View Full Version : Dragon Age Forum News


chevalier
Fri, 3rd Sep '04, 10:36am
Here are today's Dragon Age forum highlights, collected by NWVault (http://nwvault.ign.com). Please take into account that these are only single parts of various threads and should not be taken out of context. Bear in mind also that the posts presented here are copied as-is, and that any bad spelling and grammar does not get corrected on our end.

<font size="3" face="Verdana, Arial" color="#cc6600">Georg Zoeller, Designer</font>

OK... but HOW do we mod it? (http://forums.bioware.com//viewpost.html?topic=376955&post=3129852&forum=84&highlight=)
<hr />The same could be said for any text file format. Why not program in C++XML? <hr />Serialization in .Net is kind of neat http://forums.bioware.com/_global/images/smiles/icon_razz.gif

<font size="3" face="Verdana, Arial" color="#cc6600">Tim Smith, Tools Programmer</font>

OK... but HOW do we mod it? (http://forums.bioware.com//viewpost.html?topic=376955&post=3129598&forum=84&highlight=)
The same could be said for any text file format. Why not program in C++XML? We could store our model files XML format (now that would take FOREVER to load). XML isn't the end all of text formats. It is great for representing freeform complex data. However, that doesn't mean it is great for everything involving text. We are using XML for more and more things. When we look at a data storage problem, we don't say "Hey, this is a text file, let us store it in XML." We take a look at the data an decide the best format based on the needs of the data and program. Doing things a certain way "just because" isn't a good way to develop software.

<font size="3" face="Verdana, Arial" color="#cc6600">Brenon Holmes, Programmer</font>

Event Handlers: pre/post/modify/override (http://forums.bioware.com//viewpost.html?topic=379474&post=3129829&forum=84&highlight=)
Interesting idea... I'm not sure how much I like it - but it's definetly very interesting (from a scripter's standpoint). My main problem is that if a scripter attempts to handle an event (assuming they had all the functionality they needed to be able to handle *any* event) what if they handle it incorrectly? The event system is rather integral to the way the game communicates with itself, if it's messed up - things go very very wrong. It also assumes that as a scripter you know exactly what it is that we do to handle an event - things like broadcasting states to the party, sending the appropriate feedback messages to the player, setting proper animations, clearing queues and states...

More: Additionally, what exactly would you want something like this for? (I only ask because the functionality you might be looking for could already exist in the new spec of DAScript).

Persistent Variables? (http://forums.bioware.com//viewpost.html?topic=378976&post=3129838&forum=84&highlight=)
There will most likely be some way of passing variables across modules/chapters in a campaign.