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➜ SMAUG
➜ SMAUG coding
➜ Processing Parenthesis Correctly
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Processing Parenthesis Correctly
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| Posted by
| Gohan_TheDragonball
USA (183 posts) Bio
|
| Date
| Reply #30 on Tue 16 Jan 2007 04:41 AM (UTC) |
| Message
| | naturally.....(long long stare as his mind is soooo jumbled right now) | | Top |
|
| Posted by
| Metsuro
USA (389 posts) Bio
|
| Date
| Reply #31 on Tue 16 Jan 2007 12:58 PM (UTC) |
| Message
| | Well Backwards capable could be worried after the first is working then dumbed down later or some such? |
Everything turns around in the end | | Top |
|
| Posted by
| David Haley
USA (3,881 posts) Bio
|
| Date
| Reply #32 on Tue 16 Jan 2007 03:23 PM (UTC) |
| Message
| | What do you mean? I was hoping to have some kind of system where a SMAUGfuss MUD could be more or less seamlessly moved from the current system to a Lua system. Unfortunately I'm not sure how feasible that is, although it would probably work in most cases. But what do you mean about having it only at first and then dumbing it down later? |
David Haley aka Ksilyan
Head Programmer,
Legends of the Darkstone
http://david.the-haleys.org | | Top |
|
| Posted by
| Metsuro
USA (389 posts) Bio
|
| Date
| Reply #33 on Tue 16 Jan 2007 08:49 PM (UTC) |
| Message
| | Well normally when one thinks of backwards capabilty you think of having it work with older verison of said thing. I was implying why not just get it working the way you think it should with the stock, and then if it was needed on older ones, to dumb it down to have it work in the older verisons after the orginal is finished? I donno exactly how things work, but thats usually what I think of when I hear backwards capability. |
Everything turns around in the end | | Top |
|
| Posted by
| David Haley
USA (3,881 posts) Bio
|
| Date
| Reply #34 on Tue 16 Jan 2007 09:19 PM (UTC) |
| Message
| | Oh... no, by backwards compatibility I mean letting old mudprog scripts work in the new version. (Backwards compatibility means that older things (e.g. data) still work in the new version of the program, not that the new one works in older versions.) |
David Haley aka Ksilyan
Head Programmer,
Legends of the Darkstone
http://david.the-haleys.org | | Top |
|
| Posted by
| Metsuro
USA (389 posts) Bio
|
| Date
| Reply #35 on Tue 16 Jan 2007 09:25 PM (UTC) |
| Message
| | Couldn't you just make something to automatticly change the bulk of the old mess and convert it to the new? Then what really cant be converted give instruction on how to convert it. Or is trying to convert it to much, and wanting to keep things "ease" have to make it read the ifs and all that from the old system... |
Everything turns around in the end | | Top |
|
| Posted by
| David Haley
USA (3,881 posts) Bio
|
| Date
| Reply #36 on Tue 16 Jan 2007 09:37 PM (UTC) |
| Message
| That was my plan, yes, to automatically convert everything that can be reasonably converted. I would need to write a small program that parses mudprog and outputs equivalent Lua. Hopefully, all constructs will be convertable; mudprog doesn't do anything terribly complicated.
My hunch at the moment is that I should cross this bridge when I come to it. It might turn out that this is really easy to do; or, it might turn out that it's so complicated that it'd be better to just rewrite things in Lua. The syntax is very similar, after all. |
David Haley aka Ksilyan
Head Programmer,
Legends of the Darkstone
http://david.the-haleys.org | | Top |
|
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