Jump to content
The Dark Mod Forums

Script strings limited to 127 characters


joebarnin

Recommended Posts

[Let me know if this isn't the right place for this post]

This is a thread to discuss this issue: 

I created a bug here: https://bugs.thedarkmod.com/view.php?id=5236

As for duzenko's comment in the bug tracker:

Quote

what about hypothetical "appendSpawnArg" function?
You start with a short string with a call to setSpawnArg, then call appendSpawnArg a few times dynamically to build your long text?
Would it work for you or you need something more flexible?

An alternative: use spawn arg accessors in setSpawnArg. I.e.
setSpawnArg("page1_body", "Some text to start with.");
setSpawnArg("page1_body", "${page1_body} More text to follow.");

Either of those would be acceptable, from my point of view.

Link to comment
Share on other sites

  • 2 weeks later...

I notice that the Issue has been Fixed. Can I ask which fix was implemented?

Also, one of the comments by duzenko in the bugtracker mentions this thread: https://forums.thedarkmod.com/index.php?/topic/20365-script-string-length-128-workaround/&tab=comments#comment-446786. I don't have access to this thread for some reason. Is it important that I read this thread? If so, I'll need access.

Thanks

Link to comment
Share on other sites

4 hours ago, joebarnin said:

 

Also, one of the comments by duzenko in the bugtracker mentions this thread: https://forums.thedarkmod.com/index.php?/topic/20365-script-string-length-128-workaround/&tab=comments#comment-446786. I don't have access to this thread for some reason. Is it important that I read this thread? If so, I'll need access.

Thanks

@stgatilov?

Quote

I notice that the Issue has been Fixed. Can I ask which fix was implemented?

${argname}

Link to comment
Share on other sites

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.

Guest
Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

  • Recent Status Updates

    • OrbWeaver

      Does anyone actually use the Normalise button in the Surface inspector? Even after looking at the code I'm not quite sure what it's for.
      · 4 replies
    • Ansome

      Turns out my 15th anniversary mission idea has already been done once or twice before! I've been beaten to the punch once again, but I suppose that's to be expected when there's over 170 FMs out there, eh? I'm not complaining though, I love learning new tricks and taking inspiration from past FMs. Best of luck on your own fan missions!
      · 4 replies
    • The Black Arrow

      I wanna play Doom 3, but fhDoom has much better features than dhewm3, yet fhDoom is old, outdated and probably not supported. Damn!
      Makes me think that TDM engine for Doom 3 itself would actually be perfect.
      · 6 replies
    • Petike the Taffer

      Maybe a bit of advice ? In the FM series I'm preparing, the two main characters have the given names Toby and Agnes (it's the protagonist and deuteragonist, respectively), I've been toying with the idea of giving them family names as well, since many of the FM series have named protagonists who have surnames. Toby's from a family who were usually farriers, though he eventually wound up working as a cobbler (this serves as a daylight "front" for his night time thieving). Would it make sense if the man's popularly accepted family name was Farrier ? It's an existing, though less common English surname, and it directly refers to the profession practiced by his relatives. Your suggestions ?
      · 9 replies
    • nbohr1more

      Looks like the "Reverse April Fools" releases were too well hidden. Darkfate still hasn't acknowledge all the new releases. Did you play any of the new April Fools missions?
      · 5 replies
×
×
  • Create New...