for tabs :)


#edit#
these may come of use
http://www.thescripts.com/forum/thread252769.html
http://forums.microsoft.com/MSDN/ShowPost.aspx?PostID=462228&SiteID=1



ajm113@Posted: Sun Aug 19, 2007 9:35 pm :
Thank you so much! I have been asking all over the internet on this!

Is their anything I can do for you let me know! :D
I am still playing around with it doing some testing, but I'll get it too work.



pheonix2468@Posted: Mon Aug 20, 2007 7:18 pm :
No problem buddy, nice to hear of someone else in this comunity who likes to develop apps for doom3 hehe.



ajm113@Posted: Fri Nov 16, 2007 6:56 am :
Sorry for the late reply.
I got it figured out. The code you posted was for ASP.net, but thanks for the help any ways. Let me know what you think of the Doom3 Scripter 2.0 and tell me if any of you guys have any problems.

I mite have a 2.1 with some bug fixes and added commands later after a while when I can get around to it. :wink:



ajm113@Posted: Sat Dec 08, 2007 6:35 am :
Wow, no comments or, something like "Keep Up the work" or anything yet?

I was expecting a bit more from people on here. :shock:



revility@Posted: Sun Jan 13, 2008 8:51 am :
I remember hosting Liliac's script wizard for neverwinter nights years ago. It handled all the mapping related scripting an some fancier stuff like cinematics, dialogues, and quest. It did wonders for the community. One of reasons that community thrived for so long was people making utilities to cover what the dev's didn't and in return expand it into places never thought possible.

Anything to help with coding or scripting is great. Be it something for beginners to use, or to speed up work by not having to write the same scripts over and over again. The community needs more stuff like this. The only other game it would even be worth porting over to is quakewars, everything else is smaller than d3. But QW modding hasn't taken off yet, so I'd stick around here. Creating a utility for a game that will someday go open source, and gain more popularity, is also a plus.



bladeghost@Posted: Mon Jan 14, 2008 5:02 am :
Thought I'd have a look at this and , well, hmm.
could have potential... but when entities don't get their dollar signs $ to declare the entity as what it's supposed to be : example the 'ahem scripter declares an entity as oh let's say triggering an entity,
the scripter puts out
Code:
sys.trigger(func_example_entity);
//when it should be
sys.trigger($func_example_entity);


just one of the first things I noticed when trying this app.
needs lots of work, great idea but still flawed.
Thanks but I'd rather stick with using ConText.

Best luck on this ajm :roll:



ajm113@Posted: Mon Jan 14, 2008 5:20 am :
finally some replys, after a couple of months...

Yeah, I know its the highlighting system for one thing thats getting me down a lot so. I am still working on it now and then. I mite get the project going for quake if I can speed up the highlighting system. For now I just been working on my site trying to invent some things for it to make it a bit better to use and doing some OpenGL work.



echoplex@Posted: Tue Apr 28, 2009 11:42 am :
This is a nice little editor for scripting. Great work. Is there any way to change the rendering font?



ajm113@Posted: Thu Jul 30, 2009 11:41 pm :
No, not really. I lost the source code for this project, when one of my PCs fried year ago, so not much I can do now. :S



Zombie13@Posted: Fri Jul 31, 2009 4:31 am :
ajm113 wrote:
No, not really. I lost the source code for this project, when one of my PCs fried year ago, so not much I can do now. :S



That's why you back stuff up :P

/me shakes head



ajm113@Posted: Sun Apr 22, 2007 3:44 am :
{EDITED}

OK, I noticed some bugs with the code you can inserted and fixed them and cleared up the warnings on the script and fixed the "Close Script", "save", "Save As". So if their are no current scripts open the editor will not crash on you. The browse dialog won't show that confusing error when you cancel. This is a quick fix new commands and the command dialogs will be fixed so you don't have to keep looking at the tool tips in the 2.2 Ver.

DOWNLOAD DOOM3SCRIPTER 2.1
UNDER Downloads (Of Course)

Image

Image

http://www.bombinaid.com/Doom3Scripter/Forum/thread.php?id=18 - Updated To 2.1

I hope you guys enjoy it and give me some feed back on here or on my forum! :wink:
Also if you would like to donate money you can go to my Amazon wish list. It should be listed on the site where it says. "Buy/Donate."

Also I will still do some editing with the editor and fix it up a bit once and a while then get it prep up for Quake 4 and Prey.



Jack Rammsdell@Posted: Sun Apr 22, 2007 3:52 am :
I'm impressed in you. not only is this your first useful thing you have released to the doom 3 community, but it is also something that will help out the starting out scripters. To bad the doom 3 modding community is diminished. Try adding support for prey and quake 4 ect...



ajm113@Posted: Sun Apr 22, 2007 3:54 am :
Oh man you are asking for another butt load of finger typing pain! My hands where already hurting just finishing this up today!

Thanks! I was thinking about that when I first started but, I don't know... I mite but, then I can always do the Quake Wars game coming out it mite be pretty cool. :wink:



Bittoman@Posted: Sun Apr 22, 2007 4:00 am :
Finish what you started here first, use it as proof of concept in your abilities (i.e. a 'resume'). Don't let the level of popularity determine your desire to complete a goal, sometimes achieving a goal just for yourself is the most important thing.



Ivan_the_B@Posted: Sun Apr 22, 2007 1:50 pm :
I've tested it.
I think that it could be very useful to new scripters,but it is quite uncomfortable for expert ones.
For example:
- it always shows a tip on startup (very annoying...)
- the list of commands is incomplete.
- you cannot open multiple files in tabs.
- it does not has spell checking/highlighting for keywords or brackets checking.


If you implement these features (that you can find in other text editors like ConText) it could be the best editor for D3-scripting! :D

However good work until now and good luck for your project!



ajm113@Posted: Sun Apr 22, 2007 7:29 pm :
Thanks, but making a spell checker is not something I can just whip out in a matter of a few minutes its a bit more complex for me. Plus that I have to collect a lot of words so it even works witch will take more time. The tabs I am going to add in the 2.0. You can still goto File->New and it should open the program again up. I was going to add in a highlighter syntact, but I could not find a good source on doing that or I would need to look into more of that. Because the only source I could find that would do highlighting istelf was the language I was using to make the program. I am going to find out how to get the do not show again tab to work on the Tip of The day dialog when I come around it.

Thanks.



Bittoman@Posted: Sun Apr 22, 2007 8:01 pm :
I don't know how complicated it would be to do it this way but you might be able to include a spell checker as an external module and use some pre-existing spell checker (freeware of course, maybe off of sourceforge) to handle it for you since this is a simple text document.



listerman@Posted: Mon Apr 23, 2007 3:45 pm :
mayby you could set it opensource so other peolpe could work on it.



Tetzlaff@Posted: Mon Apr 23, 2007 4:19 pm :
Jack Rammsdell wrote:
To bad the doom 3 modding community is diminished. Try adding support for prey and quake 4 ect...


That´s not true, from all those games the Doom3 modding scene is the most active one.



vinnie_jones@Posted: Mon Apr 23, 2007 7:07 pm :
compare the modding scene with that of Far cry and youll see
that Doom modding scene isnt diminuishing :)



Jack Rammsdell@Posted: Mon Apr 23, 2007 10:17 pm :
Tetzlaff wrote:
Jack Rammsdell wrote:
To bad the doom 3 modding community is diminished. Try adding support for prey and quake 4 ect...


That´s not true, from all those games the Doom3 modding scene is the most active one.


I meant to say diminished compared to what it was when it first began. There was that time where this forum was loaded after doom 3 was released and BNA! had to limit the forums(ie, no advatars). If people were to get into doom engine modding, I think they would prefer using prey, quake 4, or Etqw because of the engine upgrades so I was suggesting that it'd be wise to add the support. It wouldn't be as much work adding support because AJM already has the base to the program layed out, all he has to do now is add the additional commands/variables. It'd be some work but not as much.



ajm113@Posted: Tue Apr 24, 2007 5:24 am :
I hope this is not a big deal or anything with you BNA! or any other moderator, but can I have this thread on a sticky? Since it's a useful tool like the ASE. Exporter on Blender?

-Update-

OK, on the tabs thing I'm still working on, but I forgot the source code at my dads! So it mite be a lital longer then expected. Since I do like to work on it on the week days. Also since I am having a hell of a time trying to get the formating work. :x Becuase Python is pretty sensitive when it comes to formating. Hopfuly peter gets back with me on fixing the script up a bit becuase he is alital more advanced then me right now in regulare Python then the API that I am using right now. Also I will include a side bar that lists the line number if thats cool with you guys. I almost had it working until I got that harible formating error came along. So thats why I like a extra hand on the board to help me with this. So if you know regulare Python or wxPython and or Doom3 Scripting go into my site and look for "Odd Jobs" to join the team if you like this program to have a good future.



rich_is_bored@Posted: Tue Apr 24, 2007 5:53 am :
Sure. I'll sticky this thread for you.



ajm113@Posted: Tue Apr 24, 2007 11:29 pm :
rich_is_bored wrote:
Sure. I'll sticky this thread for you.


Thanks man! :wink:

EDIT: Wow, people are really starting to get a liking to this faster then I expected! :D

Google Result For "Doom3 Scripter"



Zombie13@Posted: Thu Jun 07, 2007 11:02 pm :
Yeah this is great! I use this more than I watch porn. Now that's saying something.

Bit of feedback though.

General additions would be nice:

-tabs (already see that you are adding this, awesome)
-syntax hightlighing to make it easier on the eyes, possibly kept in an external txt file for supporting other games
-right click menu with all the commands
-possibly contain all the script commands in an external txt file, would be easier to mod, to support other games
-syntax error checker
-font size adjustment (easier to read)

When you launch it, the dos window is a bit of pain in the backside and clutters up my task bar.



Gmz1013@Posted: Sat Jun 09, 2007 2:56 am :
i keep getting an error, MSVCR11.DLL not found, or not present...



ajm113@Posted: Sat Jun 16, 2007 8:04 am :
I have been working on that problem just to let you guys know, but I if you guys wait a while I will get the Doom3 Scripter 2.0 out.



Zombie13@Posted: Tue Jun 26, 2007 12:37 pm :
ajm113 wrote:
I have been working on that problem just to let you guys know, but I if you guys wait a while I will get the Doom3 Scripter 2.0 out.


Cool. Any news on current/working new features that are going in?



ajm113@Posted: Tue Jun 26, 2007 7:25 pm :
Well, I mite have forgotten if I said this, but I added a welcome dialog box that asks you if you would like to start a script or open one up. If you press the new script button. The welcome box should hide showing some options on creating your script in a new window. Like name, message, copyright. Then when you press OK it should print out something like this on the editor when it pops up in your script just to start off;
Code:
///////////////////////////////////////////
//
//-company name- - -script name- -date-
//
///////////////////////////////////////////
void main()
{
     sys.print"Welcome Message"; //If user clicks on print message on the check box.

}



I am still playing around with that becuase I need to have it so any information saved in one file like the Create script window would be carried out to your script in the main window.

I also have it so you can start up Doom3 manually by hitting 'F3' which works prefectly if you want to jump into Doom3 right away and check to see if your script works. :wink:



Zombie13@Posted: Wed Jun 27, 2007 4:16 pm :
Awesome.

Actually your idea with copyright info is quite neat. What'd it be nice if you could set that stuff in the options. That way every new script you make it automatically adds that information.

I guess that all comes down to how many scripts you make a week :D



goliathvt@Posted: Thu Aug 02, 2007 3:11 pm :
I like this idea. I think given the responses you've gotten over the months you've worked on this, it's clear this is a utility people are interested in seeing completed, so while I may have some strong critiques in the lines ahead, keep in mind that I think your initial concept is great and hope you see this project through.

- File size/bloat: The program is over 7MB in size. I'm guessing you're using one of the python dev packages and haven't learned how to streamline your builds. Read up on how to do that, because what you're having the program do should take up only a few hundred kilobytes. This is basic programming stuff that you should learn before releasing stuff to the public, even in "beta" form.

- Lack of polish: Spelling mistakes abound in the Scripter tool. The Find/Replace and Goto Line functions do not work or throw errors.

- Project depth: From what I can tell, the Scripter is little more than an editbox control and a series of menu controls that, when clicked, output the corresponding command at the cursor's position. While I agree with others that this may be very valuable to beginners to D3 scripting, it can also be a bit limiting. Right now, for most items you have defaults set in order to help ensure the correct syntax is displayed. This is useful, but only to a point. For example, when creating an if/then statement with your utility, the user gets this for the output:

Code:
if (function==1){
}


However, if statements can take on many different forms and have very different syntax than what is presented here. Since the tool is intended for newbie scripters, you might imagine that they could assume that your utility is showing them the way to write/use if-statements. Same thing with your while loop example.

Some "Script Commands" menu items output the function prototype with generic variables. Some output examples with those variables filled in with entities or other game-specific resources. This inconsistency might be confusing.

When you get into things like the entity event syntax, you're probably going to want to generate rather detailed dialogs that will show the user what kind of argument(s) are passed in an entity event function, because that's probably where a beginner is going to get stalled. Getting the syntax right is only marginally useful if they have no idea what it means or how to properly use it. Your utility could help with that, and at that point it would no longer be just a gimmicky lazy-typist's tool that helps maintain proper syntax, but a learning tool that tries to detail (even if slightly) the correct usage of the syntax, or at least help move a newbie scripter in that direction.

Now, you may decide that these things aren't needed, and that the utility should mainly be a way to help new scripters keep their if/then clauses and while loops closed properly, or the parentheses around their function parameters tidy... but I personally wonder (entirely my opinion) if your utility is really helping or hurting a new coder, because often learning the syntax and all the snags that go along with it are what give the person the time they need to start wrapping their head around the concepts of "why" they're coding something in a particular way. In other words, understanding good coding practices and, generally, how to write tidy code is part of the greater process of learning why and what you're coding in the first place.

My two cents.



ajm113@Posted: Thu Aug 02, 2007 6:28 pm :
Thanks for your reply, but I do think it mite be too late for this because I still don't have the map editor working and with out it how can I know if everything works correctly. Thank you very much Vista and Id.

I will say this I was very close on getting the GTK Radiant to work 100% so give me some time to play around with that.



pheonix2468@Posted: Wed Aug 08, 2007 11:47 am :
Hey i just checked this out and it petty cool, if i may can i atempt to steal your idea and recreate this in VB lol. :D good work though, i dont know the firt thing about python ha.



ajm113@Posted: Wed Aug 08, 2007 8:49 pm :
You can, but you must name it something else then Doom3 Scripter. Because I already pretty much own that name by now. So knock your self out.

Thanks for your comment.

I mite continue to make the scripter for Doom3. I really haven't thought about this, but I can still use it at my dads. I still have a XP over their still! I feel stupid right now, my bad! :oops: Just with my site and the Server right now I did not have time to think about it.

I'll be sure to work on it all day today to catch up on work for you guys, go ahead and yell at my through my Message Box about this if you want. Just kidding.



pheonix2468@Posted: Thu Aug 09, 2007 6:47 pm :
haha, ive had a bacon now so im thinking straight w00t. i shall steal inspiration from your program, but not use your idea (i think its cheating lol). I shall make a new thread with this app when i have it in alpha stage :). BTW you app is veeerrryy good. it would be cool if you integrated it with the SDK and had some form of Doom3 IDE. :D



pheonix2468@Posted: Tue Aug 14, 2007 11:34 am :
well anyways, your program is pretty damn cool although i have a couple of gripes:
1) Theres an ugly console window which takes up taskbar space.
2) its an SDI not MDI ( i prefer MDI) for those who dont know MDI is multiple document interface, which has a parent window and chilkdren windows inside it. SDI is the single document interface like this app wheres theres just one window.

Apart from that its a good program.
i think though there should be a launch doom3 menu option too though, for quick access and maybe a launch doom 3 map editor option too, all they have to do is type in the directory of their doom3 exe, and ou app will launch it adding the extra options for map editor etc.



ajm113@Posted: Tue Aug 14, 2007 11:26 pm :
Thanks! :D

I was thinking about the map editor, but I need some time to think on working with that problem. Right now I can't get content to paste in a selected tab or do anything thing else in a selected tab in C# so if any of you have ideas with a code snippets please post them!



pheonix2468@Posted: Thu Aug 16, 2007 1:56 pm :
ahh err i dunno about C#
But for my project i use multiple wnidows and to save text from a specific window and other such stuff i use Directcast
you should search to see if MS have a Directcast in C#
VB 2005:
Code:
Dim tmpForm As MDIchild = DirectCast(Me.ActiveMdiChild, MDIchild)


this pretty much declares tmpForm as the currently selected window, from that then i can get objects like text in a text box to be saved from that one window without affecting others.

its pretty handy, could work for tabs :)


#edit#
these may come of use
http://www.thescripts.com/forum/thread252769.html
http://forums.microsoft.com/MSDN/ShowPost.aspx?PostID=462228&SiteID=1



ajm113@Posted: Sun Aug 19, 2007 9:35 pm :
Thank you so much! I have been asking all over the internet on this!

Is their anything I can do for you let me know! :D
I am still playing around with it doing some testing, but I'll get it too work.



pheonix2468@Posted: Mon Aug 20, 2007 7:18 pm :
No problem buddy, nice to hear of someone else in this comunity who likes to develop apps for doom3 hehe.



ajm113@Posted: Fri Nov 16, 2007 6:56 am :
Sorry for the late reply.
I got it figured out. The code you posted was for ASP.net, but thanks for the help any ways. Let me know what you think of the Doom3 Scripter 2.0 and tell me if any of you guys have any problems.

I mite have a 2.1 with some bug fixes and added commands later after a while when I can get around to it. :wink:



ajm113@Posted: Sat Dec 08, 2007 6:35 am :
Wow, no comments or, something like "Keep Up the work" or anything yet?

I was expecting a bit more from people on here. :shock:



revility@Posted: Sun Jan 13, 2008 8:51 am :
I remember hosting Liliac's script wizard for neverwinter nights years ago. It handled all the mapping related scripting an some fancier stuff like cinematics, dialogues, and quest. It did wonders for the community. One of reasons that community thrived for so long was people making utilities to cover what the dev's didn't and in return expand it into places never thought possible.

Anything to help with coding or scripting is great. Be it something for beginners to use, or to speed up work by not having to write the same scripts over and over again. The community needs more stuff like this. The only other game it would even be worth porting over to is quakewars, everything else is smaller than d3. But QW modding hasn't taken off yet, so I'd stick around here. Creating a utility for a game that will someday go open source, and gain more popularity, is also a plus.



bladeghost@Posted: Mon Jan 14, 2008 5:02 am :
Thought I'd have a look at this and , well, hmm.
could have potential... but when entities don't get their dollar signs $ to declare the entity as what it's supposed to be : example the 'ahem scripter declares an entity as oh let's say triggering an entity,
the scripter puts out
Code:
sys.trigger(func_example_entity);
//when it should be
sys.trigger($func_example_entity);


just one of the first things I noticed when trying this app.
needs lots of work, great idea but still flawed.
Thanks but I'd rather stick with using ConText.

Best luck on this ajm :roll:



ajm113@Posted: Mon Jan 14, 2008 5:20 am :
finally some replys, after a couple of months...

Yeah, I know its the highlighting system for one thing thats getting me down a lot so. I am still working on it now and then. I mite get the project going for quake if I can speed up the highlighting system. For now I just been working on my site trying to invent some things for it to make it a bit better to use and doing some OpenGL work.



echoplex@Posted: Tue Apr 28, 2009 11:42 am :
This is a nice little editor for scripting. Great work. Is there any way to change the rendering font?



ajm113@Posted: Thu Jul 30, 2009 11:41 pm :
No, not really. I lost the source code for this project, when one of my PCs fried year ago, so not much I can do now. :S



Zombie13@Posted: Fri Jul 31, 2009 4:31 am :
ajm113 wrote:
No, not really. I lost the source code for this project, when one of my PCs fried year ago, so not much I can do now. :S



That's why you back stuff up :P

/me shakes head



goliathvt@Posted: Thu Aug 02, 2007 3:11 pm :
I like this idea. I think given the responses you've gotten over the months you've worked on this, it's clear this is a utility people are interested in seeing completed, so while I may have some strong critiques in the lines ahead, keep in mind that I think your initial concept is great and hope you see this project through.

- File size/bloat: The program is over 7MB in size. I'm guessing you're using one of the python dev packages and haven't learned how to streamline your builds. Read up on how to do that, because what you're having the program do should take up only a few hundred kilobytes. This is basic programming stuff that you should learn before releasing stuff to the public, even in "beta" form.

- Lack of polish: Spelling mistakes abound in the Scripter tool. The Find/Replace and Goto Line functions do not work or throw errors.

- Project depth: From what I can tell, the Scripter is little more than an editbox control and a series of menu controls that, when clicked, output the corresponding command at the cursor's position. While I agree with others that this may be very valuable to beginners to D3 scripting, it can also be a bit limiting. Right now, for most items you have defaults set in order to help ensure the correct syntax is displayed. This is useful, but only to a point. For example, when creating an if/then statement with your utility, the user gets this for the output:

Code:
if (function==1){
}


However, if statements can take on many different forms and have very different syntax than what is presented here. Since the tool is intended for newbie scripters, you might imagine that they could assume that your utility is showing them the way to write/use if-statements. Same thing with your while loop example.

Some "Script Commands" menu items output the function prototype with generic variables. Some output examples with those variables filled in with entities or other game-specific resources. This inconsistency might be confusing.

When you get into things like the entity event syntax, you're probably going to want to generate rather detailed dialogs that will show the user what kind of argument(s) are passed in an entity event function, because that's probably where a beginner is going to get stalled. Getting the syntax right is only marginally useful if they have no idea what it means or how to properly use it. Your utility could help with that, and at that point it would no longer be just a gimmicky lazy-typist's tool that helps maintain proper syntax, but a learning tool that tries to detail (even if slightly) the correct usage of the syntax, or at least help move a newbie scripter in that direction.

Now, you may decide that these things aren't needed, and that the utility should mainly be a way to help new scripters keep their if/then clauses and while loops closed properly, or the parentheses around their function parameters tidy... but I personally wonder (entirely my opinion) if your utility is really helping or hurting a new coder, because often learning the syntax and all the snags that go along with it are what give the person the time they need to start wrapping their head around the concepts of "why" they're coding something in a particular way. In other words, understanding good coding practices and, generally, how to write tidy code is part of the greater process of learning why and what you're coding in the first place.

My two cents.



ajm113@Posted: Thu Aug 02, 2007 6:28 pm :
Thanks for your reply, but I do think it mite be too late for this because I still don't have the map editor working and with out it how can I know if everything works correctly. Thank you very much Vista and Id.

I will say this I was very close on getting the GTK Radiant to work 100% so give me some time to play around with that.



pheonix2468@Posted: Wed Aug 08, 2007 11:47 am :
Hey i just checked this out and it petty cool, if i may can i atempt to steal your idea and recreate this in VB lol. :D good work though, i dont know the firt thing about python ha.



ajm113@Posted: Wed Aug 08, 2007 8:49 pm :
You can, but you must name it something else then Doom3 Scripter. Because I already pretty much own that name by now. So knock your self out.

Thanks for your comment.

I mite continue to make the scripter for Doom3. I really haven't thought about this, but I can still use it at my dads. I still have a XP over their still! I feel stupid right now, my bad! :oops: Just with my site and the Server right now I did not have time to think about it.

