Tracker Posted October 28, 2011 Share Posted October 28, 2011 What I mean is can LRR support a script with the standard function calls, besides the operands? If so, which ones? Anyway, you can see what that would give us. A new class with a new AI. A cut scene in the middle of a level. An engine mod without modding the engine. Finally a possible work around that is viable! We just need a new compiler. Link to comment Share on other sites More sharing options...
Alexpanter Posted October 28, 2011 Share Posted October 28, 2011 Ehhm... I don't get it? Link to comment Share on other sites More sharing options...
TheDoctor Posted October 28, 2011 Share Posted October 28, 2011 The whole NERPS system is a hack that the devs made up as they went along. It was only a script for levels and it will continue to be just a script for levels. It doesn't need functions. Levels progress in a linear fashion, so NERPS was built that way. We would have found more if there was more to find. Stop assuming that LRR is some kind of magical, fantastic system that can be used in any way one can think of. The source is out of the question. Nerps is simple and gets the job done. Go remake the game if you're so intent on having your function calls. You won't find any here. Link to comment Share on other sites More sharing options...
Tracker Posted October 28, 2011 Author Share Posted October 28, 2011 <Facepalm> My questions are: Does LRR interpret the script or is the script a machine level binary? If it is an interpreter, what will it interpret (there may be one or two more functions in there that have not been used in a level for some reason)? Karl did say that most are added as needed. More or less does not mean always. If the npl files are machine level (doubt it), we could make a compiler to allow use to make new things. Link to comment Share on other sites More sharing options...
Cirevam Posted October 28, 2011 Share Posted October 28, 2011 No we cannot. The NERPS functions call things within the game engine. We don't have the source code for the game. We cannot add new NERPS functions or change how they work, and there is nothing we can do to change that unless someone breaks into DDI's archives and steals the tapes with the source and compiler. Link to comment Share on other sites More sharing options...
McJobless Posted October 28, 2011 Share Posted October 28, 2011 <Facepalm> My questions are: Does LRR interpret the script or is the script a machine level binary? It's machine level binary, basically. I actually believe it reads it on a hex level, but I'm not sure since I do only basic work with the scripting system. Link to comment Share on other sites More sharing options...
ogun Posted October 31, 2011 Share Posted October 31, 2011 The scripts are custom bytecode that runs in a specific runtime. Quick hack from the devs, you can tell they've just added stuff as they had need for it. There is no way of extending this nor can you call external code from it. (Well, theoretically you could patch the legorr.exe to add more functions to NERPS, but what would be the point?) None of the path finding, AI or such things are written in the scripts, they are purely for the tutorials and the level completion/failure handling. Link to comment Share on other sites More sharing options...
McJobless Posted November 1, 2011 Share Posted November 1, 2011 Welcome back, Ogun. Link to comment Share on other sites More sharing options...
ogun Posted November 22, 2011 Share Posted November 22, 2011 I'm always lurking around infrequently. Can take a while to get a response but I try to pop in every now and then. Link to comment Share on other sites More sharing options...
Recommended Posts