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UnReal World => Modding => Topic started by: oddi on November 28, 2018, 01:44:14 PM

Title: MOD file language & new syntax
Post by: oddi on November 28, 2018, 01:44:14 PM
quick questions

1. what is the programming language used for these diy_, flora_, etc. text based files?  is there a way to get some type of syntax highlighting for these in our text editors?

2. is there an equivalent for the new [NAME:] advanced flag system to mirror the old [name:%s foobar] [naming:original|last word] so that crafted item names reflect the item used in the recipe (e.g. "Bear fur mittens" when using bear fur).

best,

oddi

p.s. thank you, Sami & Erkka, for sharing your work
Title: Re: MOD file language & new syntax
Post by: Privateer on November 28, 2018, 07:41:13 PM
quick questions

1. what is the programming language used for these diy_, flora_, etc. text based files?  is there a way to get some type of syntax highlighting for these in our text editors?

2. is there an equivalent for the new [NAME:] advanced flag system to mirror the old [name:%s foobar] [naming:original|last word] so that crafted item names reflect the item used in the recipe (e.g. "Bear fur mittens" when using bear fur).

1) Yes text files, so aside from comments no real way to mark them up, I did see someone once made a notepad ++ "overlay" (for lack of more understanding) which highlighted the tags.
2) No using [name:] is fixed the other options mentioned are still functional. As a mod maker / user you have to use the options which makes things work , be believable, and playable for you.
Title: Re: MOD file language & new syntax
Post by: oddi on November 29, 2018, 03:14:55 AM
Thank you, Privateer.

I was afraid those would be the answers.  Was looking to see what "language" used forward slashes for comments but nothing would fit.  True, probably easy enough to conjure up some hack around it, for readability only, but heavens no, no notepad++ or anything otherwise Window$ related.  I'll stick with Vi(m) or GNU emacs, and highly recommend either (or both).

As far as the naming is concerned, I hope Sami keeps the legacy tags around or adds naming $variables to the new system.  IMHO, the option to name items according to ingredients does add some realism and playability to the Sim... way cool to walk around with that "Wolf fur hood"  :)

best