I'll be sure to work on it all day today to catch up on work for you guys, go ahead and yell at my through my Message Box about this if you want. Just kidding.



pheonix2468@Posted: Thu Aug 09, 2007 6:47 pm :
haha, ive had a bacon now so im thinking straight w00t. i shall steal inspiration from your program, but not use your idea (i think its cheating lol). I shall make a new thread with this app when i have it in alpha stage :). BTW you app is veeerrryy good. it would be cool if you integrated it with the SDK and had some form of Doom3 IDE. :D



pheonix2468@Posted: Tue Aug 14, 2007 11:34 am :
well anyways, your program is pretty damn cool although i have a couple of gripes:
1) Theres an ugly console window which takes up taskbar space.
2) its an SDI not MDI ( i prefer MDI) for those who dont know MDI is multiple document interface, which has a parent window and chilkdren windows inside it. SDI is the single document interface like this app wheres theres just one window.

Apart from that its a good program.
i think though there should be a launch doom3 menu option too though, for quick access and maybe a launch doom 3 map editor option too, all they have to do is type in the directory of their doom3 exe, and ou app will launch it adding the extra options for map editor etc.



ajm113@Posted: Tue Aug 14, 2007 11:26 pm :
Thanks! :D

I was thinking about the map editor, but I need some time to think on working with that problem. Right now I can't get content to paste in a selected tab or do anything thing else in a selected tab in C# so if any of you have ideas with a code snippets please post them!



pheonix2468@Posted: Thu Aug 16, 2007 1:56 pm :
ahh err i dunno about C#
But for my project i use multiple wnidows and to save text from a specific window and other such stuff i use Directcast
you should search to see if MS have a Directcast in C#
VB 2005:
Code:
Dim tmpForm As MDIchild = DirectCast(Me.ActiveMdiChild, MDIchild)


this pretty much declares tmpForm as the currently selected window, from that then i can get objects like text in a text box to be saved from that one window without affecting others.

its pretty handy, could work for tabs :)


#edit#
these may come of use
http://www.thescripts.com/forum/thread252769.html
http://forums.microsoft.com/MSDN/ShowPost.aspx?PostID=462228&SiteID=1



ajm113@Posted: Sun Aug 19, 2007 9:35 pm :
Thank you so much! I have been asking all over the internet on this!

Is their anything I can do for you let me know! :D
I am still playing around with it doing some testing, but I'll get it too work.



pheonix2468@Posted: Mon Aug 20, 2007 7:18 pm :
No problem buddy, nice to hear of someone else in this comunity who likes to develop apps for doom3 hehe.



ajm113@Posted: Fri Nov 16, 2007 6:56 am :
Sorry for the late reply.
I got it figured out. The code you posted was for ASP.net, but thanks for the help any ways. Let me know what you think of the Doom3 Scripter 2.0 and tell me if any of you guys have any problems.

I mite have a 2.1 with some bug fixes and added commands later after a while when I can get around to it. :wink:



ajm113@Posted: Sat Dec 08, 2007 6:35 am :
Wow, no comments or, something like "Keep Up the work" or anything yet?

I was expecting a bit more from people on here. :shock:



revility@Posted: Sun Jan 13, 2008 8:51 am :
I remember hosting Liliac's script wizard for neverwinter nights years ago. It handled all the mapping related scripting an some fancier stuff like cinematics, dialogues, and quest. It did wonders for the community. One of reasons that community thrived for so long was people making utilities to cover what the dev's didn't and in return expand it into places never thought possible.

Anything to help with coding or scripting is great. Be it something for beginners to use, or to speed up work by not having to write the same scripts over and over again. The community needs more stuff like this. The only other game it would even be worth porting over to is quakewars, everything else is smaller than d3. But QW modding hasn't taken off yet, so I'd stick around here. Creating a utility for a game that will someday go open source, and gain more popularity, is also a plus.



bladeghost@Posted: Mon Jan 14, 2008 5:02 am :
Thought I'd have a look at this and , well, hmm.
could have potential... but when entities don't get their dollar signs $ to declare the entity as what it's supposed to be : example the 'ahem scripter declares an entity as oh let's say triggering an entity,
the scripter puts out
Code:
sys.trigger(func_example_entity);
//when it should be
sys.trigger($func_example_entity);


just one of the first things I noticed when trying this app.
needs lots of work, great idea but still flawed.
Thanks but I'd rather stick with using ConText.

Best luck on this ajm :roll:



ajm113@Posted: Mon Jan 14, 2008 5:20 am :
finally some replys, after a couple of months...

Yeah, I know its the highlighting system for one thing thats getting me down a lot so. I am still working on it now and then. I mite get the project going for quake if I can speed up the highlighting system. For now I just been working on my site trying to invent some things for it to make it a bit better to use and doing some OpenGL work.



echoplex@Posted: Tue Apr 28, 2009 11:42 am :
This is a nice little editor for scripting. Great work. Is there any way to change the rendering font?



ajm113@Posted: Thu Jul 30, 2009 11:41 pm :
No, not really. I lost the source code for this project, when one of my PCs fried year ago, so not much I can do now. :S



Zombie13@Posted: Fri Jul 31, 2009 4:31 am :
ajm113 wrote:
No, not really. I lost the source code for this project, when one of my PCs fried year ago, so not much I can do now. :S



That's why you back stuff up :P

/me shakes head



ajm113@Posted: Sun Apr 22, 2007 2:44 am :
{EDITED}

OK, I noticed some bugs with the code you can inserted and fixed them and cleared up the warnings on the script and fixed the "Close Script", "save", "Save As". So if their are no current scripts open the editor will not crash on you. The browse dialog won't show that confusing error when you cancel. This is a quick fix new commands and the command dialogs will be fixed so you don't have to keep looking at the tool tips in the 2.2 Ver.

DOWNLOAD DOOM3SCRIPTER 2.1
UNDER Downloads (Of Course)

Image

Image

http://www.bombinaid.com/Doom3Scripter/Forum/thread.php?id=18 - Updated To 2.1

I hope you guys enjoy it and give me some feed back on here or on my forum! :wink:
Also if you would like to donate money you can go to my Amazon wish list. It should be listed on the site where it says. "Buy/Donate."

Also I will still do some editing with the editor and fix it up a bit once and a while then get it prep up for Quake 4 and Prey.



Jack Rammsdell@Posted: Sun Apr 22, 2007 2:52 am :
I'm impressed in you. not only is this your first useful thing you have released to the doom 3 community, but it is also something that will help out the starting out scripters. To bad the doom 3 modding community is diminished. Try adding support for prey and quake 4 ect...



ajm113@Posted: Sun Apr 22, 2007 2:54 am :
Oh man you are asking for another butt load of finger typing pain! My hands where already hurting just finishing this up today!

Thanks! I was thinking about that when I first started but, I don't know... I mite but, then I can always do the Quake Wars game coming out it mite be pretty cool. :wink:



Bittoman@Posted: Sun Apr 22, 2007 3:00 am :
Finish what you started here first, use it as proof of concept in your abilities (i.e. a 'resume'). Don't let the level of popularity determine your desire to complete a goal, sometimes achieving a goal just for yourself is the most important thing.



Ivan_the_B@Posted: Sun Apr 22, 2007 12:50 pm :
I've tested it.
I think that it could be very useful to new scripters,but it is quite uncomfortable for expert ones.
For example:
- it always shows a tip on startup (very annoying...)
- the list of commands is incomplete.
- you cannot open multiple files in tabs.
- it does not has spell checking/highlighting for keywords or brackets checking.


If you implement these features (that you can find in other text editors like ConText) it could be the best editor for D3-scripting! :D

However good work until now and good luck for your project!



ajm113@Posted: Sun Apr 22, 2007 6:29 pm :
Thanks, but making a spell checker is not something I can just whip out in a matter of a few minutes its a bit more complex for me. Plus that I have to collect a lot of words so it even works witch will take more time. The tabs I am going to add in the 2.0. You can still goto File->New and it should open the program again up. I was going to add in a highlighter syntact, but I could not find a good source on doing that or I would need to look into more of that. Because the only source I could find that would do highlighting istelf was the language I was using to make the program. I am going to find out how to get the do not show again tab to work on the Tip of The day dialog when I come around it.

Thanks.



Bittoman@Posted: Sun Apr 22, 2007 7:01 pm :
I don't know how complicated it would be to do it this way but you might be able to include a spell checker as an external module and use some pre-existing spell checker (freeware of course, maybe off of sourceforge) to handle it for you since this is a simple text document.



listerman@Posted: Mon Apr 23, 2007 2:45 pm :
mayby you could set it opensource so other peolpe could work on it.



Tetzlaff@Posted: Mon Apr 23, 2007 3:19 pm :
Jack Rammsdell wrote:
To bad the doom 3 modding community is diminished. Try adding support for prey and quake 4 ect...


That´s not true, from all those games the Doom3 modding scene is the most active one.



vinnie_jones@Posted: Mon Apr 23, 2007 6:07 pm :
compare the modding scene with that of Far cry and youll see
that Doom modding scene isnt diminuishing :)



Jack Rammsdell@Posted: Mon Apr 23, 2007 9:17 pm :
Tetzlaff wrote:
Jack Rammsdell wrote:
To bad the doom 3 modding community is diminished. Try adding support for prey and quake 4 ect...


That´s not true, from all those games the Doom3 modding scene is the most active one.


I meant to say diminished compared to what it was when it first began. There was that time where this forum was loaded after doom 3 was released and BNA! had to limit the forums(ie, no advatars). If people were to get into doom engine modding, I think they would prefer using prey, quake 4, or Etqw because of the engine upgrades so I was suggesting that it'd be wise to add the support. It wouldn't be as much work adding support because AJM already has the base to the program layed out, all he has to do now is add the additional commands/variables. It'd be some work but not as much.



ajm113@Posted: Tue Apr 24, 2007 4:24 am :
I hope this is not a big deal or anything with you BNA! or any other moderator, but can I have this thread on a sticky? Since it's a useful tool like the ASE. Exporter on Blender?

-Update-

OK, on the tabs thing I'm still working on, but I forgot the source code at my dads! So it mite be a lital longer then expected. Since I do like to work on it on the week days. Also since I am having a hell of a time trying to get the formating work. :x Becuase Python is pretty sensitive when it comes to formating. Hopfuly peter gets back with me on fixing the script up a bit becuase he is alital more advanced then me right now in regulare Python then the API that I am using right now. Also I will include a side bar that lists the line number if thats cool with you guys. I almost had it working until I got that harible formating error came along. So thats why I like a extra hand on the board to help me with this. So if you know regulare Python or wxPython and or Doom3 Scripting go into my site and look for "Odd Jobs" to join the team if you like this program to have a good future.



rich_is_bored@Posted: Tue Apr 24, 2007 4:53 am :
Sure. I'll sticky this thread for you.



ajm113@Posted: Tue Apr 24, 2007 10:29 pm :
rich_is_bored wrote:
Sure. I'll sticky this thread for you.


Thanks man! :wink:

EDIT: Wow, people are really starting to get a liking to this faster then I expected! :D

Google Result For "Doom3 Scripter"



Zombie13@Posted: Thu Jun 07, 2007 10:02 pm :
Yeah this is great! I use this more than I watch porn. Now that's saying something.

Bit of feedback though.

General additions would be nice:

-tabs (already see that you are adding this, awesome)
-syntax hightlighing to make it easier on the eyes, possibly kept in an external txt file for supporting other games
-right click menu with all the commands
-possibly contain all the script commands in an external txt file, would be easier to mod, to support other games
-syntax error checker
-font size adjustment (easier to read)

When you launch it, the dos window is a bit of pain in the backside and clutters up my task bar.



Gmz1013@Posted: Sat Jun 09, 2007 1:56 am :
i keep getting an error, MSVCR11.DLL not found, or not present...



ajm113@Posted: Sat Jun 16, 2007 7:04 am :
I have been working on that problem just to let you guys know, but I if you guys wait a while I will get the Doom3 Scripter 2.0 out.



Zombie13@Posted: Tue Jun 26, 2007 11:37 am :
ajm113 wrote:
I have been working on that problem just to let you guys know, but I if you guys wait a while I will get the Doom3 Scripter 2.0 out.


Cool. Any news on current/working new features that are going in?



ajm113@Posted: Tue Jun 26, 2007 6:25 pm :
Well, I mite have forgotten if I said this, but I added a welcome dialog box that asks you if you would like to start a script or open one up. If you press the new script button. The welcome box should hide showing some options on creating your script in a new window. Like name, message, copyright. Then when you press OK it should print out something like this on the editor when it pops up in your script just to start off;
Code:
///////////////////////////////////////////
//
//-company name- - -script name- -date-
//
///////////////////////////////////////////
void main()
{
     sys.print"Welcome Message"; //If user clicks on print message on the check box.

}



I am still playing around with that becuase I need to have it so any information saved in one file like the Create script window would be carried out to your script in the main window.

I also have it so you can start up Doom3 manually by hitting 'F3' which works prefectly if you want to jump into Doom3 right away and check to see if your script works. :wink:



Zombie13@FIXME failed to extract: Doom3world • View topic - Doom3 Scripter 2.1 - Released Quick Fixes

Doom3world

The world is yours! Doom 3 - Quake 4 - ET:QW - Prey - Rage
It is currently Wed Dec 19, 2007 11:50 pm

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 Post subject: Doom3 Scripter 2.1 - Released Quick Fixes
PostPosted: Sun Apr 22, 2007 2:44 am 
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{EDITED}

OK, I noticed some bugs with the code you can inserted and fixed them and cleared up the warnings on the script and fixed the "Close Script", "save", "Save As". So if their are no current scripts open the editor will not crash on you. The browse dialog won't show that confusing error when you cancel. This is a quick fix new commands and the command dialogs will be fixed so you don't have to keep looking at the tool tips in the 2.2 Ver.

DOWNLOAD DOOM3SCRIPTER 2.1
UNDER Downloads (Of Course)

Image

Image

http://www.bombinaid.com/Doom3Scripter/Forum/thread.php?id=18 - Updated To 2.1

I hope you guys enjoy it and give me some feed back on here or on my forum! :wink:
Also if you would like to donate money you can go to my Amazon wish list. It should be listed on the site where it says. "Buy/Donate."

Also I will still do some editing with the editor and fix it up a bit once and a while then get it prep up for Quake 4 and Prey.

_________________
"Well, Hi! I'm Kenny Rogers!"

Doom3 Scripter 2.2 Site


Last edited by ajm113 on Sun Nov 18, 2007 7:52 pm, edited 27 times in total.

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PostPosted: Sun Apr 22, 2007 2:52 am 
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I'm impressed in you. not only is this your first useful thing you have released to the doom 3 community, but it is also something that will help out the starting out scripters. To bad the doom 3 modding community is diminished. Try adding support for prey and quake 4 ect...


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PostPosted: Sun Apr 22, 2007 2:54 am 
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Oh man you are asking for another butt load of finger typing pain! My hands where already hurting just finishing this up today!

Thanks! I was thinking about that when I first started but, I don't know... I mite but, then I can always do the Quake Wars game coming out it mite be pretty cool. :wink:

_________________
"Well, Hi! I'm Kenny Rogers!"

Doom3 Scripter 2.2 Site


Last edited by ajm113 on Sun Apr 22, 2007 3:02 am, edited 1 time in total.

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PostPosted: Sun Apr 22, 2007 3:00 am 
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Finish what you started here first, use it as proof of concept in your abilities (i.e. a 'resume'). Don't let the level of popularity determine your desire to complete a goal, sometimes achieving a goal just for yourself is the most important thing.


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PostPosted: Sun Apr 22, 2007 12:50 pm 
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I've tested it.
I think that it could be very useful to new scripters,but it is quite uncomfortable for expert ones.
For example:
- it always shows a tip on startup (very annoying...)
- the list of commands is incomplete.
- you cannot open multiple files in tabs.
- it does not has spell checking/highlighting for keywords or brackets checking.


If you implement these features (that you can find in other text editors like ConText) it could be the best editor for D3-scripting! :D

However good work until now and good luck for your project!


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PostPosted: Sun Apr 22, 2007 6:29 pm 
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Joined: Thu Jul 07, 2005 10:57 pm
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Thanks, but making a spell checker is not something I can just whip out in a matter of a few minutes its a bit more complex for me. Plus that I have to collect a lot of words so it even works witch will take more time. The tabs I am going to add in the 2.0. You can still goto File->New and it should open the program again up. I was going to add in a highlighter syntact, but I could not find a good source on doing that or I would need to look into more of that. Because the only source I could find that would do highlighting istelf was the language I was using to make the program. I am going to find out how to get the do not show again tab to work on the Tip of The day dialog when I come around it.

Thanks.

_________________
"Well, Hi! I'm Kenny Rogers!"

Doom3 Scripter 2.2 Site


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 Post subject:
PostPosted: Sun Apr 22, 2007 7:01 pm 
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I don't know how complicated it would be to do it this way but you might be able to include a spell checker as an external module and use some pre-existing spell checker (freeware of course, maybe off of sourceforge) to handle it for you since this is a simple text document.


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 Post subject:
PostPosted: Mon Apr 23, 2007 2:45 pm 
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mayby you could set it opensource so other peolpe could work on it.


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PostPosted: Mon Apr 23, 2007 3:19 pm 
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Jack Rammsdell wrote:
To bad the doom 3 modding community is diminished. Try adding support for prey and quake 4 ect...


That´s not true, from all those games the Doom3 modding scene is the most active one.


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PostPosted: Mon Apr 23, 2007 6:07 pm 
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did just hit his 750th monster

Joined: Mon Oct 02, 2006 8:13 pm
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compare the modding scene with that of Far cry and youll see
that Doom modding scene isnt diminuishing :)

_________________
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PostPosted: Mon Apr 23, 2007 9:17 pm 
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Tetzlaff wrote:
Jack Rammsdell wrote:
To bad the doom 3 modding community is diminished. Try adding support for prey and quake 4 ect...


That´s not true, from all those games the Doom3 modding scene is the most active one.


I meant to say diminished compared to what it was when it first began. There was that time where this forum was loaded after doom 3 was released and BNA! had to limit the forums(ie, no advatars). If people were to get into doom engine modding, I think they would prefer using prey, quake 4, or Etqw because of the engine upgrades so I was suggesting that it'd be wise to add the support. It wouldn't be as much work adding support because AJM already has the base to the program layed out, all he has to do now is add the additional commands/variables. It'd be some work but not as much.


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PostPosted: Tue Apr 24, 2007 4:24 am 
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I hope this is not a big deal or anything with you BNA! or any other moderator, but can I have this thread on a sticky? Since it's a useful tool like the ASE. Exporter on Blender?

-Update-

OK, on the tabs thing I'm still working on, but I forgot the source code at my dads! So it mite be a lital longer then expected. Since I do like to work on it on the week days. Also since I am having a hell of a time trying to get the formating work. :x Becuase Python is pretty sensitive when it comes to formating. Hopfuly peter gets back with me on fixing the script up a bit becuase he is alital more advanced then me right now in regulare Python then the API that I am using right now. Also I will include a side bar that lists the line number if thats cool with you guys. I almost had it working until I got that harible formating error came along. So thats why I like a extra hand on the board to help me with this. So if you know regulare Python or wxPython and or Doom3 Scripting go into my site and look for "Odd Jobs" to join the team if you like this program to have a good future.

_________________
"Well, Hi! I'm Kenny Rogers!"

Doom3 Scripter 2.2 Site


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PostPosted: Tue Apr 24, 2007 4:53 am 
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Sure. I'll sticky this thread for you.

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PostPosted: Tue Apr 24, 2007 10:29 pm 
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rich_is_bored wrote:
Sure. I'll sticky this thread for you.


Thanks man! :wink:

EDIT: Wow, people are really starting to get a liking to this faster then I expected! :D

Google Result For "Doom3 Scripter"

_________________
"Well, Hi! I'm Kenny Rogers!"

Doom3 Scripter 2.2 Site


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PostPosted: Thu Jun 07, 2007 10:02 pm 
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missed 400 shots

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Yeah this is great! I use this more than I watch porn. Now that's saying something.

Bit of feedback though.

General additions would be nice:

-tabs (already see that you are adding this, awesome)
-syntax hightlighing to make it easier on the eyes, possibly kept in an external txt file for supporting other games
-right click menu with all the commands
-possibly contain all the script commands in an external txt file, would be easier to mod, to support other games
-syntax error checker
-font size adjustment (easier to read)

When you launch it, the dos window is a bit of pain in the backside and clutters up my task bar.


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 Post subject:
PostPosted: Sat Jun 09, 2007 1:56 am 
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i keep getting an error, MSVCR11.DLL not found, or not present...


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PostPosted: Sat Jun 16, 2007 7:04 am 
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I have been working on that problem just to let you guys know, but I if you guys wait a while I will get the Doom3 Scripter 2.0 out.

_________________
"Well, Hi! I'm Kenny Rogers!"

Doom3 Scripter 2.2 Site


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PostPosted: Tue Jun 26, 2007 11:37 am 
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missed 400 shots

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ajm113 wrote:
I have been working on that problem just to let you guys know, but I if you guys wait a while I will get the Doom3 Scripter 2.0 out.


Cool. Any news on current/working new features that are going in?


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PostPosted: Tue Jun 26, 2007 6:25 pm 
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Well, I mite have forgotten if I said this, but I added a welcome dialog box that asks you if you would like to start a script or open one up. If you press the new script button. The welcome box should hide showing some options on creating your script in a new window. Like name, message, copyright. Then when you press OK it should print out something like this on the editor when it pops up in your script just to start off;
Code:
///////////////////////////////////////////
//
//-company name- - -script name- -date-
//
///////////////////////////////////////////
void main()
{
     sys.print"Welcome Message"; //If user clicks on print message on the check box.

}



I am still playing around with that becuase I need to have it so any information saved in one file like the Create script window would be carried out to your script in the main window.

I also have it so you can start up Doom3 manually by hitting 'F3' which works prefectly if you want to jump into Doom3 right away and check to see if your script works. :wink:

_________________
"Well, Hi! I'm Kenny Rogers!"

Doom3 Scripter 2.2 Site


Top
 Profile  
 



ajm113@Posted: Sun Apr 22, 2007 2:44 am :
{EDITED}

OK, I noticed some bugs with the code you can inserted and fixed them and cleared up the warnings on the script and fixed the "Close Script", "save", "Save As". So if their are no current scripts open the editor will not crash on you. The browse dialog won't show that confusing error when you cancel. This is a quick fix new commands and the command dialogs will be fixed so you don't have to keep looking at the tool tips in the 2.2 Ver.

DOWNLOAD DOOM3SCRIPTER 2.1
UNDER Downloads (Of Course)

Image

Image

http://www.bombinaid.com/Doom3Scripter/Forum/thread.php?id=18 - Updated To 2.1

I hope you guys enjoy it and give me some feed back on here or on my forum! :wink:
Also if you would like to donate money you can go to my Amazon wish list. It should be listed on the site where it says. "Buy/Donate."

Also I will still do some editing with the editor and fix it up a bit once and a while then get it prep up for Quake 4 and Prey.



Jack Rammsdell@Posted: Sun Apr 22, 2007 2:52 am :
I'm impressed in you. not only is this your first useful thing you have released to the doom 3 community, but it is also something that will help out the starting out scripters. To bad the doom 3 modding community is diminished. Try adding support for prey and quake 4 ect...



ajm113@Posted: Sun Apr 22, 2007 2:54 am :
Oh man you are asking for another butt load of finger typing pain! My hands where already hurting just finishing this up today!

Thanks! I was thinking about that when I first started but, I don't know... I mite but, then I can always do the Quake Wars game coming out it mite be pretty cool. :wink:



Bittoman@Posted: Sun Apr 22, 2007 3:00 am :
Finish what you started here first, use it as proof of concept in your abilities (i.e. a 'resume'). Don't let the level of popularity determine your desire to complete a goal, sometimes achieving a goal just for yourself is the most important thing.



