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Posts: 31
Reply with quote  #1 
I am working on some story driven adventures(scripts) with the minimum of GM involvement. 

The length of the XML file for the last few adventures I wrote, was about 900 lines. I am writing a new adventure for two ships (Artemis + Intrepid). Two ships means almost twice as many events and my XML is now over 2000 lines, and I am not finished yet. 

Is there a upper limit that I should be worried about?

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Posts: 2,737
Reply with quote  #2 
I don't think so. The sandbox scripts are huge!
Mike Substelny

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Posts: 2,404
Reply with quote  #3 
The prime version of my magnum opus non-GMed mission script "Truce or Consequences" was well over 5,000 lines long. I really loved that mission script, as did the crews that had a chance to play it. I keep trying to re-write it, but revising the code takes months and every new version of Artemis breaks all my work and I need to start over. That's why you haven't seen a new version of "Truce or Consequences" in many years. The same thing is happening again: since the next release of Artemis will change the speeds of all NPC ships it will screw up the timing of all the events in all mission scripts, and that mission has thousands of events!
"The Admiralty had demanded six ships; the economists offered four; and we finally compromised on eight."
- Winston Churchill

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Posts: 70
Reply with quote  #4 
Script I'm working on is up to 1.3mb at the mo and nowhere near finished!

I test with multiple consoles and main screen on the same laptop and I haven't had any problems yet. Something Xavier told me though is that the size of your script doesn't matter too much, it's more like how many variables and timers you have firing off in one go that is where you have to be careful.

Posts: 127
Reply with quote  #5 
I think the problem (and it is a big one imo) is how to test it. The bigger the script, the higher are the chances of a bug in the code. And it could be really frustating for the players.

I wrote some scripts myself and most of them had some issues that were undetected during my tests. Some of those issues were simple to solve, but they completly ruined about 2 hours of game and to get to the same point again the crew had to fly the whole mission again.

To ask some friends to test wasn't an option: they were the crew that was supposed to fly the mission.

Another problem is a way to solve a quest that wasnt predicted in the script. The players were supposed to do "X" but they chose to do "Y". But "Y" wasn´t in the script so the playes were forced to do "X". It also create some level of frustation (both for me and for my friends).

So I have a different approach now. I only write scripts with GM in mind. I´m the GM and I can give much more freedom of choice to the players and I can adjust the storyline during the mission.

Xavier Wise

Posts: 1,141
Reply with quote  #6 
If you're going for a long mission, I'd suggest breaking it up into chapters. Have a GM key that allows the mission to be jumped forward to a specific point. You'd have to have it activate/ set all the relevant variables to do so. Not only will this make testing easier (you'd be able to test each chapter), it would also mean you can deal with a server crash mid way, and even let crews with less time play through the mission over a series of sessions.

Using the mission editor, you can write and organise sections of code into folders. Being able to do that is incredibly useful. Take the TSN sandbox. The code is all broken down into smaller elements that have been aďded in. Triggers in one part link in with another part. For bug testing, it made it really easy to focus on the bit that needed work because of the way it was organised. Open it up in the mission editor to take a look.

Fleet Captain Xavier Wise - TSN Sabre
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