Unfortunately, formatting these posts (even the code thingies) is a major league PITA. (e.g. code doesn't recognize tabs, etc.) If you feel like copying the existing stuff, reposting it, and adding those other elements, feel free and I'll subsequently delete the original posts. Otherwise it'll have to wait until I find the time and summon the initiative.
Crap! Should have reserved more variables earlier. Now my scripting clashes with Ranth's. Staking claim to variables 400-499 and 598-650 (may be retracted in the future if I learn how to use the persistent data).
@Sitra, according to the existing list you've already got vars 390 - 460 reserved. Do you want to release vars 390 - 399 and reserve 461 - 499, or what exactly?
For now, it is: Vars 400-499 & 598-650 If all goes well with the persistent data method, I'll free up most if not all of it Actually, something else I really want to reserve is python/dialogue indices 434 - 499. I see in 5.6.0 you're getting very close, with your gaear_scripts file at py00429. My stuff starts at py00434 and ends at py00446, with an offshoot at py00489 (at least I think that's mine, maybe it was Livonya's? I don't remember anymore )
Oh god... now the Jumppoints too... This is a mess. We need an SVN or something like that. For now, reserving jumppoints 600-900. And reputations 29-40. And written_ui.mes 11-25.
Sitra, as long as you just sort of peck around at the edges, I think you're naturally going to find that these sorts of things have advanced without your knowledge. The new Verbobonc maps needed a great number of new jump points; that shouldn't really be a surprise to anyone. You never warned us to watch out for continuing jump point assignments causing a conflict with your modding (until now). You also haven't stated publically whether or not you even intend your modding work to be integrated into the modpack eventually (or at least, while I thought that was the case originally, I haven't been so sure in the last year or so). If you do intend that, we can certainly make a greater effort to accomodate everyone's needs and work together, with 'work together' being the operative phrase here. Free agent modding, by contrast and by it's very nature, will often result in these kinds of mix ups and conflicts. So, I urge you to join with us: make some type of commitment to the community; stick with it to the extent that you're able; be a part of things from the inside out. What do you say?
I think an SVN could provide a solution. But I guess it won't happen, due to the following... Well, I do, sort of, but I'm not really hell bent on it. That would be irresponsible. So no. Anyway, I'm starting to think I should begin working on a separate branch, perhaps based on CMF 5.0.6. P.S. I really miss the old CMF days
We could certainly do CMFs again if there were the active modders out there to justify it. (I've actually been considering going back to that system again since there does seem to be more participation lately, generally - Ted's patches to 5.6, et al.) But why not broach that subject publically (and diplomatically) instead of bemoaning that it's not that way currently? That would be more productive and in keeping with the group ethic, and it would help us to work together efficiently. I'm aware that there are various things about 5.6 that you're not in favor of, but surely they're small considerations (a jump point here or there, a few dialogs, custom content that will be optional anyway ... and as you've said, they're not immutable - and many of your objections have already been acknowledged and acted upon) when compared to the larger changes that I believe you are in favor of, such as moving the new content to the end, restoring vanilla balance, and so on. It seems like working off of 5.0.6 would only hamstring you needlessly.
Et al? Are there really others? Yeah, following that I reviewed the 5.6.0 changelog, and changed my mind
Ted had done other mods prior to the patches (not the least of which was the latest .dll tweak), but admittedly there have been few or no other contributors of actual mods. The input of others has still been significant though: Basil the Timid devised all the stats/skills/feats for the Queen Tarah high level party. Half Knight illustrated several new portraits. The community came up with a standard for long descriptions. The community contributed to the implementation of the various Nulb changes. The community decided which overpowered items and treasure to remove. Cortillean wrote a bunch of Verbobonc plots (for possible future use). Boque IDed a bunch of Hommlet dialog problems when asked (for future fixing). Vampiricpuppy contributed to Ted's Bucket o' Spells. Ranth did his mod (which may yet make it into a future modpack). BigLittleBoy contributed significantly with new maps to Ranth's mod. Numerous suggestions that you've made have been integrated (or not - no death squads from Verbobonc for slaughterers, for example). Anyway, the larger point is that while most of these are not mods per se, the community is nonetheless involved. And people have always been free to make and submit mods, CMF thread or no. If fledgling modders would take us up on the challenge to overhaul other Hommlet quests, that would be another reason to go back to the CMF routine, although I'd still prefer that the releases be limited to scheduled modpacks so we don't get caught up in that old cycle of compile-release/compile-release again. Whoever gets stuck with that job isn't left with much time for anyting else.
Well, perhaps the version management thing (SVN) would be an adequate solution. From what I've read (http://tortoisesvn.net/support - from DarkStorm's links), it's meant to handle several people working on the same projects/files simultaneously, by storing the files on a server and letting users check-out items, locally modify them, and then update/merge/upload changes to the server. I think that would take care of the merging/compilation overhead. In order to get that up and running that we need a server (with Taluntain's help?) and someone who actually knows what they're doing (DarkStorm's help?). We'll see next week
@Ranth, could you update the flags and vars status of your WotGS stuff here? (the reserved stuff, etc.) We should probably clean these lists up a bit.
Not sure what your asking. I made that post right when I released the mod, so that list should be accurate. If your asking if you can use some of my reserved flags that I did not use in the mod (which are denoted as not implemented yet), then yes you can. I have not modified my expansion since release since I am in school.
Whoops, sorry. Yeah, I was thinking of the reserved stuff: if you still want to hold it as reserved that's fine, just wondering. There are plenty others for everyone.
Is there a console command to show the current value of any particular global variable or flag? How about a console command to set them?