Ivan_the_B@Posted: Sun Apr 22, 2007 12:50 pm :
I've tested it.
I think that it could be very useful to new scripters,but it is quite uncomfortable for expert ones.
For example:
- it always shows a tip on startup (very annoying...)
- the list of commands is incomplete.
- you cannot open multiple files in tabs.
- it does not has spell checking/highlighting for keywords or brackets checking.


If you implement these features (that you can find in other text editors like ConText) it could be the best editor for D3-scripting! :D

However good work until now and good luck for your project!



ajm113@Posted: Sun Apr 22, 2007 6:29 pm :
Thanks, but making a spell checker is not something I can just whip out in a matter of a few minutes its a bit more complex for me. Plus that I have to collect a lot of words so it even works witch will take more time. The tabs I am going to add in the 2.0. You can still goto File->New and it should open the program again up. I was going to add in a highlighter syntact, but I could not find a good source on doing that or I would need to look into more of that. Because the only source I could find that would do highlighting istelf was the language I was using to make the program. I am going to find out how to get the do not show again tab to work on the Tip of The day dialog when I come around it.

Thanks.



Bittoman@Posted: Sun Apr 22, 2007 7:01 pm :
I don't know how complicated it would be to do it this way but you might be able to include a spell checker as an external module and use some pre-existing spell checker (freeware of course, maybe off of sourceforge) to handle it for you since this is a simple text document.



listerman@Posted: Mon Apr 23, 2007 2:45 pm :
mayby you could set it opensource so other peolpe could work on it.



Tetzlaff@Posted: Mon Apr 23, 2007 3:19 pm :
Jack Rammsdell wrote:
To bad the doom 3 modding community is diminished. Try adding support for prey and quake 4 ect...


That´s not true, from all those games the Doom3 modding scene is the most active one.



vinnie_jones@Posted: Mon Apr 23, 2007 6:07 pm :
compare the modding scene with that of Far cry and youll see
that Doom modding scene isnt diminuishing :)



Jack Rammsdell@Posted: Mon Apr 23, 2007 9:17 pm :
Tetzlaff wrote:
Jack Rammsdell wrote:
To bad the doom 3 modding community is diminished. Try adding support for prey and quake 4 ect...


That´s not true, from all those games the Doom3 modding scene is the most active one.


I meant to say diminished compared to what it was when it first began. There was that time where this forum was loaded after doom 3 was released and BNA! had to limit the forums(ie, no advatars). If people were to get into doom engine modding, I think they would prefer using prey, quake 4, or Etqw because of the engine upgrades so I was suggesting that it'd be wise to add the support. It wouldn't be as much work adding support because AJM already has the base to the program layed out, all he has to do now is add the additional commands/variables. It'd be some work but not as much.



ajm113@Posted: Tue Apr 24, 2007 4:24 am :
I hope this is not a big deal or anything with you BNA! or any other moderator, but can I have this thread on a sticky? Since it's a useful tool like the ASE. Exporter on Blender?

-Update-

OK, on the tabs thing I'm still working on, but I forgot the source code at my dads! So it mite be a lital longer then expected. Since I do like to work on it on the week days. Also since I am having a hell of a time trying to get the formating work. :x Becuase Python is pretty sensitive when it comes to formating. Hopfuly peter gets back with me on fixing the script up a bit becuase he is alital more advanced then me right now in regulare Python then the API that I am using right now. Also I will include a side bar that lists the line number if thats cool with you guys. I almost had it working until I got that harible formating error came along. So thats why I like a extra hand on the board to help me with this. So if you know regulare Python or wxPython and or Doom3 Scripting go into my site and look for "Odd Jobs" to join the team if you like this program to have a good future.



rich_is_bored@Posted: Tue Apr 24, 2007 4:53 am :
Sure. I'll sticky this thread for you.



ajm113@Posted: Tue Apr 24, 2007 10:29 pm :
rich_is_bored wrote:
Sure. I'll sticky this thread for you.


Thanks man! :wink:

EDIT: Wow, people are really starting to get a liking to this faster then I expected! :D

Google Result For "Doom3 Scripter"



Zombie13@Posted: Thu Jun 07, 2007 10:02 pm :
Yeah this is great! I use this more than I watch porn. Now that's saying something.

Bit of feedback though.

General additions would be nice:

-tabs (already see that you are adding this, awesome)
-syntax hightlighing to make it easier on the eyes, possibly kept in an external txt file for supporting other games
-right click menu with all the commands
-possibly contain all the script commands in an external txt file, would be easier to mod, to support other games
-syntax error checker
-font size adjustment (easier to read)

When you launch it, the dos window is a bit of pain in the backside and clutters up my task bar.



Gmz1013@Posted: Sat Jun 09, 2007 1:56 am :
i keep getting an error, MSVCR11.DLL not found, or not present...



ajm113@Posted: Sat Jun 16, 2007 7:04 am :
I have been working on that problem just to let you guys know, but I if you guys wait a while I will get the Doom3 Scripter 2.0 out.



Zombie13@Posted: Tue Jun 26, 2007 11:37 am :
ajm113 wrote:
I have been working on that problem just to let you guys know, but I if you guys wait a while I will get the Doom3 Scripter 2.0 out.


Cool. Any news on current/working new features that are going in?



ajm113@Posted: Tue Jun 26, 2007 6:25 pm :
Well, I mite have forgotten if I said this, but I added a welcome dialog box that asks you if you would like to start a script or open one up. If you press the new script button. The welcome box should hide showing some options on creating your script in a new window. Like name, message, copyright. Then when you press OK it should print out something like this on the editor when it pops up in your script just to start off;
Code:
///////////////////////////////////////////
//
//-company name- - -script name- -date-
//
///////////////////////////////////////////
void main()
{
     sys.print"Welcome Message"; //If user clicks on print message on the check box.

}



I am still playing around with that becuase I need to have it so any information saved in one file like the Create script window would be carried out to your script in the main window.

I also have it so you can start up Doom3 manually by hitting 'F3' which works prefectly if you want to jump into Doom3 right away and check to see if your script works. :wink:



Zombie13@FIXME failed to extract: Doom3world • View topic - Doom3 Scripter 2.1 - Released Quick Fixes

Doom3world

The world is yours! Doom 3 - Quake 4 - ET:QW - Prey - Rage
It is currently Mon Jan 07, 2008 2:14 pm

All times are UTC




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 Post subject: Doom3 Scripter 2.1 - Released Quick Fixes
PostPosted: Sun Apr 22, 2007 2:44 am 
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{EDITED}

OK, I noticed some bugs with the code you can inserted and fixed them and cleared up the warnings on the script and fixed the "Close Script", "save", "Save As". So if their are no current scripts open the editor will not crash on you. The browse dialog won't show that confusing error when you cancel. This is a quick fix new commands and the command dialogs will be fixed so you don't have to keep looking at the tool tips in the 2.2 Ver.

DOWNLOAD DOOM3SCRIPTER 2.1
UNDER Downloads (Of Course)

Image

Image

http://www.bombinaid.com/Doom3Scripter/Forum/thread.php?id=18 - Updated To 2.1

I hope you guys enjoy it and give me some feed back on here or on my forum! :wink:
Also if you would like to donate money you can go to my Amazon wish list. It should be listed on the site where it says. "Buy/Donate."

Also I will still do some editing with the editor and fix it up a bit once and a while then get it prep up for Quake 4 and Prey.

_________________
"Well, Hi! I'm Kenny Rogers!"

Doom3 Scripter 2.2 Site


Last edited by ajm113 on Sun Nov 18, 2007 7:52 pm, edited 27 times in total.

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PostPosted: Sun Apr 22, 2007 2:52 am 
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I'm impressed in you. not only is this your first useful thing you have released to the doom 3 community, but it is also something that will help out the starting out scripters. To bad the doom 3 modding community is diminished. Try adding support for prey and quake 4 ect...


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PostPosted: Sun Apr 22, 2007 2:54 am 
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Oh man you are asking for another butt load of finger typing pain! My hands where already hurting just finishing this up today!

Thanks! I was thinking about that when I first started but, I don't know... I mite but, then I can always do the Quake Wars game coming out it mite be pretty cool. :wink:

_________________
"Well, Hi! I'm Kenny Rogers!"

Doom3 Scripter 2.2 Site


Last edited by ajm113 on Sun Apr 22, 2007 3:02 am, edited 1 time in total.

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PostPosted: Sun Apr 22, 2007 3:00 am 
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Finish what you started here first, use it as proof of concept in your abilities (i.e. a 'resume'). Don't let the level of popularity determine your desire to complete a goal, sometimes achieving a goal just for yourself is the most important thing.


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PostPosted: Sun Apr 22, 2007 12:50 pm 
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I've tested it.
I think that it could be very useful to new scripters,but it is quite uncomfortable for expert ones.
For example:
- it always shows a tip on startup (very annoying...)
- the list of commands is incomplete.
- you cannot open multiple files in tabs.
- it does not has spell checking/highlighting for keywords or brackets checking.


If you implement these features (that you can find in other text editors like ConText) it could be the best editor for D3-scripting! :D

However good work until now and good luck for your project!


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PostPosted: Sun Apr 22, 2007 6:29 pm 
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Thanks, but making a spell checker is not something I can just whip out in a matter of a few minutes its a bit more complex for me. Plus that I have to collect a lot of words so it even works witch will take more time. The tabs I am going to add in the 2.0. You can still goto File->New and it should open the program again up. I was going to add in a highlighter syntact, but I could not find a good source on doing that or I would need to look into more of that. Because the only source I could find that would do highlighting istelf was the language I was using to make the program. I am going to find out how to get the do not show again tab to work on the Tip of The day dialog when I come around it.

Thanks.

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Doom3 Scripter 2.2 Site


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PostPosted: Sun Apr 22, 2007 7:01 pm 
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I don't know how complicated it would be to do it this way but you might be able to include a spell checker as an external module and use some pre-existing spell checker (freeware of course, maybe off of sourceforge) to handle it for you since this is a simple text document.


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PostPosted: Mon Apr 23, 2007 2:45 pm 
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mayby you could set it opensource so other peolpe could work on it.


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PostPosted: Mon Apr 23, 2007 3:19 pm 
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Jack Rammsdell wrote:
To bad the doom 3 modding community is diminished. Try adding support for prey and quake 4 ect...


That´s not true, from all those games the Doom3 modding scene is the most active one.


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PostPosted: Mon Apr 23, 2007 6:07 pm 
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compare the modding scene with that of Far cry and youll see
that Doom modding scene isnt diminuishing :)

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PostPosted: Mon Apr 23, 2007 9:17 pm 
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Tetzlaff wrote:
Jack Rammsdell wrote:
To bad the doom 3 modding community is diminished. Try adding support for prey and quake 4 ect...


That´s not true, from all those games the Doom3 modding scene is the most active one.


I meant to say diminished compared to what it was when it first began. There was that time where this forum was loaded after doom 3 was released and BNA! had to limit the forums(ie, no advatars). If people were to get into doom engine modding, I think they would prefer using prey, quake 4, or Etqw because of the engine upgrades so I was suggesting that it'd be wise to add the support. It wouldn't be as much work adding support because AJM already has the base to the program layed out, all he has to do now is add the additional commands/variables. It'd be some work but not as much.


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PostPosted: Tue Apr 24, 2007 4:24 am 
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I hope this is not a big deal or anything with you BNA! or any other moderator, but can I have this thread on a sticky? Since it's a useful tool like the ASE. Exporter on Blender?

-Update-

OK, on the tabs thing I'm still working on, but I forgot the source code at my dads! So it mite be a lital longer then expected. Since I do like to work on it on the week days. Also since I am having a hell of a time trying to get the formating work. :x Becuase Python is pretty sensitive when it comes to formating. Hopfuly peter gets back with me on fixing the script up a bit becuase he is alital more advanced then me right now in regulare Python then the API that I am using right now. Also I will include a side bar that lists the line number if thats cool with you guys. I almost had it working until I got that harible formating error came along. So thats why I like a extra hand on the board to help me with this. So if you know regulare Python or wxPython and or Doom3 Scripting go into my site and look for "Odd Jobs" to join the team if you like this program to have a good future.

_________________
"Well, Hi! I'm Kenny Rogers!"

Doom3 Scripter 2.2 Site


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PostPosted: Tue Apr 24, 2007 4:53 am 
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Sure. I'll sticky this thread for you.

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PostPosted: Tue Apr 24, 2007 10:29 pm 
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rich_is_bored wrote:
Sure. I'll sticky this thread for you.


Thanks man! :wink:

EDIT: Wow, people are really starting to get a liking to this faster then I expected! :D

Google Result For "Doom3 Scripter"

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PostPosted: Thu Jun 07, 2007 10:02 pm 
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Yeah this is great! I use this more than I watch porn. Now that's saying something.

Bit of feedback though.

General additions would be nice:

-tabs (already see that you are adding this, awesome)
-syntax hightlighing to make it easier on the eyes, possibly kept in an external txt file for supporting other games
-right click menu with all the commands
-possibly contain all the script commands in an external txt file, would be easier to mod, to support other games
-syntax error checker
-font size adjustment (easier to read)

When you launch it, the dos window is a bit of pain in the backside and clutters up my task bar.


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PostPosted: Sat Jun 09, 2007 1:56 am 
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i keep getting an error, MSVCR11.DLL not found, or not present...


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PostPosted: Sat Jun 16, 2007 7:04 am 
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I have been working on that problem just to let you guys know, but I if you guys wait a while I will get the Doom3 Scripter 2.0 out.

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Doom3 Scripter 2.2 Site


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PostPosted: Tue Jun 26, 2007 11:37 am 
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ajm113 wrote:
I have been working on that problem just to let you guys know, but I if you guys wait a while I will get the Doom3 Scripter 2.0 out.


Cool. Any news on current/working new features that are going in?


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PostPosted: Tue Jun 26, 2007 6:25 pm 
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Well, I mite have forgotten if I said this, but I added a welcome dialog box that asks you if you would like to start a script or open one up. If you press the new script button. The welcome box should hide showing some options on creating your script in a new window. Like name, message, copyright. Then when you press OK it should print out something like this on the editor when it pops up in your script just to start off;
Code:
///////////////////////////////////////////
//
//-company name- - -script name- -date-
//
///////////////////////////////////////////
void main()
{
     sys.print"Welcome Message"; //If user clicks on print message on the check box.

}



I am still playing around with that becuase I need to have it so any information saved in one file like the Create script window would be carried out to your script in the main window.

I also have it so you can start up Doom3 manually by hitting 'F3' which works prefectly if you want to jump into Doom3 right away and check to see if your script works. :wink:

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"Well, Hi! I'm Kenny Rogers!"

Doom3 Scripter 2.2 Site


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ajm113@Posted: Sun Apr 22, 2007 2:44 am :
{EDITED}

OK, I noticed some bugs with the code you can inserted and fixed them and cleared up the warnings on the script and fixed the "Close Script", "save", "Save As". So if their are no current scripts open the editor will not crash on you. The browse dialog won't show that confusing error when you cancel. This is a quick fix new commands and the command dialogs will be fixed so you don't have to keep looking at the tool tips in the 2.2 Ver.

DOWNLOAD DOOM3SCRIPTER 2.1
UNDER Downloads (Of Course)

Image

Image

http://www.bombinaid.com/Doom3Scripter/Forum/thread.php?id=18 - Updated To 2.1

I hope you guys enjoy it and give me some feed back on here or on my forum! :wink:
Also if you would like to donate money you can go to my Amazon wish list. It should be listed on the site where it says. "Buy/Donate."

Also I will still do some editing with the editor and fix it up a bit once and a while then get it prep up for Quake 4 and Prey.



Jack Rammsdell@Posted: Sun Apr 22, 2007 2:52 am :
I'm impressed in you. not only is this your first useful thing you have released to the doom 3 community, but it is also something that will help out the starting out scripters. To bad the doom 3 modding community is diminished. Try adding support for prey and quake 4 ect...



ajm113@Posted: Sun Apr 22, 2007 2:54 am :
Oh man you are asking for another butt load of finger typing pain! My hands where already hurting just finishing this up today!

Thanks! I was thinking about that when I first started but, I don't know... I mite but, then I can always do the Quake Wars game coming out it mite be pretty cool. :wink:



Bittoman@Posted: Sun Apr 22, 2007 3:00 am :
Finish what you started here first, use it as proof of concept in your abilities (i.e. a 'resume'). Don't let the level of popularity determine your desire to complete a goal, sometimes achieving a goal just for yourself is the most important thing.



Ivan_the_B@Posted: Sun Apr 22, 2007 12:50 pm :
I've tested it.
I think that it could be very useful to new scripters,but it is quite uncomfortable for expert ones.
For example:
- it always shows a tip on startup (very annoying...)
- the list of commands is incomplete.
- you cannot open multiple files in tabs.
- it does not has spell checking/highlighting for keywords or brackets checking.


If you implement these features (that you can find in other text editors like ConText) it could be the best editor for D3-scripting! :D

However good work until now and good luck for your project!



ajm113@Posted: Sun Apr 22, 2007 6:29 pm :
Thanks, but making a spell checker is not something I can just whip out in a matter of a few minutes its a bit more complex for me. Plus that I have to collect a lot of words so it even works witch will take more time. The tabs I am going to add in the 2.0. You can still goto File->New and it should open the program again up. I was going to add in a highlighter syntact, but I could not find a good source on doing that or I would need to look into more of that. Because the only source I could find that would do highlighting istelf was the language I was using to make the program. I am going to find out how to get the do not show again tab to work on the Tip of The day dialog when I come around it.

Thanks.



Bittoman@Posted: Sun Apr 22, 2007 7:01 pm :
I don't know how complicated it would be to do it this way but you might be able to include a spell checker as an external module and use some pre-existing spell checker (freeware of course, maybe off of sourceforge) to handle it for you since this is a simple text document.



listerman@Posted: Mon Apr 23, 2007 2:45 pm :
mayby you could set it opensource so other peolpe could work on it.



Tetzlaff@Posted: Mon Apr 23, 2007 3:19 pm :
Jack Rammsdell wrote:
To bad the doom 3 modding community is diminished. Try adding support for prey and quake 4 ect...


That´s not true, from all those games the Doom3 modding scene is the most active one.



vinnie_jones@Posted: Mon Apr 23, 2007 6:07 pm :
compare the modding scene with that of Far cry and youll see
that Doom modding scene isnt diminuishing :)



Jack Rammsdell@Posted: Mon Apr 23, 2007 9:17 pm :
Tetzlaff wrote:
Jack Rammsdell wrote:
To bad the doom 3 modding community is diminished. Try adding support for prey and quake 4 ect...


That´s not true, from all those games the Doom3 modding scene is the most active one.


I meant to say diminished compared to what it was when it first began. There was that time where this forum was loaded after doom 3 was released and BNA! had to limit the forums(ie, no advatars). If people were to get into doom engine modding, I think they would prefer using prey, quake 4, or Etqw because of the engine upgrades so I was suggesting that it'd be wise to add the support. It wouldn't be as much work adding support because AJM already has the base to the program layed out, all he has to do now is add the additional commands/variables. It'd be some work but not as much.



ajm113@Posted: Tue Apr 24, 2007 4:24 am :
I hope this is not a big deal or anything with you BNA! or any other moderator, but can I have this thread on a sticky? Since it's a useful tool like the ASE. Exporter on Blender?

-Update-

OK, on the tabs thing I'm still working on, but I forgot the source code at my dads! So it mite be a lital longer then expected. Since I do like to work on it on the week days. Also since I am having a hell of a time trying to get the formating work. :x Becuase Python is pretty sensitive when it comes to formating. Hopfuly peter gets back with me on fixing the script up a bit becuase he is alital more advanced then me right now in regulare Python then the API that I am using right now. Also I will include a side bar that lists the line number if thats cool with you guys. I almost had it working until I got that harible formating error came along. So thats why I like a extra hand on the board to help me with this. So if you know regulare Python or wxPython and or Doom3 Scripting go into my site and look for "Odd Jobs" to join the team if you like this program to have a good future.



rich_is_bored@Posted: Tue Apr 24, 2007 4:53 am :
Sure. I'll sticky this thread for you.



ajm113@Posted: Tue Apr 24, 2007 10:29 pm :
rich_is_bored wrote:
Sure. I'll sticky this thread for you.


Thanks man! :wink:

EDIT: Wow, people are really starting to get a liking to this faster then I expected! :D

Google Result For "Doom3 Scripter"



Zombie13@Posted: Thu Jun 07, 2007 10:02 pm :
Yeah this is great! I use this more than I watch porn. Now that's saying something.

Bit of feedback though.

General additions would be nice:

-tabs (already see that you are adding this, awesome)
-syntax hightlighing to make it easier on the eyes, possibly kept in an external txt file for supporting other games
-right click menu with all the commands
-possibly contain all the script commands in an external txt file, would be easier to mod, to support other games
-syntax error checker
-font size adjustment (easier to read)

When you launch it, the dos window is a bit of pain in the backside and clutters up my task bar.



Gmz1013@Posted: Sat Jun 09, 2007 1:56 am :
i keep getting an error, MSVCR11.DLL not found, or not present...



ajm113@Posted: Sat Jun 16, 2007 7:04 am :
I have been working on that problem just to let you guys know, but I if you guys wait a while I will get the Doom3 Scripter 2.0 out.



Zombie13@Posted: Tue Jun 26, 2007 11:37 am :
ajm113 wrote:
I have been working on that problem just to let you guys know, but I if you guys wait a while I will get the Doom3 Scripter 2.0 out.


Cool. Any news on current/working new features that are going in?



ajm113@Posted: Tue Jun 26, 2007 6:25 pm :
Well, I mite have forgotten if I said this, but I added a welcome dialog box that asks you if you would like to start a script or open one up. If you press the new script button. The welcome box should hide showing some options on creating your script in a new window. Like name, message, copyright. Then when you press OK it should print out something like this on the editor when it pops up in your script just to start off;
Code:
///////////////////////////////////////////
//
//-company name- - -script name- -date-
//
///////////////////////////////////////////
void main()
{
     sys.print"Welcome Message"; //If user clicks on print message on the check box.

}



I am still playing around with that becuase I need to have it so any information saved in one file like the Create script window would be carried out to your script in the main window.

I also have it so you can start up Doom3 manually by hitting 'F3' which works prefectly if you want to jump into Doom3 right away and check to see if your script works. :wink:



Zombie13@FIXME failed to extract: Doom3world • View topic - Doom3 Scripter 2.1 - Released Quick Fixes

Doom3world

The world is yours! Doom 3 - Quake 4 - ET:QW - Prey - Rage
It is currently Fri Dec 21, 2007 10:19 am

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 Post subject: Doom3 Scripter 2.1 - Released Quick Fixes
PostPosted: Sun Apr 22, 2007 2:44 am 
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{EDITED}

OK, I noticed some bugs with the code you can inserted and fixed them and cleared up the warnings on the script and fixed the "Close Script", "save", "Save As". So if their are no current scripts open the editor will not crash on you. The browse dialog won't show that confusing error when you cancel. This is a quick fix new commands and the command dialogs will be fixed so you don't have to keep looking at the tool tips in the 2.2 Ver.

DOWNLOAD DOOM3SCRIPTER 2.1
UNDER Downloads (Of Course)

Image

Image

http://www.bombinaid.com/Doom3Scripter/Forum/thread.php?id=18 - Updated To 2.1

I hope you guys enjoy it and give me some feed back on here or on my forum! :wink:
Also if you would like to donate money you can go to my Amazon wish list. It should be listed on the site where it says. "Buy/Donate."

Also I will still do some editing with the editor and fix it up a bit once and a while then get it prep up for Quake 4 and Prey.

_________________
"Well, Hi! I'm Kenny Rogers!"

Doom3 Scripter 2.2 Site


Last edited by ajm113 on Sun Nov 18, 2007 7:52 pm, edited 27 times in total.

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PostPosted: Sun Apr 22, 2007 2:52 am 
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I'm impressed in you. not only is this your first useful thing you have released to the doom 3 community, but it is also something that will help out the starting out scripters. To bad the doom 3 modding community is diminished. Try adding support for prey and quake 4 ect...


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PostPosted: Sun Apr 22, 2007 2:54 am 
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Last man standing
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Oh man you are asking for another butt load of finger typing pain! My hands where already hurting just finishing this up today!

Thanks! I was thinking about that when I first started but, I don't know... I mite but, then I can always do the Quake Wars game coming out it mite be pretty cool. :wink:

_________________
"Well, Hi! I'm Kenny Rogers!"

Doom3 Scripter 2.2 Site


Last edited by ajm113 on Sun Apr 22, 2007 3:02 am, edited 1 time in total.

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PostPosted: Sun Apr 22, 2007 3:00 am 
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Finish what you started here first, use it as proof of concept in your abilities (i.e. a 'resume'). Don't let the level of popularity determine your desire to complete a goal, sometimes achieving a goal just for yourself is the most important thing.


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PostPosted: Sun Apr 22, 2007 12:50 pm 
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I've tested it.
I think that it could be very useful to new scripters,but it is quite uncomfortable for expert ones.
For example:
- it always shows a tip on startup (very annoying...)
- the list of commands is incomplete.
- you cannot open multiple files in tabs.
- it does not has spell checking/highlighting for keywords or brackets checking.


If you implement these features (that you can find in other text editors like ConText) it could be the best editor for D3-scripting! :D

However good work until now and good luck for your project!


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PostPosted: Sun Apr 22, 2007 6:29 pm 
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Thanks, but making a spell checker is not something I can just whip out in a matter of a few minutes its a bit more complex for me. Plus that I have to collect a lot of words so it even works witch will take more time. The tabs I am going to add in the 2.0. You can still goto File->New and it should open the program again up. I was going to add in a highlighter syntact, but I could not find a good source on doing that or I would need to look into more of that. Because the only source I could find that would do highlighting istelf was the language I was using to make the program. I am going to find out how to get the do not show again tab to work on the Tip of The day dialog when I come around it.

Thanks.

_________________
"Well, Hi! I'm Kenny Rogers!"

Doom3 Scripter 2.2 Site


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PostPosted: Sun Apr 22, 2007 7:01 pm 
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I don't know how complicated it would be to do it this way but you might be able to include a spell checker as an external module and use some pre-existing spell checker (freeware of course, maybe off of sourceforge) to handle it for you since this is a simple text document.


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PostPosted: Mon Apr 23, 2007 2:45 pm 
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mayby you could set it opensource so other peolpe could work on it.


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PostPosted: Mon Apr 23, 2007 3:19 pm 
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Jack Rammsdell wrote:
To bad the doom 3 modding community is diminished. Try adding support for prey and quake 4 ect...


That´s not true, from all those games the Doom3 modding scene is the most active one.


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 Post subject:
PostPosted: Mon Apr 23, 2007 6:07 pm 
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Joined: Mon Oct 02, 2006 8:13 pm
Posts: 792
compare the modding scene with that of Far cry and youll see
that Doom modding scene isnt diminuishing :)

_________________
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PostPosted: Mon Apr 23, 2007 9:17 pm 
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Tetzlaff wrote:
Jack Rammsdell wrote:
To bad the doom 3 modding community is diminished. Try adding support for prey and quake 4 ect...


That´s not true, from all those games the Doom3 modding scene is the most active one.


I meant to say diminished compared to what it was when it first began. There was that time where this forum was loaded after doom 3 was released and BNA! had to limit the forums(ie, no advatars). If people were to get into doom engine modding, I think they would prefer using prey, quake 4, or Etqw because of the engine upgrades so I was suggesting that it'd be wise to add the support. It wouldn't be as much work adding support because AJM already has the base to the program layed out, all he has to do now is add the additional commands/variables. It'd be some work but not as much.


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I hope this is not a big deal or anything with you BNA! or any other moderator, but can I have this thread on a sticky? Since it's a useful tool like the ASE. Exporter on Blender?

-Update-

OK, on the tabs thing I'm still working on, but I forgot the source code at my dads! So it mite be a lital longer then expected. Since I do like to work on it on the week days. Also since I am having a hell of a time trying to get the formating work. :x Becuase Python is pretty sensitive when it comes to formating. Hopfuly peter gets back with me on fixing the script up a bit becuase he is alital more advanced then me right now in regulare Python then the API that I am using right now. Also I will include a side bar that lists the line number if thats cool with you guys. I almost had it working until I got that harible formating error came along. So thats why I like a extra hand on the board to help me with this. So if you know regulare Python or wxPython and or Doom3 Scripting go into my site and look for "Odd Jobs" to join the team if you like this program to have a good future.

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Doom3 Scripter 2.2 Site


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Sure. I'll sticky this thread for you.

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rich_is_bored wrote:
Sure. I'll sticky this thread for you.


Thanks man! :wink:

EDIT: Wow, people are really starting to get a liking to this faster then I expected! :D

Google Result For "Doom3 Scripter"

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Yeah this is great! I use this more than I watch porn. Now that's saying something.

Bit of feedback though.

General additions would be nice:

-tabs (already see that you are adding this, awesome)
-syntax hightlighing to make it easier on the eyes, possibly kept in an external txt file for supporting other games
-right click menu with all the commands
-possibly contain all the script commands in an external txt file, would be easier to mod, to support other games
-syntax error checker
-font size adjustment (easier to read)

When you launch it, the dos window is a bit of pain in the backside and clutters up my task bar.


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i keep getting an error, MSVCR11.DLL not found, or not present...


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I have been working on that problem just to let you guys know, but I if you guys wait a while I will get the Doom3 Scripter 2.0 out.

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ajm113 wrote:
I have been working on that problem just to let you guys know, but I if you guys wait a while I will get the Doom3 Scripter 2.0 out.


Cool. Any news on current/working new features that are going in?


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Well, I mite have forgotten if I said this, but I added a welcome dialog box that asks you if you would like to start a script or open one up. If you press the new script button. The welcome box should hide showing some options on creating your script in a new window. Like name, message, copyright. Then when you press OK it should print out something like this on the editor when it pops up in your script just to start off;
Code:
///////////////////////////////////////////
//
//-company name- - -script name- -date-
//
///////////////////////////////////////////
void main()
{
     sys.print"Welcome Message"; //If user clicks on print message on the check box.

}



I am still playing around with that becuase I need to have it so any information saved in one file like the Create script window would be carried out to your script in the main window.

I also have it so you can start up Doom3 manually by hitting 'F3' which works prefectly if you want to jump into Doom3 right away and check to see if your script works. :wink:

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Doom3 Scripter 2.2 Site


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ajm113@Posted: Sun Apr 22, 2007 2:44 am :
{EDITED}

OK, I noticed some bugs with the code you can inserted and fixed them and cleared up the warnings on the script and fixed the "Close Script", "save", "Save As". So if their are no current scripts open the editor will not crash on you. The browse dialog won't show that confusing error when you cancel. This is a quick fix new commands and the command dialogs will be fixed so you don't have to keep looking at the tool tips in the 2.2 Ver.

DOWNLOAD DOOM3SCRIPTER 2.1
UNDER Downloads (Of Course)

Image

Image

http://www.bombinaid.com/Doom3Scripter/Forum/thread.php?id=18 - Updated To 2.1

I hope you guys enjoy it and give me some feed back on here or on my forum! :wink:
Also if you would like to donate money you can go to my Amazon wish list. It should be listed on the site where it says. "Buy/Donate."

Also I will still do some editing with the editor and fix it up a bit once and a while then get it prep up for Quake 4 and Prey.



Jack Rammsdell@Posted: Sun Apr 22, 2007 2:52 am :
I'm impressed in you. not only is this your first useful thing you have released to the doom 3 community, but it is also something that will help out the starting out scripters. To bad the doom 3 modding community is diminished. Try adding support for prey and quake 4 ect...



ajm113@Posted: Sun Apr 22, 2007 2:54 am :
Oh man you are asking for another butt load of finger typing pain! My hands where already hurting just finishing this up today!

Thanks! I was thinking about that when I first started but, I don't know... I mite but, then I can always do the Quake Wars game coming out it mite be pretty cool. :wink:



Bittoman@Posted: Sun Apr 22, 2007 3:00 am :
Finish what you started here first, use it as proof of concept in your abilities (i.e. a 'resume'). Don't let the level of popularity determine your desire to complete a goal, sometimes achieving a goal just for yourself is the most important thing.



Ivan_the_B@Posted: Sun Apr 22, 2007 12:50 pm :
I've tested it.
I think that it could be very useful to new scripters,but it is quite uncomfortable for expert ones.
For example:
- it always shows a tip on startup (very annoying...)
- the list of commands is incomplete.
- you cannot open multiple files in tabs.
- it does not has spell checking/highlighting for keywords or brackets checking.


If you implement these features (that you can find in other text editors like ConText) it could be the best editor for D3-scripting! :D

However good work until now and good luck for your project!



ajm113@Posted: Sun Apr 22, 2007 6:29 pm :
Thanks, but making a spell checker is not something I can just whip out in a matter of a few minutes its a bit more complex for me. Plus that I have to collect a lot of words so it even works witch will take more time. The tabs I am going to add in the 2.0. You can still goto File->New and it should open the program again up. I was going to add in a highlighter syntact, but I could not find a good source on doing that or I would need to look into more of that. Because the only source I could find that would do highlighting istelf was the language I was using to make the program. I am going to find out how to get the do not show again tab to work on the Tip of The day dialog when I come around it.

Thanks.



Bittoman@Posted: Sun Apr 22, 2007 7:01 pm :
I don't know how complicated it would be to do it this way but you might be able to include a spell checker as an external module and use some pre-existing spell checker (freeware of course, maybe off of sourceforge) to handle it for you since this is a simple text document.



listerman@Posted: Mon Apr 23, 2007 2:45 pm :
mayby you could set it opensource so other peolpe could work on it.



Tetzlaff@Posted: Mon Apr 23, 2007 3:19 pm :
Jack Rammsdell wrote:
To bad the doom 3 modding community is diminished. Try adding support for prey and quake 4 ect...


That´s not true, from all those games the Doom3 modding scene is the most active one.



vinnie_jones@Posted: Mon Apr 23, 2007 6:07 pm :
compare the modding scene with that of Far cry and youll see
that Doom modding scene isnt diminuishing :)



Jack Rammsdell@Posted: Mon Apr 23, 2007 9:17 pm :
Tetzlaff wrote:
Jack Rammsdell wrote:
To bad the doom 3 modding community is diminished. Try adding support for prey and quake 4 ect...


That´s not true, from all those games the Doom3 modding scene is the most active one.


I meant to say diminished compared to what it was when it first began. There was that time where this forum was loaded after doom 3 was released and BNA! had to limit the forums(ie, no advatars). If people were to get into doom engine modding, I think they would prefer using prey, quake 4, or Etqw because of the engine upgrades so I was suggesting that it'd be wise to add the support. It wouldn't be as much work adding support because AJM already has the base to the program layed out, all he has to do now is add the additional commands/variables. It'd be some work but not as much.



ajm113@Posted: Tue Apr 24, 2007 4:24 am :
I hope this is not a big deal or anything with you BNA! or any other moderator, but can I have this thread on a sticky? Since it's a useful tool like the ASE. Exporter on Blender?

-Update-

OK, on the tabs thing I'm still working on, but I forgot the source code at my dads! So it mite be a lital longer then expected. Since I do like to work on it on the week days. Also since I am having a hell of a time trying to get the formating work. :x Becuase Python is pretty sensitive when it comes to formating. Hopfuly peter gets back with me on fixing the script up a bit becuase he is alital more advanced then me right now in regulare Python then the API that I am using right now. Also I will include a side bar that lists the line number if thats cool with you guys. I almost had it working until I got that harible formating error came along. So thats why I like a extra hand on the board to help me with this. So if you know regulare Python or wxPython and or Doom3 Scripting go into my site and look for "Odd Jobs" to join the team if you like this program to have a good future.



rich_is_bored@Posted: Tue Apr 24, 2007 4:53 am :
Sure. I'll sticky this thread for you.



ajm113@Posted: Tue Apr 24, 2007 10:29 pm :
rich_is_bored wrote:
Sure. I'll sticky this thread for you.


Thanks man! :wink:

EDIT: Wow, people are really starting to get a liking to this faster then I expected! :D

Google Result For "Doom3 Scripter"



Zombie13@Posted: Thu Jun 07, 2007 10:02 pm :
Yeah this is great! I use this more than I watch porn. Now that's saying something.

Bit of feedback though.

General additions would be nice:

-tabs (already see that you are adding this, awesome)
-syntax hightlighing to make it easier on the eyes, possibly kept in an external txt file for supporting other games
-right click menu with all the commands
-possibly contain all the script commands in an external txt file, would be easier to mod, to support other games
-syntax error checker
-font size adjustment (easier to read)

When you launch it, the dos window is a bit of pain in the backside and clutters up my task bar.



Gmz1013@Posted: Sat Jun 09, 2007 1:56 am :
i keep getting an error, MSVCR11.DLL not found, or not present...



ajm113@Posted: Sat Jun 16, 2007 7:04 am :
I have been working on that problem just to let you guys know, but I if you guys wait a while I will get the Doom3 Scripter 2.0 out.



Zombie13@Posted: Tue Jun 26, 2007 11:37 am :
ajm113 wrote:
I have been working on that problem just to let you guys know, but I if you guys wait a while I will get the Doom3 Scripter 2.0 out.


Cool. Any news on current/working new features that are going in?



ajm113@Posted: Tue Jun 26, 2007 6:25 pm :
Well, I mite have forgotten if I said this, but I added a welcome dialog box that asks you if you would like to start a script or open one up. If you press the new script button. The welcome box should hide showing some options on creating your script in a new window. Like name, message, copyright. Then when you press OK it should print out something like this on the editor when it pops up in your script just to start off;
Code:
///////////////////////////////////////////
//
//-company name- - -script name- -date-
//
///////////////////////////////////////////
void main()
{
     sys.print"Welcome Message"; //If user clicks on print message on the check box.

}



I am still playing around with that becuase I need to have it so any information saved in one file like the Create script window would be carried out to your script in the main window.

I also have it so you can start up Doom3 manually by hitting 'F3' which works prefectly if you want to jump into Doom3 right away and check to see if your script works. :wink:



Zombie13@FIXME failed to extract: Doom3world • View topic - Doom3 Scripter 2.1 - Released Quick Fixes

Doom3world

The world is yours! Doom 3 - Quake 4 - ET:QW - Prey - Rage
It is currently Fri Dec 28, 2007 1:48 pm

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 Post subject: Doom3 Scripter 2.1 - Released Quick Fixes
PostPosted: Sun Apr 22, 2007 2:44 am 
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{EDITED}

OK, I noticed some bugs with the code you can inserted and fixed them and cleared up the warnings on the script and fixed the "Close Script", "save", "Save As". So if their are no current scripts open the editor will not crash on you. The browse dialog won't show that confusing error when you cancel. This is a quick fix new commands and the command dialogs will be fixed so you don't have to keep looking at the tool tips in the 2.2 Ver.

DOWNLOAD DOOM3SCRIPTER 2.1
UNDER Downloads (Of Course)

Image

Image

http://www.bombinaid.com/Doom3Scripter/Forum/thread.php?id=18 - Updated To 2.1

I hope you guys enjoy it and give me some feed back on here or on my forum! :wink:
Also if you would like to donate money you can go to my Amazon wish list. It should be listed on the site where it says. "Buy/Donate."

Also I will still do some editing with the editor and fix it up a bit once and a while then get it prep up for Quake 4 and Prey.

_________________
"Well, Hi! I'm Kenny Rogers!"

Doom3 Scripter 2.2 Site


Last edited by ajm113 on Sun Nov 18, 2007 7:52 pm, edited 27 times in total.

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I'm impressed in you. not only is this your first useful thing you have released to the doom 3 community, but it is also something that will help out the starting out scripters. To bad the doom 3 modding community is diminished. Try adding support for prey and quake 4 ect...


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PostPosted: Sun Apr 22, 2007 2:54 am 
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Oh man you are asking for another butt load of finger typing pain! My hands where already hurting just finishing this up today!

Thanks! I was thinking about that when I first started but, I don't know... I mite but, then I can always do the Quake Wars game coming out it mite be pretty cool. :wink:

_________________
"Well, Hi! I'm Kenny Rogers!"

Doom3 Scripter 2.2 Site


Last edited by ajm113 on Sun Apr 22, 2007 3:02 am, edited 1 time in total.

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Finish what you started here first, use it as proof of concept in your abilities (i.e. a 'resume'). Don't let the level of popularity determine your desire to complete a goal, sometimes achieving a goal just for yourself is the most important thing.


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PostPosted: Sun Apr 22, 2007 12:50 pm 
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I've tested it.
I think that it could be very useful to new scripters,but it is quite uncomfortable for expert ones.
For example:
- it always shows a tip on startup (very annoying...)
- the list of commands is incomplete.
- you cannot open multiple files in tabs.
- it does not has spell checking/highlighting for keywords or brackets checking.


If you implement these features (that you can find in other text editors like ConText) it could be the best editor for D3-scripting! :D

However good work until now and good luck for your project!


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PostPosted: Sun Apr 22, 2007 6:29 pm 
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Thanks, but making a spell checker is not something I can just whip out in a matter of a few minutes its a bit more complex for me. Plus that I have to collect a lot of words so it even works witch will take more time. The tabs I am going to add in the 2.0. You can still goto File->New and it should open the program again up. I was going to add in a highlighter syntact, but I could not find a good source on doing that or I would need to look into more of that. Because the only source I could find that would do highlighting istelf was the language I was using to make the program. I am going to find out how to get the do not show again tab to work on the Tip of The day dialog when I come around it.

Thanks.

_________________
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Doom3 Scripter 2.2 Site


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PostPosted: Sun Apr 22, 2007 7:01 pm 
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I don't know how complicated it would be to do it this way but you might be able to include a spell checker as an external module and use some pre-existing spell checker (freeware of course, maybe off of sourceforge) to handle it for you since this is a simple text document.


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PostPosted: Mon Apr 23, 2007 2:45 pm 
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mayby you could set it opensource so other peolpe could work on it.


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Jack Rammsdell wrote:
To bad the doom 3 modding community is diminished. Try adding support for prey and quake 4 ect...


That´s not true, from all those games the Doom3 modding scene is the most active one.


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compare the modding scene with that of Far cry and youll see
that Doom modding scene isnt diminuishing :)

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Tetzlaff wrote:
Jack Rammsdell wrote:
To bad the doom 3 modding community is diminished. Try adding support for prey and quake 4 ect...


That´s not true, from all those games the Doom3 modding scene is the most active one.


I meant to say diminished compared to what it was when it first began. There was that time where this forum was loaded after doom 3 was released and BNA! had to limit the forums(ie, no advatars). If people were to get into doom engine modding, I think they would prefer using prey, quake 4, or Etqw because of the engine upgrades so I was suggesting that it'd be wise to add the support. It wouldn't be as much work adding support because AJM already has the base to the program layed out, all he has to do now is add the additional commands/variables. It'd be some work but not as much.


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PostPosted: Tue Apr 24, 2007 4:24 am 
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I hope this is not a big deal or anything with you BNA! or any other moderator, but can I have this thread on a sticky? Since it's a useful tool like the ASE. Exporter on Blender?

-Update-

OK, on the tabs thing I'm still working on, but I forgot the source code at my dads! So it mite be a lital longer then expected. Since I do like to work on it on the week days. Also since I am having a hell of a time trying to get the formating work. :x Becuase Python is pretty sensitive when it comes to formating. Hopfuly peter gets back with me on fixing the script up a bit becuase he is alital more advanced then me right now in regulare Python then the API that I am using right now. Also I will include a side bar that lists the line number if thats cool with you guys. I almost had it working until I got that harible formating error came along. So thats why I like a extra hand on the board to help me with this. So if you know regulare Python or wxPython and or Doom3 Scripting go into my site and look for "Odd Jobs" to join the team if you like this program to have a good future.

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Doom3 Scripter 2.2 Site


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Sure. I'll sticky this thread for you.

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rich_is_bored wrote:
Sure. I'll sticky this thread for you.


Thanks man! :wink:

EDIT: Wow, people are really starting to get a liking to this faster then I expected! :D

Google Result For "Doom3 Scripter"

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PostPosted: Thu Jun 07, 2007 10:02 pm 
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Yeah this is great! I use this more than I watch porn. Now that's saying something.

Bit of feedback though.

General additions would be nice:

-tabs (already see that you are adding this, awesome)
-syntax hightlighing to make it easier on the eyes, possibly kept in an external txt file for supporting other games
-right click menu with all the commands
-possibly contain all the script commands in an external txt file, would be easier to mod, to support other games
-syntax error checker
-font size adjustment (easier to read)

When you launch it, the dos window is a bit of pain in the backside and clutters up my task bar.


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PostPosted: Sat Jun 09, 2007 1:56 am 
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i keep getting an error, MSVCR11.DLL not found, or not present...


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PostPosted: Sat Jun 16, 2007 7:04 am 
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I have been working on that problem just to let you guys know, but I if you guys wait a while I will get the Doom3 Scripter 2.0 out.

_________________
"Well, Hi! I'm Kenny Rogers!"

Doom3 Scripter 2.2 Site


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 Post subject:
PostPosted: Tue Jun 26, 2007 11:37 am 
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ajm113 wrote:
I have been working on that problem just to let you guys know, but I if you guys wait a while I will get the Doom3 Scripter 2.0 out.


Cool. Any news on current/working new features that are going in?


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 Post subject:
PostPosted: Tue Jun 26, 2007 6:25 pm 
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Well, I mite have forgotten if I said this, but I added a welcome dialog box that asks you if you would like to start a script or open one up. If you press the new script button. The welcome box should hide showing some options on creating your script in a new window. Like name, message, copyright. Then when you press OK it should print out something like this on the editor when it pops up in your script just to start off;
Code:
///////////////////////////////////////////
//
//-company name- - -script name- -date-
//
///////////////////////////////////////////
void main()
{
     sys.print"Welcome Message"; //If user clicks on print message on the check box.

}



I am still playing around with that becuase I need to have it so any information saved in one file like the Create script window would be carried out to your script in the main window.

I also have it so you can start up Doom3 manually by hitting 'F3' which works prefectly if you want to jump into Doom3 right away and check to see if your script works. :wink:

_________________
"Well, Hi! I'm Kenny Rogers!"

Doom3 Scripter 2.2 Site


Top
 Profile  
 



ajm113@Posted: Sun Apr 22, 2007 2:44 am :
{EDITED}

OK, I noticed some bugs with the code you can inserted and fixed them and cleared up the warnings on the script and fixed the "Close Script", "save", "Save As". So if their are no current scripts open the editor will not crash on you. The browse dialog won't show that confusing error when you cancel. This is a quick fix new commands and the command dialogs will be fixed so you don't have to keep looking at the tool tips in the 2.2 Ver.

DOWNLOAD DOOM3SCRIPTER 2.1
UNDER Downloads (Of Course)

Image

Image

http://www.bombinaid.com/Doom3Scripter/Forum/thread.php?id=18 - Updated To 2.1

I hope you guys enjoy it and give me some feed back on here or on my forum! :wink:
Also if you would like to donate money you can go to my Amazon wish list. It should be listed on the site where it says. "Buy/Donate."

Also I will still do some editing with the editor and fix it up a bit once and a while then get it prep up for Quake 4 and Prey.



Jack Rammsdell@Posted: Sun Apr 22, 2007 2:52 am :
I'm impressed in you. not only is this your first useful thing you have released to the doom 3 community, but it is also something that will help out the starting out scripters. To bad the doom 3 modding community is diminished. Try adding support for prey and quake 4 ect...



ajm113@Posted: Sun Apr 22, 2007 2:54 am :
Oh man you are asking for another butt load of finger typing pain! My hands where already hurting just finishing this up today!

Thanks! I was thinking about that when I first started but, I don't know... I mite but, then I can always do the Quake Wars game coming out it mite be pretty cool. :wink:



Bittoman@Posted: Sun Apr 22, 2007 3:00 am :
Finish what you started here first, use it as proof of concept in your abilities (i.e. a 'resume'). Don't let the level of popularity determine your desire to complete a goal, sometimes achieving a goal just for yourself is the most important thing.



Ivan_the_B@Posted: Sun Apr 22, 2007 12:50 pm :
I've tested it.
I think that it could be very useful to new scripters,but it is quite uncomfortable for expert ones.
For example:
- it always shows a tip on startup (very annoying...)
- the list of commands is incomplete.
- you cannot open multiple files in tabs.
- it does not has spell checking/highlighting for keywords or brackets checking.


If you implement these features (that you can find in other text editors like ConText) it could be the best editor for D3-scripting! :D

However good work until now and good luck for your project!



ajm113@Posted: Sun Apr 22, 2007 6:29 pm :
Thanks, but making a spell checker is not something I can just whip out in a matter of a few minutes its a bit more complex for me. Plus that I have to collect a lot of words so it even works witch will take more time. The tabs I am going to add in the 2.0. You can still goto File->New and it should open the program again up. I was going to add in a highlighter syntact, but I could not find a good source on doing that or I would need to look into more of that. Because the only source I could find that would do highlighting istelf was the language I was using to make the program. I am going to find out how to get the do not show again tab to work on the Tip of The day dialog when I come around it.

Thanks.



Bittoman@Posted: Sun Apr 22, 2007 7:01 pm :
I don't know how complicated it would be to do it this way but you might be able to include a spell checker as an external module and use some pre-existing spell checker (freeware of course, maybe off of sourceforge) to handle it for you since this is a simple text document.



listerman@Posted: Mon Apr 23, 2007 2:45 pm :
mayby you could set it opensource so other peolpe could work on it.



Tetzlaff@Posted: Mon Apr 23, 2007 3:19 pm :
Jack Rammsdell wrote:
To bad the doom 3 modding community is diminished. Try adding support for prey and quake 4 ect...


That´s not true, from all those games the Doom3 modding scene is the most active one.



vinnie_jones@Posted: Mon Apr 23, 2007 6:07 pm :
compare the modding scene with that of Far cry and youll see
that Doom modding scene isnt diminuishing :)



Jack Rammsdell@Posted: Mon Apr 23, 2007 9:17 pm :
Tetzlaff wrote:
Jack Rammsdell wrote:
To bad the doom 3 modding community is diminished. Try adding support for prey and quake 4 ect...


That´s not true, from all those games the Doom3 modding scene is the most active one.


I meant to say diminished compared to what it was when it first began. There was that time where this forum was loaded after doom 3 was released and BNA! had to limit the forums(ie, no advatars). If people were to get into doom engine modding, I think they would prefer using prey, quake 4, or Etqw because of the engine upgrades so I was suggesting that it'd be wise to add the support. It wouldn't be as much work adding support because AJM already has the base to the program layed out, all he has to do now is add the additional commands/variables. It'd be some work but not as much.



ajm113@Posted: Tue Apr 24, 2007 4:24 am :
I hope this is not a big deal or anything with you BNA! or any other moderator, but can I have this thread on a sticky? Since it's a useful tool like the ASE. Exporter on Blender?

-Update-

OK, on the tabs thing I'm still working on, but I forgot the source code at my dads! So it mite be a lital longer then expected. Since I do like to work on it on the week days. Also since I am having a hell of a time trying to get the formating work. :x Becuase Python is pretty sensitive when it comes to formating. Hopfuly peter gets back with me on fixing the script up a bit becuase he is alital more advanced then me right now in regulare Python then the API that I am using right now. Also I will include a side bar that lists the line number if thats cool with you guys. I almost had it working until I got that harible formating error came along. So thats why I like a extra hand on the board to help me with this. So if you know regulare Python or wxPython and or Doom3 Scripting go into my site and look for "Odd Jobs" to join the team if you like this program to have a good future.



rich_is_bored@Posted: Tue Apr 24, 2007 4:53 am :
Sure. I'll sticky this thread for you.



ajm113@Posted: Tue Apr 24, 2007 10:29 pm :
rich_is_bored wrote:
Sure. I'll sticky this thread for you.


Thanks man! :wink:

EDIT: Wow, people are really starting to get a liking to this faster then I expected! :D

Google Result For "Doom3 Scripter"



Zombie13@Posted: Thu Jun 07, 2007 10:02 pm :
Yeah this is great! I use this more than I watch porn. Now that's saying something.

Bit of feedback though.

General additions would be nice:

-tabs (already see that you are adding this, awesome)
-syntax hightlighing to make it easier on the eyes, possibly kept in an external txt file for supporting other games
-right click menu with all the commands
-possibly contain all the script commands in an external txt file, would be easier to mod, to support other games
-syntax error checker
-font size adjustment (easier to read)

When you launch it, the dos window is a bit of pain in the backside and clutters up my task bar.



Gmz1013@Posted: Sat Jun 09, 2007 1:56 am :
i keep getting an error, MSVCR11.DLL not found, or not present...



ajm113@Posted: Sat Jun 16, 2007 7:04 am :
I have been working on that problem just to let you guys know, but I if you guys wait a while I will get the Doom3 Scripter 2.0 out.



Zombie13@Posted: Tue Jun 26, 2007 11:37 am :
ajm113 wrote:
I have been working on that problem just to let you guys know, but I if you guys wait a while I will get the Doom3 Scripter 2.0 out.


Cool. Any news on current/working new features that are going in?



ajm113@Posted: Tue Jun 26, 2007 6:25 pm :
Well, I mite have forgotten if I said this, but I added a welcome dialog box that asks you if you would like to start a script or open one up. If you press the new script button. The welcome box should hide showing some options on creating your script in a new window. Like name, message, copyright. Then when you press OK it should print out something like this on the editor when it pops up in your script just to start off;
Code:
///////////////////////////////////////////
//
//-company name- - -script name- -date-
//
///////////////////////////////////////////
void main()
{
     sys.print"Welcome Message"; //If user clicks on print message on the check box.

}



I am still playing around with that becuase I need to have it so any information saved in one file like the Create script window would be carried out to your script in the main window.

I also have it so you can start up Doom3 manually by hitting 'F3' which works prefectly if you want to jump into Doom3 right away and check to see if your script works. :wink:



Zombie13@FIXME failed to extract: Doom3world • View topic - Doom3 Scripter 2.1 - Released Quick Fixes

Doom3world

The world is yours! Doom 3 - Quake 4 - ET:QW - Prey - Rage
It is currently Tue Dec 25, 2007 5:27 am

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 Post subject: Doom3 Scripter 2.1 - Released Quick Fixes
PostPosted: Sun Apr 22, 2007 2:44 am 
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{EDITED}

OK, I noticed some bugs with the code you can inserted and fixed them and cleared up the warnings on the script and fixed the "Close Script", "save", "Save As". So if their are no current scripts open the editor will not crash on you. The browse dialog won't show that confusing error when you cancel. This is a quick fix new commands and the command dialogs will be fixed so you don't have to keep looking at the tool tips in the 2.2 Ver.

DOWNLOAD DOOM3SCRIPTER 2.1
UNDER Downloads (Of Course)

Image

Image

http://www.bombinaid.com/Doom3Scripter/Forum/thread.php?id=18 - Updated To 2.1

I hope you guys enjoy it and give me some feed back on here or on my forum! :wink:
Also if you would like to donate money you can go to my Amazon wish list. It should be listed on the site where it says. "Buy/Donate."

Also I will still do some editing with the editor and fix it up a bit once and a while then get it prep up for Quake 4 and Prey.

_________________
"Well, Hi! I'm Kenny Rogers!"

Doom3 Scripter 2.2 Site


Last edited by ajm113 on Sun Nov 18, 2007 7:52 pm, edited 27 times in total.

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PostPosted: Sun Apr 22, 2007 2:52 am 
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I'm impressed in you. not only is this your first useful thing you have released to the doom 3 community, but it is also something that will help out the starting out scripters. To bad the doom 3 modding community is diminished. Try adding support for prey and quake 4 ect...


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PostPosted: Sun Apr 22, 2007 2:54 am 
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Oh man you are asking for another butt load of finger typing pain! My hands where already hurting just finishing this up today!

Thanks! I was thinking about that when I first started but, I don't know... I mite but, then I can always do the Quake Wars game coming out it mite be pretty cool. :wink:

_________________
"Well, Hi! I'm Kenny Rogers!"

Doom3 Scripter 2.2 Site


Last edited by ajm113 on Sun Apr 22, 2007 3:02 am, edited 1 time in total.

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PostPosted: Sun Apr 22, 2007 3:00 am 
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Finish what you started here first, use it as proof of concept in your abilities (i.e. a 'resume'). Don't let the level of popularity determine your desire to complete a goal, sometimes achieving a goal just for yourself is the most important thing.


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PostPosted: Sun Apr 22, 2007 12:50 pm 
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I've tested it.
I think that it could be very useful to new scripters,but it is quite uncomfortable for expert ones.
For example:
- it always shows a tip on startup (very annoying...)
- the list of commands is incomplete.
- you cannot open multiple files in tabs.
- it does not has spell checking/highlighting for keywords or brackets checking.


If you implement these features (that you can find in other text editors like ConText) it could be the best editor for D3-scripting! :D

However good work until now and good luck for your project!


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PostPosted: Sun Apr 22, 2007 6:29 pm 
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Joined: Thu Jul 07, 2005 10:57 pm
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Thanks, but making a spell checker is not something I can just whip out in a matter of a few minutes its a bit more complex for me. Plus that I have to collect a lot of words so it even works witch will take more time. The tabs I am going to add in the 2.0. You can still goto File->New and it should open the program again up. I was going to add in a highlighter syntact, but I could not find a good source on doing that or I would need to look into more of that. Because the only source I could find that would do highlighting istelf was the language I was using to make the program. I am going to find out how to get the do not show again tab to work on the Tip of The day dialog when I come around it.

Thanks.

_________________
"Well, Hi! I'm Kenny Rogers!"

Doom3 Scripter 2.2 Site


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 Post subject:
PostPosted: Sun Apr 22, 2007 7:01 pm 
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I don't know how complicated it would be to do it this way but you might be able to include a spell checker as an external module and use some pre-existing spell checker (freeware of course, maybe off of sourceforge) to handle it for you since this is a simple text document.


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 Post subject:
PostPosted: Mon Apr 23, 2007 2:45 pm 
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mayby you could set it opensource so other peolpe could work on it.


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PostPosted: Mon Apr 23, 2007 3:19 pm 
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Jack Rammsdell wrote:
To bad the doom 3 modding community is diminished. Try adding support for prey and quake 4 ect...


That´s not true, from all those games the Doom3 modding scene is the most active one.


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PostPosted: Mon Apr 23, 2007 6:07 pm 
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Joined: Mon Oct 02, 2006 8:13 pm
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compare the modding scene with that of Far cry and youll see
that Doom modding scene isnt diminuishing :)

_________________
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PostPosted: Mon Apr 23, 2007 9:17 pm 
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Tetzlaff wrote:
Jack Rammsdell wrote:
To bad the doom 3 modding community is diminished. Try adding support for prey and quake 4 ect...


That´s not true, from all those games the Doom3 modding scene is the most active one.


I meant to say diminished compared to what it was when it first began. There was that time where this forum was loaded after doom 3 was released and BNA! had to limit the forums(ie, no advatars). If people were to get into doom engine modding, I think they would prefer using prey, quake 4, or Etqw because of the engine upgrades so I was suggesting that it'd be wise to add the support. It wouldn't be as much work adding support because AJM already has the base to the program layed out, all he has to do now is add the additional commands/variables. It'd be some work but not as much.


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PostPosted: Tue Apr 24, 2007 4:24 am 
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I hope this is not a big deal or anything with you BNA! or any other moderator, but can I have this thread on a sticky? Since it's a useful tool like the ASE. Exporter on Blender?

-Update-

OK, on the tabs thing I'm still working on, but I forgot the source code at my dads! So it mite be a lital longer then expected. Since I do like to work on it on the week days. Also since I am having a hell of a time trying to get the formating work. :x Becuase Python is pretty sensitive when it comes to formating. Hopfuly peter gets back with me on fixing the script up a bit becuase he is alital more advanced then me right now in regulare Python then the API that I am using right now. Also I will include a side bar that lists the line number if thats cool with you guys. I almost had it working until I got that harible formating error came along. So thats why I like a extra hand on the board to help me with this. So if you know regulare Python or wxPython and or Doom3 Scripting go into my site and look for "Odd Jobs" to join the team if you like this program to have a good future.

_________________
"Well, Hi! I'm Kenny Rogers!"

Doom3 Scripter 2.2 Site


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PostPosted: Tue Apr 24, 2007 4:53 am 
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Sure. I'll sticky this thread for you.

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rich_is_bored wrote:
Sure. I'll sticky this thread for you.


Thanks man! :wink:

EDIT: Wow, people are really starting to get a liking to this faster then I expected! :D

Google Result For "Doom3 Scripter"

_________________
"Well, Hi! I'm Kenny Rogers!"

Doom3 Scripter 2.2 Site


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PostPosted: Thu Jun 07, 2007 10:02 pm 
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missed 400 shots

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Yeah this is great! I use this more than I watch porn. Now that's saying something.

Bit of feedback though.

General additions would be nice:

-tabs (already see that you are adding this, awesome)
-syntax hightlighing to make it easier on the eyes, possibly kept in an external txt file for supporting other games
-right click menu with all the commands
-possibly contain all the script commands in an external txt file, would be easier to mod, to support other games
-syntax error checker
-font size adjustment (easier to read)

When you launch it, the dos window is a bit of pain in the backside and clutters up my task bar.


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PostPosted: Sat Jun 09, 2007 1:56 am 
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i keep getting an error, MSVCR11.DLL not found, or not present...


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I have been working on that problem just to let you guys know, but I if you guys wait a while I will get the Doom3 Scripter 2.0 out.

_________________
"Well, Hi! I'm Kenny Rogers!"

Doom3 Scripter 2.2 Site


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PostPosted: Tue Jun 26, 2007 11:37 am 
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ajm113 wrote:
I have been working on that problem just to let you guys know, but I if you guys wait a while I will get the Doom3 Scripter 2.0 out.


Cool. Any news on current/working new features that are going in?


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PostPosted: Tue Jun 26, 2007 6:25 pm 
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Well, I mite have forgotten if I said this, but I added a welcome dialog box that asks you if you would like to start a script or open one up. If you press the new script button. The welcome box should hide showing some options on creating your script in a new window. Like name, message, copyright. Then when you press OK it should print out something like this on the editor when it pops up in your script just to start off;
Code:
///////////////////////////////////////////
//
//-company name- - -script name- -date-
//
///////////////////////////////////////////
void main()
{
     sys.print"Welcome Message"; //If user clicks on print message on the check box.

}



I am still playing around with that becuase I need to have it so any information saved in one file like the Create script window would be carried out to your script in the main window.

I also have it so you can start up Doom3 manually by hitting 'F3' which works prefectly if you want to jump into Doom3 right away and check to see if your script works. :wink:

_________________
"Well, Hi! I'm Kenny Rogers!"

Doom3 Scripter 2.2 Site


Top
 Profile  
 



ajm113@Posted: Sun Apr 22, 2007 2:44 am :
{EDITED}

OK, I noticed some bugs with the code you can inserted and fixed them and cleared up the warnings on the script and fixed the "Close Script", "save", "Save As". So if their are no current scripts open the editor will not crash on you. The browse dialog won't show that confusing error when you cancel. This is a quick fix new commands and the command dialogs will be fixed so you don't have to keep looking at the tool tips in the 2.2 Ver.

DOWNLOAD DOOM3SCRIPTER 2.1
UNDER Downloads (Of Course)

Image

Image

http://www.bombinaid.com/Doom3Scripter/Forum/thread.php?id=18 - Updated To 2.1

I hope you guys enjoy it and give me some feed back on here or on my forum! :wink:
Also if you would like to donate money you can go to my Amazon wish list. It should be listed on the site where it says. "Buy/Donate."

Also I will still do some editing with the editor and fix it up a bit once and a while then get it prep up for Quake 4 and Prey.



Jack Rammsdell@Posted: Sun Apr 22, 2007 2:52 am :
I'm impressed in you. not only is this your first useful thing you have released to the doom 3 community, but it is also something that will help out the starting out scripters. To bad the doom 3 modding community is diminished. Try adding support for prey and quake 4 ect...



ajm113@Posted: Sun Apr 22, 2007 2:54 am :
Oh man you are asking for another butt load of finger typing pain! My hands where already hurting just finishing this up today!

Thanks! I was thinking about that when I first started but, I don't know... I mite but, then I can always do the Quake Wars game coming out it mite be pretty cool. :wink:



Bittoman@Posted: Sun Apr 22, 2007 3:00 am :
Finish what you started here first, use it as proof of concept in your abilities (i.e. a 'resume'). Don't let the level of popularity determine your desire to complete a goal, sometimes achieving a goal just for yourself is the most important thing.



Ivan_the_B@Posted: Sun Apr 22, 2007 12:50 pm :
I've tested it.
I think that it could be very useful to new scripters,but it is quite uncomfortable for expert ones.
For example:
- it always shows a tip on startup (very annoying...)
- the list of commands is incomplete.
- you cannot open multiple files in tabs.
- it does not has spell checking/highlighting for keywords or brackets checking.


If you implement these features (that you can find in other text editors like ConText) it could be the best editor for D3-scripting! :D

However good work until now and good luck for your project!



ajm113@Posted: Sun Apr 22, 2007 6:29 pm :
Thanks, but making a spell checker is not something I can just whip out in a matter of a few minutes its a bit more complex for me. Plus that I have to collect a lot of words so it even works witch will take more time. The tabs I am going to add in the 2.0. You can still goto File->New and it should open the program again up. I was going to add in a highlighter syntact, but I could not find a good source on doing that or I would need to look into more of that. Because the only source I could find that would do highlighting istelf was the language I was using to make the program. I am going to find out how to get the do not show again tab to work on the Tip of The day dialog when I come around it.

Thanks.



Bittoman@Posted: Sun Apr 22, 2007 7:01 pm :
I don't know how complicated it would be to do it this way but you might be able to include a spell checker as an external module and use some pre-existing spell checker (freeware of course, maybe off of sourceforge) to handle it for you since this is a simple text document.



listerman@Posted: Mon Apr 23, 2007 2:45 pm :
mayby you could set it opensource so other peolpe could work on it.



Tetzlaff@Posted: Mon Apr 23, 2007 3:19 pm :
Jack Rammsdell wrote:
To bad the doom 3 modding community is diminished. Try adding support for prey and quake 4 ect...


That´s not true, from all those games the Doom3 modding scene is the most active one.



vinnie_jones@Posted: Mon Apr 23, 2007 6:07 pm :
compare the modding scene with that of Far cry and youll see
that Doom modding scene isnt diminuishing :)



Jack Rammsdell@Posted: Mon Apr 23, 2007 9:17 pm :
Tetzlaff wrote:
Jack Rammsdell wrote:
To bad the doom 3 modding community is diminished. Try adding support for prey and quake 4 ect...


That´s not true, from all those games the Doom3 modding scene is the most active one.


I meant to say diminished compared to what it was when it first began. There was that time where this forum was loaded after doom 3 was released and BNA! had to limit the forums(ie, no advatars). If people were to get into doom engine modding, I think they would prefer using prey, quake 4, or Etqw because of the engine upgrades so I was suggesting that it'd be wise to add the support. It wouldn't be as much work adding support because AJM already has the base to the program layed out, all he has to do now is add the additional commands/variables. It'd be some work but not as much.



ajm113@Posted: Tue Apr 24, 2007 4:24 am :
I hope this is not a big deal or anything with you BNA! or any other moderator, but can I have this thread on a sticky? Since it's a useful tool like the ASE. Exporter on Blender?

-Update-

OK, on the tabs thing I'm still working on, but I forgot the source code at my dads! So it mite be a lital longer then expected. Since I do like to work on it on the week days. Also since I am having a hell of a time trying to get the formating work. :x Becuase Python is pretty sensitive when it comes to formating. Hopfuly peter gets back with me on fixing the script up a bit becuase he is alital more advanced then me right now in regulare Python then the API that I am using right now. Also I will include a side bar that lists the line number if thats cool with you guys. I almost had it working until I got that harible formating error came along. So thats why I like a extra hand on the board to help me with this. So if you know regulare Python or wxPython and or Doom3 Scripting go into my site and look for "Odd Jobs" to join the team if you like this program to have a good future.



rich_is_bored@Posted: Tue Apr 24, 2007 4:53 am :
Sure. I'll sticky this thread for you.



ajm113@Posted: Tue Apr 24, 2007 10:29 pm :
rich_is_bored wrote:
Sure. I'll sticky this thread for you.


Thanks man! :wink:

EDIT: Wow, people are really starting to get a liking to this faster then I expected! :D

Google Result For "Doom3 Scripter"



Zombie13@Posted: Thu Jun 07, 2007 10:02 pm :
Yeah this is great! I use this more than I watch porn. Now that's saying something.

Bit of feedback though.

General additions would be nice:

-tabs (already see that you are adding this, awesome)
-syntax hightlighing to make it easier on the eyes, possibly kept in an external txt file for supporting other games
-right click menu with all the commands
-possibly contain all the script commands in an external txt file, would be easier to mod, to support other games
-syntax error checker
-font size adjustment (easier to read)

When you launch it, the dos window is a bit of pain in the backside and clutters up my task bar.



Gmz1013@Posted: Sat Jun 09, 2007 1:56 am :
i keep getting an error, MSVCR11.DLL not found, or not present...



ajm113@Posted: Sat Jun 16, 2007 7:04 am :
I have been working on that problem just to let you guys know, but I if you guys wait a while I will get the Doom3 Scripter 2.0 out.



Zombie13@Posted: Tue Jun 26, 2007 11:37 am :
ajm113 wrote:
I have been working on that problem just to let you guys know, but I if you guys wait a while I will get the Doom3 Scripter 2.0 out.


Cool. Any news on current/working new features that are going in?



ajm113@Posted: Tue Jun 26, 2007 6:25 pm :
Well, I mite have forgotten if I said this, but I added a welcome dialog box that asks you if you would like to start a script or open one up. If you press the new script button. The welcome box should hide showing some options on creating your script in a new window. Like name, message, copyright. Then when you press OK it should print out something like this on the editor when it pops up in your script just to start off;
Code:
///////////////////////////////////////////
//
//-company name- - -script name- -date-
//
///////////////////////////////////////////
void main()
{
     sys.print"Welcome Message"; //If user clicks on print message on the check box.

}



I am still playing around with that becuase I need to have it so any information saved in one file like the Create script window would be carried out to your script in the main window.

I also have it so you can start up Doom3 manually by hitting 'F3' which works prefectly if you want to jump into Doom3 right away and check to see if your script works. :wink:



Zombie13@FIXME failed to extract: Doom3world • View topic - Doom3 Scripter 2.1 - Released Quick Fixes

Doom3world

The world is yours! Doom 3 - Quake 4 - ET:QW - Prey - Rage
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 Post subject: Doom3 Scripter 2.1 - Released Quick Fixes
PostPosted: Sun Apr 22, 2007 2:44 am 
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{EDITED}

OK, I noticed some bugs with the code you can inserted and fixed them and cleared up the warnings on the script and fixed the "Close Script", "save", "Save As". So if their are no current scripts open the editor will not crash on you. The browse dialog won't show that confusing error when you cancel. This is a quick fix new commands and the command dialogs will be fixed so you don't have to keep looking at the tool tips in the 2.2 Ver.

DOWNLOAD DOOM3SCRIPTER 2.1
UNDER Downloads (Of Course)

Image

Image

http://www.bombinaid.com/Doom3Scripter/Forum/thread.php?id=18 - Updated To 2.1

I hope you guys enjoy it and give me some feed back on here or on my forum! :wink:
Also if you would like to donate money you can go to my Amazon wish list. It should be listed on the site where it says. "Buy/Donate."

Also I will still do some editing with the editor and fix it up a bit once and a while then get it prep up for Quake 4 and Prey.

_________________
"Well, Hi! I'm Kenny Rogers!"

Doom3 Scripter 2.2 Site


Last edited by ajm113 on Sun Nov 18, 2007 7:52 pm, edited 27 times in total.

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I'm impressed in you. not only is this your first useful thing you have released to the doom 3 community, but it is also something that will help out the starting out scripters. To bad the doom 3 modding community is diminished. Try adding support for prey and quake 4 ect...


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Oh man you are asking for another butt load of finger typing pain! My hands where already hurting just finishing this up today!

Thanks! I was thinking about that when I first started but, I don't know... I mite but, then I can always do the Quake Wars game coming out it mite be pretty cool. :wink:

_________________
"Well, Hi! I'm Kenny Rogers!"

Doom3 Scripter 2.2 Site


Last edited by ajm113 on Sun Apr 22, 2007 3:02 am, edited 1 time in total.

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Finish what you started here first, use it as proof of concept in your abilities (i.e. a 'resume'). Don't let the level of popularity determine your desire to complete a goal, sometimes achieving a goal just for yourself is the most important thing.


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I've tested it.
I think that it could be very useful to new scripters,but it is quite uncomfortable for expert ones.
For example:
- it always shows a tip on startup (very annoying...)
- the list of commands is incomplete.
- you cannot open multiple files in tabs.
- it does not has spell checking/highlighting for keywords or brackets checking.


If you implement these features (that you can find in other text editors like ConText) it could be the best editor for D3-scripting! :D

However good work until now and good luck for your project!


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Thanks, but making a spell checker is not something I can just whip out in a matter of a few minutes its a bit more complex for me. Plus that I have to collect a lot of words so it even works witch will take more time. The tabs I am going to add in the 2.0. You can still goto File->New and it should open the program again up. I was going to add in a highlighter syntact, but I could not find a good source on doing that or I would need to look into more of that. Because the only source I could find that would do highlighting istelf was the language I was using to make the program. I am going to find out how to get the do not show again tab to work on the Tip of The day dialog when I come around it.

Thanks.

_________________
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Doom3 Scripter 2.2 Site


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I don't know how complicated it would be to do it this way but you might be able to include a spell checker as an external module and use some pre-existing spell checker (freeware of course, maybe off of sourceforge) to handle it for you since this is a simple text document.


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PostPosted: Mon Apr 23, 2007 2:45 pm 
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mayby you could set it opensource so other peolpe could work on it.


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Jack Rammsdell wrote:
To bad the doom 3 modding community is diminished. Try adding support for prey and quake 4 ect...


That´s not true, from all those games the Doom3 modding scene is the most active one.


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compare the modding scene with that of Far cry and youll see
that Doom modding scene isnt diminuishing :)

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Tetzlaff wrote:
Jack Rammsdell wrote:
To bad the doom 3 modding community is diminished. Try adding support for prey and quake 4 ect...


That´s not true, from all those games the Doom3 modding scene is the most active one.


I meant to say diminished compared to what it was when it first began. There was that time where this forum was loaded after doom 3 was released and BNA! had to limit the forums(ie, no advatars). If people were to get into doom engine modding, I think they would prefer using prey, quake 4, or Etqw because of the engine upgrades so I was suggesting that it'd be wise to add the support. It wouldn't be as much work adding support because AJM already has the base to the program layed out, all he has to do now is add the additional commands/variables. It'd be some work but not as much.


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I hope this is not a big deal or anything with you BNA! or any other moderator, but can I have this thread on a sticky? Since it's a useful tool like the ASE. Exporter on Blender?

-Update-

OK, on the tabs thing I'm still working on, but I forgot the source code at my dads! So it mite be a lital longer then expected. Since I do like to work on it on the week days. Also since I am having a hell of a time trying to get the formating work. :x Becuase Python is pretty sensitive when it comes to formating. Hopfuly peter gets back with me on fixing the script up a bit becuase he is alital more advanced then me right now in regulare Python then the API that I am using right now. Also I will include a side bar that lists the line number if thats cool with you guys. I almost had it working until I got that harible formating error came along. So thats why I like a extra hand on the board to help me with this. So if you know regulare Python or wxPython and or Doom3 Scripting go into my site and look for "Odd Jobs" to join the team if you like this program to have a good future.

_________________
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Doom3 Scripter 2.2 Site


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Sure. I'll sticky this thread for you.

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rich_is_bored wrote:
Sure. I'll sticky this thread for you.


Thanks man! :wink:

EDIT: Wow, people are really starting to get a liking to this faster then I expected! :D

Google Result For "Doom3 Scripter"

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Doom3 Scripter 2.2 Site


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Yeah this is great! I use this more than I watch porn. Now that's saying something.

Bit of feedback though.

General additions would be nice:

-tabs (already see that you are adding this, awesome)
-syntax hightlighing to make it easier on the eyes, possibly kept in an external txt file for supporting other games
-right click menu with all the commands
-possibly contain all the script commands in an external txt file, would be easier to mod, to support other games
-syntax error checker
-font size adjustment (easier to read)

When you launch it, the dos window is a bit of pain in the backside and clutters up my task bar.


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i keep getting an error, MSVCR11.DLL not found, or not present...


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I have been working on that problem just to let you guys know, but I if you guys wait a while I will get the Doom3 Scripter 2.0 out.

_________________
"Well, Hi! I'm Kenny Rogers!"

Doom3 Scripter 2.2 Site


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PostPosted: Tue Jun 26, 2007 11:37 am 
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ajm113 wrote:
I have been working on that problem just to let you guys know, but I if you guys wait a while I will get the Doom3 Scripter 2.0 out.


Cool. Any news on current/working new features that are going in?


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PostPosted: Tue Jun 26, 2007 6:25 pm 
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Well, I mite have forgotten if I said this, but I added a welcome dialog box that asks you if you would like to start a script or open one up. If you press the new script button. The welcome box should hide showing some options on creating your script in a new window. Like name, message, copyright. Then when you press OK it should print out something like this on the editor when it pops up in your script just to start off;
Code:
///////////////////////////////////////////
//
//-company name- - -script name- -date-
//
///////////////////////////////////////////
void main()
{
     sys.print"Welcome Message"; //If user clicks on print message on the check box.

}



I am still playing around with that becuase I need to have it so any information saved in one file like the Create script window would be carried out to your script in the main window.

I also have it so you can start up Doom3 manually by hitting 'F3' which works prefectly if you want to jump into Doom3 right away and check to see if your script works. :wink:

_________________
"Well, Hi! I'm Kenny Rogers!"

Doom3 Scripter 2.2 Site


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 Profile  
 



ajm113@Posted: Sun Apr 22, 2007 2:44 am :
{EDITED}

OK, I noticed some bugs with the code you can inserted and fixed them and cleared up the warnings on the script and fixed the "Close Script", "save", "Save As". So if their are no current scripts open the editor will not crash on you. The browse dialog won't show that confusing error when you cancel. This is a quick fix new commands and the command dialogs will be fixed so you don't have to keep looking at the tool tips in the 2.2 Ver.

DOWNLOAD DOOM3SCRIPTER 2.1
UNDER Downloads (Of Course)

Image

Image

http://www.bombinaid.com/Doom3Scripter/Forum/thread.php?id=18 - Updated To 2.1

I hope you guys enjoy it and give me some feed back on here or on my forum! :wink:
Also if you would like to donate money you can go to my Amazon wish list. It should be listed on the site where it says. "Buy/Donate."

Also I will still do some editing with the editor and fix it up a bit once and a while then get it prep up for Quake 4 and Prey.



Jack Rammsdell@Posted: Sun Apr 22, 2007 2:52 am :
I'm impressed in you. not only is this your first useful thing you have released to the doom 3 community, but it is also something that will help out the starting out scripters. To bad the doom 3 modding community is diminished. Try adding support for prey and quake 4 ect...



ajm113@Posted: Sun Apr 22, 2007 2:54 am :
Oh man you are asking for another butt load of finger typing pain! My hands where already hurting just finishing this up today!

Thanks! I was thinking about that when I first started but, I don't know... I mite but, then I can always do the Quake Wars game coming out it mite be pretty cool. :wink:



Bittoman@Posted: Sun Apr 22, 2007 3:00 am :
Finish what you started here first, use it as proof of concept in your abilities (i.e. a 'resume'). Don't let the level of popularity determine your desire to complete a goal, sometimes achieving a goal just for yourself is the most important thing.



Ivan_the_B@Posted: Sun Apr 22, 2007 12:50 pm :
I've tested it.
I think that it could be very useful to new scripters,but it is quite uncomfortable for expert ones.
For example:
- it always shows a tip on startup (very annoying...)
- the list of commands is incomplete.
- you cannot open multiple files in tabs.
- it does not has spell checking/highlighting for keywords or brackets checking.


If you implement these features (that you can find in other text editors like ConText) it could be the best editor for D3-scripting! :D

However good work until now and good luck for your project!



ajm113@Posted: Sun Apr 22, 2007 6:29 pm :
Thanks, but making a spell checker is not something I can just whip out in a matter of a few minutes its a bit more complex for me. Plus that I have to collect a lot of words so it even works witch will take more time. The tabs I am going to add in the 2.0. You can still goto File->New and it should open the program again up. I was going to add in a highlighter syntact, but I could not find a good source on doing that or I would need to look into more of that. Because the only source I could find that would do highlighting istelf was the language I was using to make the program. I am going to find out how to get the do not show again tab to work on the Tip of The day dialog when I come around it.

Thanks.



Bittoman@Posted: Sun Apr 22, 2007 7:01 pm :
I don't know how complicated it would be to do it this way but you might be able to include a spell checker as an external module and use some pre-existing spell checker (freeware of course, maybe off of sourceforge) to handle it for you since this is a simple text document.



listerman@Posted: Mon Apr 23, 2007 2:45 pm :
mayby you could set it opensource so other peolpe could work on it.



Tetzlaff@Posted: Mon Apr 23, 2007 3:19 pm :
Jack Rammsdell wrote:
To bad the doom 3 modding community is diminished. Try adding support for prey and quake 4 ect...


That´s not true, from all those games the Doom3 modding scene is the most active one.



vinnie_jones@Posted: Mon Apr 23, 2007 6:07 pm :
compare the modding scene with that of Far cry and youll see
that Doom modding scene isnt diminuishing :)



Jack Rammsdell@Posted: Mon Apr 23, 2007 9:17 pm :
Tetzlaff wrote:
Jack Rammsdell wrote:
To bad the doom 3 modding community is diminished. Try adding support for prey and quake 4 ect...


That´s not true, from all those games the Doom3 modding scene is the most active one.


I meant to say diminished compared to what it was when it first began. There was that time where this forum was loaded after doom 3 was released and BNA! had to limit the forums(ie, no advatars). If people were to get into doom engine modding, I think they would prefer using prey, quake 4, or Etqw because of the engine upgrades so I was suggesting that it'd be wise to add the support. It wouldn't be as much work adding support because AJM already has the base to the program layed out, all he has to do now is add the additional commands/variables. It'd be some work but not as much.



ajm113@Posted: Tue Apr 24, 2007 4:24 am :
I hope this is not a big deal or anything with you BNA! or any other moderator, but can I have this thread on a sticky? Since it's a useful tool like the ASE. Exporter on Blender?

-Update-

OK, on the tabs thing I'm still working on, but I forgot the source code at my dads! So it mite be a lital longer then expected. Since I do like to work on it on the week days. Also since I am having a hell of a time trying to get the formating work. :x Becuase Python is pretty sensitive when it comes to formating. Hopfuly peter gets back with me on fixing the script up a bit becuase he is alital more advanced then me right now in regulare Python then the API that I am using right now. Also I will include a side bar that lists the line number if thats cool with you guys. I almost had it working until I got that harible formating error came along. So thats why I like a extra hand on the board to help me with this. So if you know regulare Python or wxPython and or Doom3 Scripting go into my site and look for "Odd Jobs" to join the team if you like this program to have a good future.



rich_is_bored@Posted: Tue Apr 24, 2007 4:53 am :
Sure. I'll sticky this thread for you.



ajm113@Posted: Tue Apr 24, 2007 10:29 pm :
rich_is_bored wrote:
Sure. I'll sticky this thread for you.


Thanks man! :wink:

EDIT: Wow, people are really starting to get a liking to this faster then I expected! :D

Google Result For "Doom3 Scripter"



Zombie13@Posted: Thu Jun 07, 2007 10:02 pm :
Yeah this is great! I use this more than I watch porn. Now that's saying something.

Bit of feedback though.

General additions would be nice:

-tabs (already see that you are adding this, awesome)
-syntax hightlighing to make it easier on the eyes, possibly kept in an external txt file for supporting other games
-right click menu with all the commands
-possibly contain all the script commands in an external txt file, would be easier to mod, to support other games
-syntax error checker
-font size adjustment (easier to read)

When you launch it, the dos window is a bit of pain in the backside and clutters up my task bar.



Gmz1013@Posted: Sat Jun 09, 2007 1:56 am :
i keep getting an error, MSVCR11.DLL not found, or not present...



ajm113@Posted: Sat Jun 16, 2007 7:04 am :
I have been working on that problem just to let you guys know, but I if you guys wait a while I will get the Doom3 Scripter 2.0 out.



Zombie13@Posted: Tue Jun 26, 2007 11:37 am :
ajm113 wrote:
I have been working on that problem just to let you guys know, but I if you guys wait a while I will get the Doom3 Scripter 2.0 out.


Cool. Any news on current/working new features that are going in?



ajm113@Posted: Tue Jun 26, 2007 6:25 pm :
Well, I mite have forgotten if I said this, but I added a welcome dialog box that asks you if you would like to start a script or open one up. If you press the new script button. The welcome box should hide showing some options on creating your script in a new window. Like name, message, copyright. Then when you press OK it should print out something like this on the editor when it pops up in your script just to start off;
Code:
///////////////////////////////////////////
//
//-company name- - -script name- -date-
//
///////////////////////////////////////////
void main()
{
     sys.print"Welcome Message"; //If user clicks on print message on the check box.

}



I am still playing around with that becuase I need to have it so any information saved in one file like the Create script window would be carried out to your script in the main window.

I also have it so you can start up Doom3 manually by hitting 'F3' which works prefectly if you want to jump into Doom3 right away and check to see if your script works. :wink:



Zombie13@FIXME failed to extract: Doom3world • View topic - Doom3 Scripter 2.1 - Released Quick Fixes

Doom3world

The world is yours! Doom 3 - Quake 4 - ET:QW - Prey - Rage
It is currently Thu Dec 20, 2007 7:22 pm

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 Post subject: Doom3 Scripter 2.1 - Released Quick Fixes
PostPosted: Sun Apr 22, 2007 2:44 am 
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{EDITED}

OK, I noticed some bugs with the code you can inserted and fixed them and cleared up the warnings on the script and fixed the "Close Script", "save", "Save As". So if their are no current scripts open the editor will not crash on you. The browse dialog won't show that confusing error when you cancel. This is a quick fix new commands and the command dialogs will be fixed so you don't have to keep looking at the tool tips in the 2.2 Ver.

DOWNLOAD DOOM3SCRIPTER 2.1
UNDER Downloads (Of Course)

Image

Image

http://www.bombinaid.com/Doom3Scripter/Forum/thread.php?id=18 - Updated To 2.1

I hope you guys enjoy it and give me some feed back on here or on my forum! :wink:
Also if you would like to donate money you can go to my Amazon wish list. It should be listed on the site where it says. "Buy/Donate."

Also I will still do some editing with the editor and fix it up a bit once and a while then get it prep up for Quake 4 and Prey.

_________________
"Well, Hi! I'm Kenny Rogers!"

Doom3 Scripter 2.2 Site


Last edited by ajm113 on Sun Nov 18, 2007 7:52 pm, edited 27 times in total.

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I'm impressed in you. not only is this your first useful thing you have released to the doom 3 community, but it is also something that will help out the starting out scripters. To bad the doom 3 modding community is diminished. Try adding support for prey and quake 4 ect...


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PostPosted: Sun Apr 22, 2007 2:54 am 
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Oh man you are asking for another butt load of finger typing pain! My hands where already hurting just finishing this up today!

Thanks! I was thinking about that when I first started but, I don't know... I mite but, then I can always do the Quake Wars game coming out it mite be pretty cool. :wink:

_________________
"Well, Hi! I'm Kenny Rogers!"

Doom3 Scripter 2.2 Site


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Finish what you started here first, use it as proof of concept in your abilities (i.e. a 'resume'). Don't let the level of popularity determine your desire to complete a goal, sometimes achieving a goal just for yourself is the most important thing.


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PostPosted: Sun Apr 22, 2007 12:50 pm 
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I've tested it.
I think that it could be very useful to new scripters,but it is quite uncomfortable for expert ones.
For example:
- it always shows a tip on startup (very annoying...)
- the list of commands is incomplete.
- you cannot open multiple files in tabs.
- it does not has spell checking/highlighting for keywords or brackets checking.


If you implement these features (that you can find in other text editors like ConText) it could be the best editor for D3-scripting! :D

However good work until now and good luck for your project!


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PostPosted: Sun Apr 22, 2007 6:29 pm 
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Thanks, but making a spell checker is not something I can just whip out in a matter of a few minutes its a bit more complex for me. Plus that I have to collect a lot of words so it even works witch will take more time. The tabs I am going to add in the 2.0. You can still goto File->New and it should open the program again up. I was going to add in a highlighter syntact, but I could not find a good source on doing that or I would need to look into more of that. Because the only source I could find that would do highlighting istelf was the language I was using to make the program. I am going to find out how to get the do not show again tab to work on the Tip of The day dialog when I come around it.

Thanks.

_________________
"Well, Hi! I'm Kenny Rogers!"

Doom3 Scripter 2.2 Site


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PostPosted: Sun Apr 22, 2007 7:01 pm 
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I don't know how complicated it would be to do it this way but you might be able to include a spell checker as an external module and use some pre-existing spell checker (freeware of course, maybe off of sourceforge) to handle it for you since this is a simple text document.


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PostPosted: Mon Apr 23, 2007 2:45 pm 
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mayby you could set it opensource so other peolpe could work on it.


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Jack Rammsdell wrote:
To bad the doom 3 modding community is diminished. Try adding support for prey and quake 4 ect...


That´s not true, from all those games the Doom3 modding scene is the most active one.


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compare the modding scene with that of Far cry and youll see
that Doom modding scene isnt diminuishing :)

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Tetzlaff wrote:
Jack Rammsdell wrote:
To bad the doom 3 modding community is diminished. Try adding support for prey and quake 4 ect...


That´s not true, from all those games the Doom3 modding scene is the most active one.


I meant to say diminished compared to what it was when it first began. There was that time where this forum was loaded after doom 3 was released and BNA! had to limit the forums(ie, no advatars). If people were to get into doom engine modding, I think they would prefer using prey, quake 4, or Etqw because of the engine upgrades so I was suggesting that it'd be wise to add the support. It wouldn't be as much work adding support because AJM already has the base to the program layed out, all he has to do now is add the additional commands/variables. It'd be some work but not as much.


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I hope this is not a big deal or anything with you BNA! or any other moderator, but can I have this thread on a sticky? Since it's a useful tool like the ASE. Exporter on Blender?

-Update-

OK, on the tabs thing I'm still working on, but I forgot the source code at my dads! So it mite be a lital longer then expected. Since I do like to work on it on the week days. Also since I am having a hell of a time trying to get the formating work. :x Becuase Python is pretty sensitive when it comes to formating. Hopfuly peter gets back with me on fixing the script up a bit becuase he is alital more advanced then me right now in regulare Python then the API that I am using right now. Also I will include a side bar that lists the line number if thats cool with you guys. I almost had it working until I got that harible formating error came along. So thats why I like a extra hand on the board to help me with this. So if you know regulare Python or wxPython and or Doom3 Scripting go into my site and look for "Odd Jobs" to join the team if you like this program to have a good future.

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Doom3 Scripter 2.2 Site


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Sure. I'll sticky this thread for you.

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rich_is_bored wrote:
Sure. I'll sticky this thread for you.


Thanks man! :wink:

EDIT: Wow, people are really starting to get a liking to this faster then I expected! :D

Google Result For "Doom3 Scripter"

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Yeah this is great! I use this more than I watch porn. Now that's saying something.

Bit of feedback though.

General additions would be nice:

-tabs (already see that you are adding this, awesome)
-syntax hightlighing to make it easier on the eyes, possibly kept in an external txt file for supporting other games
-right click menu with all the commands
-possibly contain all the script commands in an external txt file, would be easier to mod, to support other games
-syntax error checker
-font size adjustment (easier to read)

When you launch it, the dos window is a bit of pain in the backside and clutters up my task bar.


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i keep getting an error, MSVCR11.DLL not found, or not present...


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I have been working on that problem just to let you guys know, but I if you guys wait a while I will get the Doom3 Scripter 2.0 out.

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ajm113 wrote:
I have been working on that problem just to let you guys know, but I if you guys wait a while I will get the Doom3 Scripter 2.0 out.


Cool. Any news on current/working new features that are going in?


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Well, I mite have forgotten if I said this, but I added a welcome dialog box that asks you if you would like to start a script or open one up. If you press the new script button. The welcome box should hide showing some options on creating your script in a new window. Like name, message, copyright. Then when you press OK it should print out something like this on the editor when it pops up in your script just to start off;
Code:
///////////////////////////////////////////
//
//-company name- - -script name- -date-
//
///////////////////////////////////////////
void main()
{
     sys.print"Welcome Message"; //If user clicks on print message on the check box.

}



I am still playing around with that becuase I need to have it so any information saved in one file like the Create script window would be carried out to your script in the main window.

I also have it so you can start up Doom3 manually by hitting 'F3' which works prefectly if you want to jump into Doom3 right away and check to see if your script works. :wink:

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ajm113@Posted: Sun Apr 22, 2007 2:44 am :
{EDITED}

OK, I noticed some bugs with the code you can inserted and fixed them and cleared up the warnings on the script and fixed the "Close Script", "save", "Save As". So if their are no current scripts open the editor will not crash on you. The browse dialog won't show that confusing error when you cancel. This is a quick fix new commands and the command dialogs will be fixed so you don't have to keep looking at the tool tips in the 2.2 Ver.

DOWNLOAD DOOM3SCRIPTER 2.1
UNDER Downloads (Of Course)

Image

Image

http://www.bombinaid.com/Doom3Scripter/Forum/thread.php?id=18 - Updated To 2.1

I hope you guys enjoy it and give me some feed back on here or on my forum! :wink:
Also if you would like to donate money you can go to my Amazon wish list. It should be listed on the site where it says. "Buy/Donate."

Also I will still do some editing with the editor and fix it up a bit once and a while then get it prep up for Quake 4 and Prey.



Jack Rammsdell@Posted: Sun Apr 22, 2007 2:52 am :
I'm impressed in you. not only is this your first useful thing you have released to the doom 3 community, but it is also something that will help out the starting out scripters. To bad the doom 3 modding community is diminished. Try adding support for prey and quake 4 ect...



ajm113@Posted: Sun Apr 22, 2007 2:54 am :
Oh man you are asking for another butt load of finger typing pain! My hands where already hurting just finishing this up today!

Thanks! I was thinking about that when I first started but, I don't know... I mite but, then I can always do the Quake Wars game coming out it mite be pretty cool. :wink:



Bittoman@Posted: Sun Apr 22, 2007 3:00 am :
Finish what you started here first, use it as proof of concept in your abilities (i.e. a 'resume'). Don't let the level of popularity determine your desire to complete a goal, sometimes achieving a goal just for yourself is the most important thing.



Ivan_the_B@Posted: Sun Apr 22, 2007 12:50 pm :
I've tested it.
I think that it could be very useful to new scripters,but it is quite uncomfortable for expert ones.
For example:
- it always shows a tip on startup (very annoying...)
- the list of commands is incomplete.
- you cannot open multiple files in tabs.
- it does not has spell checking/highlighting for keywords or brackets checking.


If you implement these features (that you can find in other text editors like ConText) it could be the best editor for D3-scripting! :D

However good work until now and good luck for your project!



ajm113@Posted: Sun Apr 22, 2007 6:29 pm :
Thanks, but making a spell checker is not something I can just whip out in a matter of a few minutes its a bit more complex for me. Plus that I have to collect a lot of words so it even works witch will take more time. The tabs I am going to add in the 2.0. You can still goto File->New and it should open the program again up. I was going to add in a highlighter syntact, but I could not find a good source on doing that or I would need to look into more of that. Because the only source I could find that would do highlighting istelf was the language I was using to make the program. I am going to find out how to get the do not show again tab to work on the Tip of The day dialog when I come around it.

Thanks.



Bittoman@Posted: Sun Apr 22, 2007 7:01 pm :
I don't know how complicated it would be to do it this way but you might be able to include a spell checker as an external module and use some pre-existing spell checker (freeware of course, maybe off of sourceforge) to handle it for you since this is a simple text document.



listerman@Posted: Mon Apr 23, 2007 2:45 pm :
mayby you could set it opensource so other peolpe could work on it.



Tetzlaff@Posted: Mon Apr 23, 2007 3:19 pm :
Jack Rammsdell wrote:
To bad the doom 3 modding community is diminished. Try adding support for prey and quake 4 ect...


That´s not true, from all those games the Doom3 modding scene is the most active one.



vinnie_jones@Posted: Mon Apr 23, 2007 6:07 pm :
compare the modding scene with that of Far cry and youll see
that Doom modding scene isnt diminuishing :)



Jack Rammsdell@Posted: Mon Apr 23, 2007 9:17 pm :
Tetzlaff wrote:
Jack Rammsdell wrote:
To bad the doom 3 modding community is diminished. Try adding support for prey and quake 4 ect...


That´s not true, from all those games the Doom3 modding scene is the most active one.


I meant to say diminished compared to what it was when it first began. There was that time where this forum was loaded after doom 3 was released and BNA! had to limit the forums(ie, no advatars). If people were to get into doom engine modding, I think they would prefer using prey, quake 4, or Etqw because of the engine upgrades so I was suggesting that it'd be wise to add the support. It wouldn't be as much work adding support because AJM already has the base to the program layed out, all he has to do now is add the additional commands/variables. It'd be some work but not as much.



ajm113@Posted: Tue Apr 24, 2007 4:24 am :
I hope this is not a big deal or anything with you BNA! or any other moderator, but can I have this thread on a sticky? Since it's a useful tool like the ASE. Exporter on Blender?

-Update-

OK, on the tabs thing I'm still working on, but I forgot the source code at my dads! So it mite be a lital longer then expected. Since I do like to work on it on the week days. Also since I am having a hell of a time trying to get the formating work. :x Becuase Python is pretty sensitive when it comes to formating. Hopfuly peter gets back with me on fixing the script up a bit becuase he is alital more advanced then me right now in regulare Python then the API that I am using right now. Also I will include a side bar that lists the line number if thats cool with you guys. I almost had it working until I got that harible formating error came along. So thats why I like a extra hand on the board to help me with this. So if you know regulare Python or wxPython and or Doom3 Scripting go into my site and look for "Odd Jobs" to join the team if you like this program to have a good future.



rich_is_bored@Posted: Tue Apr 24, 2007 4:53 am :
Sure. I'll sticky this thread for you.



ajm113@Posted: Tue Apr 24, 2007 10:29 pm :
rich_is_bored wrote:
Sure. I'll sticky this thread for you.


Thanks man! :wink:

EDIT: Wow, people are really starting to get a liking to this faster then I expected! :D

Google Result For "Doom3 Scripter"



Zombie13@Posted: Thu Jun 07, 2007 10:02 pm :
Yeah this is great! I use this more than I watch porn. Now that's saying something.

Bit of feedback though.

General additions would be nice:

-tabs (already see that you are adding this, awesome)
-syntax hightlighing to make it easier on the eyes, possibly kept in an external txt file for supporting other games
-right click menu with all the commands
-possibly contain all the script commands in an external txt file, would be easier to mod, to support other games
-syntax error checker
-font size adjustment (easier to read)

When you launch it, the dos window is a bit of pain in the backside and clutters up my task bar.



Gmz1013@Posted: Sat Jun 09, 2007 1:56 am :
i keep getting an error, MSVCR11.DLL not found, or not present...



ajm113@Posted: Sat Jun 16, 2007 7:04 am :
I have been working on that problem just to let you guys know, but I if you guys wait a while I will get the Doom3 Scripter 2.0 out.



Zombie13@Posted: Tue Jun 26, 2007 11:37 am :
ajm113 wrote:
I have been working on that problem just to let you guys know, but I if you guys wait a while I will get the Doom3 Scripter 2.0 out.


Cool. Any news on current/working new features that are going in?



ajm113@Posted: Tue Jun 26, 2007 6:25 pm :
Well, I mite have forgotten if I said this, but I added a welcome dialog box that asks you if you would like to start a script or open one up. If you press the new script button. The welcome box should hide showing some options on creating your script in a new window. Like name, message, copyright. Then when you press OK it should print out something like this on the editor when it pops up in your script just to start off;
Code:
///////////////////////////////////////////
//
//-company name- - -script name- -date-
//
///////////////////////////////////////////
void main()
{
     sys.print"Welcome Message"; //If user clicks on print message on the check box.

}



I am still playing around with that becuase I need to have it so any information saved in one file like the Create script window would be carried out to your script in the main window.

I also have it so you can start up Doom3 manually by hitting 'F3' which works prefectly if you want to jump into Doom3 right away and check to see if your script works. :wink:



Zombie13@FIXME failed to extract: Doom3world • View topic - Doom3 Scripter 2.1 - Released Quick Fixes

Doom3world

The world is yours! Doom 3 - Quake 4 - ET:QW - Prey - Rage
It is currently Tue Dec 25, 2007 8:08 pm

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 Post subject: Doom3 Scripter 2.1 - Released Quick Fixes
PostPosted: Sun Apr 22, 2007 2:44 am 
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{EDITED}

OK, I noticed some bugs with the code you can inserted and fixed them and cleared up the warnings on the script and fixed the "Close Script", "save", "Save As". So if their are no current scripts open the editor will not crash on you. The browse dialog won't show that confusing error when you cancel. This is a quick fix new commands and the command dialogs will be fixed so you don't have to keep looking at the tool tips in the 2.2 Ver.

DOWNLOAD DOOM3SCRIPTER 2.1
UNDER Downloads (Of Course)

Image

Image

http://www.bombinaid.com/Doom3Scripter/Forum/thread.php?id=18 - Updated To 2.1

I hope you guys enjoy it and give me some feed back on here or on my forum! :wink:
Also if you would like to donate money you can go to my Amazon wish list. It should be listed on the site where it says. "Buy/Donate."

Also I will still do some editing with the editor and fix it up a bit once and a while then get it prep up for Quake 4 and Prey.

_________________
"Well, Hi! I'm Kenny Rogers!"

Doom3 Scripter 2.2 Site


Last edited by ajm113 on Sun Nov 18, 2007 7:52 pm, edited 27 times in total.

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I'm impressed in you. not only is this your first useful thing you have released to the doom 3 community, but it is also something that will help out the starting out scripters. To bad the doom 3 modding community is diminished. Try adding support for prey and quake 4 ect...


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Oh man you are asking for another butt load of finger typing pain! My hands where already hurting just finishing this up today!

Thanks! I was thinking about that when I first started but, I don't know... I mite but, then I can always do the Quake Wars game coming out it mite be pretty cool. :wink:

_________________
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Doom3 Scripter 2.2 Site


Last edited by ajm113 on Sun Apr 22, 2007 3:02 am, edited 1 time in total.

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Finish what you started here first, use it as proof of concept in your abilities (i.e. a 'resume'). Don't let the level of popularity determine your desire to complete a goal, sometimes achieving a goal just for yourself is the most important thing.


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I've tested it.
I think that it could be very useful to new scripters,but it is quite uncomfortable for expert ones.
For example:
- it always shows a tip on startup (very annoying...)
- the list of commands is incomplete.
- you cannot open multiple files in tabs.
- it does not has spell checking/highlighting for keywords or brackets checking.


If you implement these features (that you can find in other text editors like ConText) it could be the best editor for D3-scripting! :D

However good work until now and good luck for your project!


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Thanks, but making a spell checker is not something I can just whip out in a matter of a few minutes its a bit more complex for me. Plus that I have to collect a lot of words so it even works witch will take more time. The tabs I am going to add in the 2.0. You can still goto File->New and it should open the program again up. I was going to add in a highlighter syntact, but I could not find a good source on doing that or I would need to look into more of that. Because the only source I could find that would do highlighting istelf was the language I was using to make the program. I am going to find out how to get the do not show again tab to work on the Tip of The day dialog when I come around it.

Thanks.

_________________
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Doom3 Scripter 2.2 Site


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I don't know how complicated it would be to do it this way but you might be able to include a spell checker as an external module and use some pre-existing spell checker (freeware of course, maybe off of sourceforge) to handle it for you since this is a simple text document.


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PostPosted: Mon Apr 23, 2007 2:45 pm 
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mayby you could set it opensource so other peolpe could work on it.


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Jack Rammsdell wrote:
To bad the doom 3 modding community is diminished. Try adding support for prey and quake 4 ect...


That´s not true, from all those games the Doom3 modding scene is the most active one.


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PostPosted: Mon Apr 23, 2007 6:07 pm 
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compare the modding scene with that of Far cry and youll see
that Doom modding scene isnt diminuishing :)

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Tetzlaff wrote:
Jack Rammsdell wrote:
To bad the doom 3 modding community is diminished. Try adding support for prey and quake 4 ect...


That´s not true, from all those games the Doom3 modding scene is the most active one.


I meant to say diminished compared to what it was when it first began. There was that time where this forum was loaded after doom 3 was released and BNA! had to limit the forums(ie, no advatars). If people were to get into doom engine modding, I think they would prefer using prey, quake 4, or Etqw because of the engine upgrades so I was suggesting that it'd be wise to add the support. It wouldn't be as much work adding support because AJM already has the base to the program layed out, all he has to do now is add the additional commands/variables. It'd be some work but not as much.


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I hope this is not a big deal or anything with you BNA! or any other moderator, but can I have this thread on a sticky? Since it's a useful tool like the ASE. Exporter on Blender?

-Update-

OK, on the tabs thing I'm still working on, but I forgot the source code at my dads! So it mite be a lital longer then expected. Since I do like to work on it on the week days. Also since I am having a hell of a time trying to get the formating work. :x Becuase Python is pretty sensitive when it comes to formating. Hopfuly peter gets back with me on fixing the script up a bit becuase he is alital more advanced then me right now in regulare Python then the API that I am using right now. Also I will include a side bar that lists the line number if thats cool with you guys. I almost had it working until I got that harible formating error came along. So thats why I like a extra hand on the board to help me with this. So if you know regulare Python or wxPython and or Doom3 Scripting go into my site and look for "Odd Jobs" to join the team if you like this program to have a good future.

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Sure. I'll sticky this thread for you.

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rich_is_bored wrote:
Sure. I'll sticky this thread for you.


Thanks man! :wink:

EDIT: Wow, people are really starting to get a liking to this faster then I expected! :D

Google Result For "Doom3 Scripter"

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PostPosted: Thu Jun 07, 2007 10:02 pm 
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Yeah this is great! I use this more than I watch porn. Now that's saying something.

Bit of feedback though.

General additions would be nice:

-tabs (already see that you are adding this, awesome)
-syntax hightlighing to make it easier on the eyes, possibly kept in an external txt file for supporting other games
-right click menu with all the commands
-possibly contain all the script commands in an external txt file, would be easier to mod, to support other games
-syntax error checker
-font size adjustment (easier to read)

When you launch it, the dos window is a bit of pain in the backside and clutters up my task bar.


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i keep getting an error, MSVCR11.DLL not found, or not present...


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I have been working on that problem just to let you guys know, but I if you guys wait a while I will get the Doom3 Scripter 2.0 out.

_________________
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Doom3 Scripter 2.2 Site


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 Post subject:
PostPosted: Tue Jun 26, 2007 11:37 am 
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ajm113 wrote:
I have been working on that problem just to let you guys know, but I if you guys wait a while I will get the Doom3 Scripter 2.0 out.


Cool. Any news on current/working new features that are going in?


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PostPosted: Tue Jun 26, 2007 6:25 pm 
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Well, I mite have forgotten if I said this, but I added a welcome dialog box that asks you if you would like to start a script or open one up. If you press the new script button. The welcome box should hide showing some options on creating your script in a new window. Like name, message, copyright. Then when you press OK it should print out something like this on the editor when it pops up in your script just to start off;
Code:
///////////////////////////////////////////
//
//-company name- - -script name- -date-
//
///////////////////////////////////////////
void main()
{
     sys.print"Welcome Message"; //If user clicks on print message on the check box.

}



I am still playing around with that becuase I need to have it so any information saved in one file like the Create script window would be carried out to your script in the main window.

I also have it so you can start up Doom3 manually by hitting 'F3' which works prefectly if you want to jump into Doom3 right away and check to see if your script works. :wink:

_________________
"Well, Hi! I'm Kenny Rogers!"

Doom3 Scripter 2.2 Site


Top
 Profile  
 



ajm113@Posted: Sun Apr 22, 2007 2:44 am :
{EDITED}

OK, I noticed some bugs with the code you can inserted and fixed them and cleared up the warnings on the script and fixed the "Close Script", "save", "Save As". So if their are no current scripts open the editor will not crash on you. The browse dialog won't show that confusing error when you cancel. This is a quick fix new commands and the command dialogs will be fixed so you don't have to keep looking at the tool tips in the 2.2 Ver.

DOWNLOAD DOOM3SCRIPTER 2.1
UNDER Downloads (Of Course)

Image

Image

http://www.bombinaid.com/Doom3Scripter/Forum/thread.php?id=18 - Updated To 2.1

I hope you guys enjoy it and give me some feed back on here or on my forum! :wink:
Also if you would like to donate money you can go to my Amazon wish list. It should be listed on the site where it says. "Buy/Donate."

Also I will still do some editing with the editor and fix it up a bit once and a while then get it prep up for Quake 4 and Prey.



Jack Rammsdell@Posted: Sun Apr 22, 2007 2:52 am :
I'm impressed in you. not only is this your first useful thing you have released to the doom 3 community, but it is also something that will help out the starting out scripters. To bad the doom 3 modding community is diminished. Try adding support for prey and quake 4 ect...



ajm113@Posted: Sun Apr 22, 2007 2:54 am :
Oh man you are asking for another butt load of finger typing pain! My hands where already hurting just finishing this up today!

Thanks! I was thinking about that when I first started but, I don't know... I mite but, then I can always do the Quake Wars game coming out it mite be pretty cool. :wink:



Bittoman@Posted: Sun Apr 22, 2007 3:00 am :
Finish what you started here first, use it as proof of concept in your abilities (i.e. a 'resume'). Don't let the level of popularity determine your desire to complete a goal, sometimes achieving a goal just for yourself is the most important thing.



Ivan_the_B@Posted: Sun Apr 22, 2007 12:50 pm :
I've tested it.
I think that it could be very useful to new scripters,but it is quite uncomfortable for expert ones.
For example:
- it always shows a tip on startup (very annoying...)
- the list of commands is incomplete.
- you cannot open multiple files in tabs.
- it does not has spell checking/highlighting for keywords or brackets checking.


If you implement these features (that you can find in other text editors like ConText) it could be the best editor for D3-scripting! :D

However good work until now and good luck for your project!



ajm113@Posted: Sun Apr 22, 2007 6:29 pm :
Thanks, but making a spell checker is not something I can just whip out in a matter of a few minutes its a bit more complex for me. Plus that I have to collect a lot of words so it even works witch will take more time. The tabs I am going to add in the 2.0. You can still goto File->New and it should open the program again up. I was going to add in a highlighter syntact, but I could not find a good source on doing that or I would need to look into more of that. Because the only source I could find that would do highlighting istelf was the language I was using to make the program. I am going to find out how to get the do not show again tab to work on the Tip of The day dialog when I come around it.

Thanks.



Bittoman@Posted: Sun Apr 22, 2007 7:01 pm :
I don't know how complicated it would be to do it this way but you might be able to include a spell checker as an external module and use some pre-existing spell checker (freeware of course, maybe off of sourceforge) to handle it for you since this is a simple text document.



listerman@Posted: Mon Apr 23, 2007 2:45 pm :
mayby you could set it opensource so other peolpe could work on it.



Tetzlaff@Posted: Mon Apr 23, 2007 3:19 pm :
Jack Rammsdell wrote:
To bad the doom 3 modding community is diminished. Try adding support for prey and quake 4 ect...


That´s not true, from all those games the Doom3 modding scene is the most active one.



vinnie_jones@Posted: Mon Apr 23, 2007 6:07 pm :
compare the modding scene with that of Far cry and youll see
that Doom modding scene isnt diminuishing :)



Jack Rammsdell@Posted: Mon Apr 23, 2007 9:17 pm :
Tetzlaff wrote:
Jack Rammsdell wrote:
To bad the doom 3 modding community is diminished. Try adding support for prey and quake 4 ect...


That´s not true, from all those games the Doom3 modding scene is the most active one.


I meant to say diminished compared to what it was when it first began. There was that time where this forum was loaded after doom 3 was released and BNA! had to limit the forums(ie, no advatars). If people were to get into doom engine modding, I think they would prefer using prey, quake 4, or Etqw because of the engine upgrades so I was suggesting that it'd be wise to add the support. It wouldn't be as much work adding support because AJM already has the base to the program layed out, all he has to do now is add the additional commands/variables. It'd be some work but not as much.



ajm113@Posted: Tue Apr 24, 2007 4:24 am :
I hope this is not a big deal or anything with you BNA! or any other moderator, but can I have this thread on a sticky? Since it's a useful tool like the ASE. Exporter on Blender?

-Update-

OK, on the tabs thing I'm still working on, but I forgot the source code at my dads! So it mite be a lital longer then expected. Since I do like to work on it on the week days. Also since I am having a hell of a time trying to get the formating work. :x Becuase Python is pretty sensitive when it comes to formating. Hopfuly peter gets back with me on fixing the script up a bit becuase he is alital more advanced then me right now in regulare Python then the API that I am using right now. Also I will include a side bar that lists the line number if thats cool with you guys. I almost had it working until I got that harible formating error came along. So thats why I like a extra hand on the board to help me with this. So if you know regulare Python or wxPython and or Doom3 Scripting go into my site and look for "Odd Jobs" to join the team if you like this program to have a good future.



rich_is_bored@Posted: Tue Apr 24, 2007 4:53 am :
Sure. I'll sticky this thread for you.



ajm113@Posted: Tue Apr 24, 2007 10:29 pm :
rich_is_bored wrote:
Sure. I'll sticky this thread for you.


Thanks man! :wink:

EDIT: Wow, people are really starting to get a liking to this faster then I expected! :D

Google Result For "Doom3 Scripter"



Zombie13@Posted: Thu Jun 07, 2007 10:02 pm :
Yeah this is great! I use this more than I watch porn. Now that's saying something.

Bit of feedback though.

General additions would be nice:

-tabs (already see that you are adding this, awesome)
-syntax hightlighing to make it easier on the eyes, possibly kept in an external txt file for supporting other games
-right click menu with all the commands
-possibly contain all the script commands in an external txt file, would be easier to mod, to support other games
-syntax error checker
-font size adjustment (easier to read)

When you launch it, the dos window is a bit of pain in the backside and clutters up my task bar.



Gmz1013@Posted: Sat Jun 09, 2007 1:56 am :
i keep getting an error, MSVCR11.DLL not found, or not present...



ajm113@Posted: Sat Jun 16, 2007 7:04 am :
I have been working on that problem just to let you guys know, but I if you guys wait a while I will get the Doom3 Scripter 2.0 out.



Zombie13@Posted: Tue Jun 26, 2007 11:37 am :
ajm113 wrote:
I have been working on that problem just to let you guys know, but I if you guys wait a while I will get the Doom3 Scripter 2.0 out.


Cool. Any news on current/working new features that are going in?



ajm113@Posted: Tue Jun 26, 2007 6:25 pm :
Well, I mite have forgotten if I said this, but I added a welcome dialog box that asks you if you would like to start a script or open one up. If you press the new script button. The welcome box should hide showing some options on creating your script in a new window. Like name, message, copyright. Then when you press OK it should print out something like this on the editor when it pops up in your script just to start off;
Code:
///////////////////////////////////////////
//
//-company name- - -script name- -date-
//
///////////////////////////////////////////
void main()
{
     sys.print"Welcome Message"; //If user clicks on print message on the check box.

}



I am still playing around with that becuase I need to have it so any information saved in one file like the Create script window would be carried out to your script in the main window.

I also have it so you can start up Doom3 manually by hitting 'F3' which works prefectly if you want to jump into Doom3 right away and check to see if your script works. :wink:



Zombie13@FIXME failed to extract: Doom3world • View topic - Doom3 Scripter 2.1 - Released Quick Fixes

Doom3world

The world is yours! Doom 3 - Quake 4 - ET:QW - Prey - Rage
It is currently Tue Jan 01, 2008 10:36 am

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 Post subject: Doom3 Scripter 2.1 - Released Quick Fixes
PostPosted: Sun Apr 22, 2007 2:44 am 
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{EDITED}

OK, I noticed some bugs with the code you can inserted and fixed them and cleared up the warnings on the script and fixed the "Close Script", "save", "Save As". So if their are no current scripts open the editor will not crash on you. The browse dialog won't show that confusing error when you cancel. This is a quick fix new commands and the command dialogs will be fixed so you don't have to keep looking at the tool tips in the 2.2 Ver.

DOWNLOAD DOOM3SCRIPTER 2.1
UNDER Downloads (Of Course)

Image

Image

http://www.bombinaid.com/Doom3Scripter/Forum/thread.php?id=18 - Updated To 2.1

I hope you guys enjoy it and give me some feed back on here or on my forum! :wink:
Also if you would like to donate money you can go to my Amazon wish list. It should be listed on the site where it says. "Buy/Donate."

Also I will still do some editing with the editor and fix it up a bit once and a while then get it prep up for Quake 4 and Prey.

_________________
"Well, Hi! I'm Kenny Rogers!"

Doom3 Scripter 2.2 Site


Last edited by ajm113 on Sun Nov 18, 2007 7:52 pm, edited 27 times in total.

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PostPosted: Sun Apr 22, 2007 2:52 am 
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I'm impressed in you. not only is this your first useful thing you have released to the doom 3 community, but it is also something that will help out the starting out scripters. To bad the doom 3 modding community is diminished. Try adding support for prey and quake 4 ect...


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PostPosted: Sun Apr 22, 2007 2:54 am 
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Joined: Thu Jul 07, 2005 10:57 pm
Posts: 1052
Location: U.S & A
Oh man you are asking for another butt load of finger typing pain! My hands where already hurting just finishing this up today!

Thanks! I was thinking about that when I first started but, I don't know... I mite but, then I can always do the Quake Wars game coming out it mite be pretty cool. :wink:

_________________
"Well, Hi! I'm Kenny Rogers!"

Doom3 Scripter 2.2 Site


Last edited by ajm113 on Sun Apr 22, 2007 3:02 am, edited 1 time in total.

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PostPosted: Sun Apr 22, 2007 3:00 am 
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Finish what you started here first, use it as proof of concept in your abilities (i.e. a 'resume'). Don't let the level of popularity determine your desire to complete a goal, sometimes achieving a goal just for yourself is the most important thing.


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 Post subject:
PostPosted: Sun Apr 22, 2007 12:50 pm 
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I've tested it.
I think that it could be very useful to new scripters,but it is quite uncomfortable for expert ones.
For example:
- it always shows a tip on startup (very annoying...)
- the list of commands is incomplete.
- you cannot open multiple files in tabs.
- it does not has spell checking/highlighting for keywords or brackets checking.


If you implement these features (that you can find in other text editors like ConText) it could be the best editor for D3-scripting! :D

However good work until now and good luck for your project!


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 Post subject:
PostPosted: Sun Apr 22, 2007 6:29 pm 
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Joined: Thu Jul 07, 2005 10:57 pm
Posts: 1052
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Thanks, but making a spell checker is not something I can just whip out in a matter of a few minutes its a bit more complex for me. Plus that I have to collect a lot of words so it even works witch will take more time. The tabs I am going to add in the 2.0. You can still goto File->New and it should open the program again up. I was going to add in a highlighter syntact, but I could not find a good source on doing that or I would need to look into more of that. Because the only source I could find that would do highlighting istelf was the language I was using to make the program. I am going to find out how to get the do not show again tab to work on the Tip of The day dialog when I come around it.

Thanks.

_________________
"Well, Hi! I'm Kenny Rogers!"

Doom3 Scripter 2.2 Site


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 Profile  
 
 Post subject:
PostPosted: Sun Apr 22, 2007 7:01 pm 
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Joined: Sun Aug 29, 2004 10:39 pm
Posts: 1730
I don't know how complicated it would be to do it this way but you might be able to include a spell checker as an external module and use some pre-existing spell checker (freeware of course, maybe off of sourceforge) to handle it for you since this is a simple text document.


Top
 Profile  
 
 Post subject:
PostPosted: Mon Apr 23, 2007 2:45 pm 
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is connecting to Doom3world.org

Joined: Mon Apr 02, 2007 2:00 pm
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mayby you could set it opensource so other peolpe could work on it.


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PostPosted: Mon Apr 23, 2007 3:19 pm 
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found a secret
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Jack Rammsdell wrote:
To bad the doom 3 modding community is diminished. Try adding support for prey and quake 4 ect...


That´s not true, from all those games the Doom3 modding scene is the most active one.


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 Post subject:
PostPosted: Mon Apr 23, 2007 6:07 pm 
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did just hit his 750th monster

Joined: Mon Oct 02, 2006 8:13 pm
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compare the modding scene with that of Far cry and youll see
that Doom modding scene isnt diminuishing :)

_________________
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PostPosted: Mon Apr 23, 2007 9:17 pm 
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did just hit his 750th monster
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Tetzlaff wrote:
Jack Rammsdell wrote:
To bad the doom 3 modding community is diminished. Try adding support for prey and quake 4 ect...


That´s not true, from all those games the Doom3 modding scene is the most active one.


I meant to say diminished compared to what it was when it first began. There was that time where this forum was loaded after doom 3 was released and BNA! had to limit the forums(ie, no advatars). If people were to get into doom engine modding, I think they would prefer using prey, quake 4, or Etqw because of the engine upgrades so I was suggesting that it'd be wise to add the support. It wouldn't be as much work adding support because AJM already has the base to the program layed out, all he has to do now is add the additional commands/variables. It'd be some work but not as much.


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PostPosted: Tue Apr 24, 2007 4:24 am 
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Joined: Thu Jul 07, 2005 10:57 pm
Posts: 1052
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I hope this is not a big deal or anything with you BNA! or any other moderator, but can I have this thread on a sticky? Since it's a useful tool like the ASE. Exporter on Blender?

-Update-

OK, on the tabs thing I'm still working on, but I forgot the source code at my dads! So it mite be a lital longer then expected. Since I do like to work on it on the week days. Also since I am having a hell of a time trying to get the formating work. :x Becuase Python is pretty sensitive when it comes to formating. Hopfuly peter gets back with me on fixing the script up a bit becuase he is alital more advanced then me right now in regulare Python then the API that I am using right now. Also I will include a side bar that lists the line number if thats cool with you guys. I almost had it working until I got that harible formating error came along. So thats why I like a extra hand on the board to help me with this. So if you know regulare Python or wxPython and or Doom3 Scripting go into my site and look for "Odd Jobs" to join the team if you like this program to have a good future.

_________________
"Well, Hi! I'm Kenny Rogers!"

Doom3 Scripter 2.2 Site


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PostPosted: Tue Apr 24, 2007 4:53 am 
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Sure. I'll sticky this thread for you.

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rich_is_bored wrote:
Sure. I'll sticky this thread for you.


Thanks man! :wink:

EDIT: Wow, people are really starting to get a liking to this faster then I expected! :D

Google Result For "Doom3 Scripter"

_________________
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Doom3 Scripter 2.2 Site


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 Post subject:
PostPosted: Thu Jun 07, 2007 10:02 pm 
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missed 400 shots

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Yeah this is great! I use this more than I watch porn. Now that's saying something.

Bit of feedback though.

General additions would be nice:

-tabs (already see that you are adding this, awesome)
-syntax hightlighing to make it easier on the eyes, possibly kept in an external txt file for supporting other games
-right click menu with all the commands
-possibly contain all the script commands in an external txt file, would be easier to mod, to support other games
-syntax error checker
-font size adjustment (easier to read)

When you launch it, the dos window is a bit of pain in the backside and clutters up my task bar.


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 Post subject:
PostPosted: Sat Jun 09, 2007 1:56 am 
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i keep getting an error, MSVCR11.DLL not found, or not present...


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PostPosted: Sat Jun 16, 2007 7:04 am 
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I have been working on that problem just to let you guys know, but I if you guys wait a while I will get the Doom3 Scripter 2.0 out.

_________________
"Well, Hi! I'm Kenny Rogers!"

Doom3 Scripter 2.2 Site


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 Post subject:
PostPosted: Tue Jun 26, 2007 11:37 am 
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missed 400 shots

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ajm113 wrote:
I have been working on that problem just to let you guys know, but I if you guys wait a while I will get the Doom3 Scripter 2.0 out.


Cool. Any news on current/working new features that are going in?


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 Post subject:
PostPosted: Tue Jun 26, 2007 6:25 pm 
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Joined: Thu Jul 07, 2005 10:57 pm
Posts: 1052
Location: U.S & A
Well, I mite have forgotten if I said this, but I added a welcome dialog box that asks you if you would like to start a script or open one up. If you press the new script button. The welcome box should hide showing some options on creating your script in a new window. Like name, message, copyright. Then when you press OK it should print out something like this on the editor when it pops up in your script just to start off;
Code:
///////////////////////////////////////////
//
//-company name- - -script name- -date-
//
///////////////////////////////////////////
void main()
{
     sys.print"Welcome Message"; //If user clicks on print message on the check box.

}



I am still playing around with that becuase I need to have it so any information saved in one file like the Create script window would be carried out to your script in the main window.

I also have it so you can start up Doom3 manually by hitting 'F3' which works prefectly if you want to jump into Doom3 right away and check to see if your script works. :wink:

_________________
"Well, Hi! I'm Kenny Rogers!"

Doom3 Scripter 2.2 Site


Top
 Profile  
 



ajm113@Posted: Sun Apr 22, 2007 2:44 am :
{EDITED}

OK, I noticed some bugs with the code you can inserted and fixed them and cleared up the warnings on the script and fixed the "Close Script", "save", "Save As". So if their are no current scripts open the editor will not crash on you. The browse dialog won't show that confusing error when you cancel. This is a quick fix new commands and the command dialogs will be fixed so you don't have to keep looking at the tool tips in the 2.2 Ver.

DOWNLOAD DOOM3SCRIPTER 2.1
UNDER Downloads (Of Course)

Image

Image

http://www.bombinaid.com/Doom3Scripter/Forum/thread.php?id=18 - Updated To 2.1

I hope you guys enjoy it and give me some feed back on here or on my forum! :wink:
Also if you would like to donate money you can go to my Amazon wish list. It should be listed on the site where it says. "Buy/Donate."

Also I will still do some editing with the editor and fix it up a bit once and a while then get it prep up for Quake 4 and Prey.



Jack Rammsdell@Posted: Sun Apr 22, 2007 2:52 am :
I'm impressed in you. not only is this your first useful thing you have released to the doom 3 community, but it is also something that will help out the starting out scripters. To bad the doom 3 modding community is diminished. Try adding support for prey and quake 4 ect...



ajm113@Posted: Sun Apr 22, 2007 2:54 am :
Oh man you are asking for another butt load of finger typing pain! My hands where already hurting just finishing this up today!

Thanks! I was thinking about that when I first started but, I don't know... I mite but, then I can always do the Quake Wars game coming out it mite be pretty cool. :wink:



Bittoman@Posted: Sun Apr 22, 2007 3:00 am :
Finish what you started here first, use it as proof of concept in your abilities (i.e. a 'resume'). Don't let the level of popularity determine your desire to complete a goal, sometimes achieving a goal just for yourself is the most important thing.



Ivan_the_B@Posted: Sun Apr 22, 2007 12:50 pm :
I've tested it.
I think that it could be very useful to new scripters,but it is quite uncomfortable for expert ones.
For example:
- it always shows a tip on startup (very annoying...)
- the list of commands is incomplete.
- you cannot open multiple files in tabs.
- it does not has spell checking/highlighting for keywords or brackets checking.


If you implement these features (that you can find in other text editors like ConText) it could be the best editor for D3-scripting! :D

However good work until now and good luck for your project!



ajm113@Posted: Sun Apr 22, 2007 6:29 pm :
Thanks, but making a spell checker is not something I can just whip out in a matter of a few minutes its a bit more complex for me. Plus that I have to collect a lot of words so it even works witch will take more time. The tabs I am going to add in the 2.0. You can still goto File->New and it should open the program again up. I was going to add in a highlighter syntact, but I could not find a good source on doing that or I would need to look into more of that. Because the only source I could find that would do highlighting istelf was the language I was using to make the program. I am going to find out how to get the do not show again tab to work on the Tip of The day dialog when I come around it.

Thanks.



Bittoman@Posted: Sun Apr 22, 2007 7:01 pm :
I don't know how complicated it would be to do it this way but you might be able to include a spell checker as an external module and use some pre-existing spell checker (freeware of course, maybe off of sourceforge) to handle it for you since this is a simple text document.



listerman@Posted: Mon Apr 23, 2007 2:45 pm :
mayby you could set it opensource so other peolpe could work on it.



Tetzlaff@Posted: Mon Apr 23, 2007 3:19 pm :
Jack Rammsdell wrote:
To bad the doom 3 modding community is diminished. Try adding support for prey and quake 4 ect...


That´s not true, from all those games the Doom3 modding scene is the most active one.



vinnie_jones@Posted: Mon Apr 23, 2007 6:07 pm :
compare the modding scene with that of Far cry and youll see
that Doom modding scene isnt diminuishing :)



Jack Rammsdell@Posted: Mon Apr 23, 2007 9:17 pm :
Tetzlaff wrote:
Jack Rammsdell wrote:
To bad the doom 3 modding community is diminished. Try adding support for prey and quake 4 ect...


That´s not true, from all those games the Doom3 modding scene is the most active one.


I meant to say diminished compared to what it was when it first began. There was that time where this forum was loaded after doom 3 was released and BNA! had to limit the forums(ie, no advatars). If people were to get into doom engine modding, I think they would prefer using prey, quake 4, or Etqw because of the engine upgrades so I was suggesting that it'd be wise to add the support. It wouldn't be as much work adding support because AJM already has the base to the program layed out, all he has to do now is add the additional commands/variables. It'd be some work but not as much.



ajm113@Posted: Tue Apr 24, 2007 4:24 am :
I hope this is not a big deal or anything with you BNA! or any other moderator, but can I have this thread on a sticky? Since it's a useful tool like the ASE. Exporter on Blender?

-Update-

OK, on the tabs thing I'm still working on, but I forgot the source code at my dads! So it mite be a lital longer then expected. Since I do like to work on it on the week days. Also since I am having a hell of a time trying to get the formating work. :x Becuase Python is pretty sensitive when it comes to formating. Hopfuly peter gets back with me on fixing the script up a bit becuase he is alital more advanced then me right now in regulare Python then the API that I am using right now. Also I will include a side bar that lists the line number if thats cool with you guys. I almost had it working until I got that harible formating error came along. So thats why I like a extra hand on the board to help me with this. So if you know regulare Python or wxPython and or Doom3 Scripting go into my site and look for "Odd Jobs" to join the team if you like this program to have a good future.



rich_is_bored@Posted: Tue Apr 24, 2007 4:53 am :
Sure. I'll sticky this thread for you.



ajm113@Posted: Tue Apr 24, 2007 10:29 pm :
rich_is_bored wrote:
Sure. I'll sticky this thread for you.


Thanks man! :wink:

EDIT: Wow, people are really starting to get a liking to this faster then I expected! :D

Google Result For "Doom3 Scripter"



Zombie13@Posted: Thu Jun 07, 2007 10:02 pm :
Yeah this is great! I use this more than I watch porn. Now that's saying something.

Bit of feedback though.

General additions would be nice:

-tabs (already see that you are adding this, awesome)
-syntax hightlighing to make it easier on the eyes, possibly kept in an external txt file for supporting other games
-right click menu with all the commands
-possibly contain all the script commands in an external txt file, would be easier to mod, to support other games
-syntax error checker
-font size adjustment (easier to read)

When you launch it, the dos window is a bit of pain in the backside and clutters up my task bar.



Gmz1013@Posted: Sat Jun 09, 2007 1:56 am :
i keep getting an error, MSVCR11.DLL not found, or not present...



ajm113@Posted: Sat Jun 16, 2007 7:04 am :
I have been working on that problem just to let you guys know, but I if you guys wait a while I will get the Doom3 Scripter 2.0 out.



Zombie13@Posted: Tue Jun 26, 2007 11:37 am :
ajm113 wrote:
I have been working on that problem just to let you guys know, but I if you guys wait a while I will get the Doom3 Scripter 2.0 out.


Cool. Any news on current/working new features that are going in?



ajm113@Posted: Tue Jun 26, 2007 6:25 pm :
Well, I mite have forgotten if I said this, but I added a welcome dialog box that asks you if you would like to start a script or open one up. If you press the new script button. The welcome box should hide showing some options on creating your script in a new window. Like name, message, copyright. Then when you press OK it should print out something like this on the editor when it pops up in your script just to start off;
Code:
///////////////////////////////////////////
//
//-company name- - -script name- -date-
//
///////////////////////////////////////////
void main()
{
     sys.print"Welcome Message"; //If user clicks on print message on the check box.

}



I am still playing around with that becuase I need to have it so any information saved in one file like the Create script window would be carried out to your script in the main window.

I also have it so you can start up Doom3 manually by hitting 'F3' which works prefectly if you want to jump into Doom3 right away and check to see if your script works. :wink:



Zombie13@FIXME failed to extract: Doom3world • View topic - Doom3 Scripter 2.1 - Released Quick Fixes

Doom3world

The world is yours! Doom 3 - Quake 4 - ET:QW - Prey - Rage
It is currently Wed Dec 26, 2007 3:50 pm

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 Post subject: Doom3 Scripter 2.1 - Released Quick Fixes
PostPosted: Sun Apr 22, 2007 2:44 am 
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{EDITED}

OK, I noticed some bugs with the code you can inserted and fixed them and cleared up the warnings on the script and fixed the "Close Script", "save", "Save As". So if their are no current scripts open the editor will not crash on you. The browse dialog won't show that confusing error when you cancel. This is a quick fix new commands and the command dialogs will be fixed so you don't have to keep looking at the tool tips in the 2.2 Ver.

DOWNLOAD DOOM3SCRIPTER 2.1
UNDER Downloads (Of Course)

Image

Image

http://www.bombinaid.com/Doom3Scripter/Forum/thread.php?id=18 - Updated To 2.1

I hope you guys enjoy it and give me some feed back on here or on my forum! :wink:
Also if you would like to donate money you can go to my Amazon wish list. It should be listed on the site where it says. "Buy/Donate."

Also I will still do some editing with the editor and fix it up a bit once and a while then get it prep up for Quake 4 and Prey.

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Last edited by ajm113 on Sun Nov 18, 2007 7:52 pm, edited 27 times in total.

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PostPosted: Sun Apr 22, 2007 2:52 am 
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I'm impressed in you. not only is this your first useful thing you have released to the doom 3 community, but it is also something that will help out the starting out scripters. To bad the doom 3 modding community is diminished. Try adding support for prey and quake 4 ect...


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PostPosted: Sun Apr 22, 2007 2:54 am 
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Oh man you are asking for another butt load of finger typing pain! My hands where already hurting just finishing this up today!

Thanks! I was thinking about that when I first started but, I don't know... I mite but, then I can always do the Quake Wars game coming out it mite be pretty cool. :wink:

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Last edited by ajm113 on Sun Apr 22, 2007 3:02 am, edited 1 time in total.

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PostPosted: Sun Apr 22, 2007 3:00 am 
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Finish what you started here first, use it as proof of concept in your abilities (i.e. a 'resume'). Don't let the level of popularity determine your desire to complete a goal, sometimes achieving a goal just for yourself is the most important thing.


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PostPosted: Sun Apr 22, 2007 12:50 pm 
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I've tested it.
I think that it could be very useful to new scripters,but it is quite uncomfortable for expert ones.
For example:
- it always shows a tip on startup (very annoying...)
- the list of commands is incomplete.
- you cannot open multiple files in tabs.
- it does not has spell checking/highlighting for keywords or brackets checking.


If you implement these features (that you can find in other text editors like ConText) it could be the best editor for D3-scripting! :D

However good work until now and good luck for your project!


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PostPosted: Sun Apr 22, 2007 6:29 pm 
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Thanks, but making a spell checker is not something I can just whip out in a matter of a few minutes its a bit more complex for me. Plus that I have to collect a lot of words so it even works witch will take more time. The tabs I am going to add in the 2.0. You can still goto File->New and it should open the program again up. I was going to add in a highlighter syntact, but I could not find a good source on doing that or I would need to look into more of that. Because the only source I could find that would do highlighting istelf was the language I was using to make the program. I am going to find out how to get the do not show again tab to work on the Tip of The day dialog when I come around it.

Thanks.

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PostPosted: Sun Apr 22, 2007 7:01 pm 
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I don't know how complicated it would be to do it this way but you might be able to include a spell checker as an external module and use some pre-existing spell checker (freeware of course, maybe off of sourceforge) to handle it for you since this is a simple text document.


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PostPosted: Mon Apr 23, 2007 2:45 pm 
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mayby you could set it opensource so other peolpe could work on it.


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PostPosted: Mon Apr 23, 2007 3:19 pm 
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Jack Rammsdell wrote:
To bad the doom 3 modding community is diminished. Try adding support for prey and quake 4 ect...


That´s not true, from all those games the Doom3 modding scene is the most active one.


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PostPosted: Mon Apr 23, 2007 6:07 pm 
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compare the modding scene with that of Far cry and youll see
that Doom modding scene isnt diminuishing :)

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PostPosted: Mon Apr 23, 2007 9:17 pm 
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Tetzlaff wrote:
Jack Rammsdell wrote:
To bad the doom 3 modding community is diminished. Try adding support for prey and quake 4 ect...


That´s not true, from all those games the Doom3 modding scene is the most active one.


I meant to say diminished compared to what it was when it first began. There was that time where this forum was loaded after doom 3 was released and BNA! had to limit the forums(ie, no advatars). If people were to get into doom engine modding, I think they would prefer using prey, quake 4, or Etqw because of the engine upgrades so I was suggesting that it'd be wise to add the support. It wouldn't be as much work adding support because AJM already has the base to the program layed out, all he has to do now is add the additional commands/variables. It'd be some work but not as much.


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PostPosted: Tue Apr 24, 2007 4:24 am 
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I hope this is not a big deal or anything with you BNA! or any other moderator, but can I have this thread on a sticky? Since it's a useful tool like the ASE. Exporter on Blender?

-Update-

OK, on the tabs thing I'm still working on, but I forgot the source code at my dads! So it mite be a lital longer then expected. Since I do like to work on it on the week days. Also since I am having a hell of a time trying to get the formating work. :x Becuase Python is pretty sensitive when it comes to formating. Hopfuly peter gets back with me on fixing the script up a bit becuase he is alital more advanced then me right now in regulare Python then the API that I am using right now. Also I will include a side bar that lists the line number if thats cool with you guys. I almost had it working until I got that harible formating error came along. So thats why I like a extra hand on the board to help me with this. So if you know regulare Python or wxPython and or Doom3 Scripting go into my site and look for "Odd Jobs" to join the team if you like this program to have a good future.

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PostPosted: Tue Apr 24, 2007 4:53 am 
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Sure. I'll sticky this thread for you.

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PostPosted: Tue Apr 24, 2007 10:29 pm 
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rich_is_bored wrote:
Sure. I'll sticky this thread for you.


Thanks man! :wink:

EDIT: Wow, people are really starting to get a liking to this faster then I expected! :D

Google Result For "Doom3 Scripter"

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PostPosted: Thu Jun 07, 2007 10:02 pm 
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Yeah this is great! I use this more than I watch porn. Now that's saying something.

Bit of feedback though.

General additions would be nice:

-tabs (already see that you are adding this, awesome)
-syntax hightlighing to make it easier on the eyes, possibly kept in an external txt file for supporting other games
-right click menu with all the commands
-possibly contain all the script commands in an external txt file, would be easier to mod, to support other games
-syntax error checker
-font size adjustment (easier to read)

When you launch it, the dos window is a bit of pain in the backside and clutters up my task bar.


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 Post subject:
PostPosted: Sat Jun 09, 2007 1:56 am 
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i keep getting an error, MSVCR11.DLL not found, or not present...


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PostPosted: Sat Jun 16, 2007 7:04 am 
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I have been working on that problem just to let you guys know, but I if you guys wait a while I will get the Doom3 Scripter 2.0 out.

_________________
"Well, Hi! I'm Kenny Rogers!"

Doom3 Scripter 2.2 Site


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PostPosted: Tue Jun 26, 2007 11:37 am 
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ajm113 wrote:
I have been working on that problem just to let you guys know, but I if you guys wait a while I will get the Doom3 Scripter 2.0 out.


Cool. Any news on current/working new features that are going in?