<Merturk_NB> Session Start: Tue Nov 29 01:16:34 2005
<Merturk_NB> Session Ident: Pop
<Merturk_NB> Session Ident: Pop (pop@hwc-98037482.bchsia.telus.net)
<Merturk_NB> (01:16:35) ((
<Merturk_NB> (01:16:35) —› query with (Pop) (pop@hwc-98037482.bchsia.telus.net)
<Merturk_NB> (01:16:35) —› total queries: 25 (~0.6 per day)
<Merturk_NB> (01:16:35) —› queries today: 1
<Merturk_NB> (01:16:35) —› common channels: @#homeworld
<Merturk_NB> (01:16:35) ((
<Merturk_NB>
<Merturk_NB> (01:16:35) (Pop) er
<Merturk_NB> (01:16:35) (Pop) sure
<Merturk_NB> (01:16:47) (Pop) but I wasn't really involved much with HW
<Merturk_NB> (01:16:55) (Pop) it was almost done when I started at Relic
<Merturk_NB> (01:17:00) (Merturk_N

well, what was your speciality?
<Merturk_NB> (01:17:12) (Pop) :/ I did everything
<Merturk_NB> (01:17:25) (Merturk_N

b/c I've got the hw source, but the KAS elludes me
<Merturk_NB> (01:17:38) (Pop) KAS is pre-processed into C code
<Merturk_NB> (01:17:47) (Pop) and is sorta clunky
<Merturk_NB> (01:17:53) (Merturk_N

right, and I've learned C++
<Merturk_NB> (01:17:56) (Pop) its all state-based
<Merturk_NB> (01:18:04) (Merturk_N

so, it's an easy step back
<Merturk_NB> (01:18:22) (Pop) so all your logic has to be done using state changes
<Merturk_NB> (01:18:28) (Merturk_N

but i want to know if the engine could handle the transfer of ships, similar to the transfer of ru?
<Merturk_NB> (01:18:36) (Pop) sure
<Merturk_NB> (01:18:45) (Pop) you have the code, you can do whatever you want
<Merturk_NB> (01:18:47) (Merturk_N

what part of the code should I focus on
<Merturk_NB> (01:18:49) (Merturk_N

?
<Merturk_NB> (01:18:53) (Pop) couldn't say
<Merturk_NB> (01:19:01) (Pop) I didn't work on the Homeworld 1 code
<Merturk_NB> (01:19:16) (Merturk_N

did you work on the hw2 or cata code?
<Merturk_NB> (01:19:40) (Pop) I worked on HW2 - Cata was done at Barking Dog
<Merturk_NB> (01:20:04) (Pop) but the HW2 I worked on is a lot different than the half-finished thing that shipped

<Merturk_NB> (01:20:10) (Merturk_N

and, state based meaning you apply different states of the ship. ie. firing, moving, on fire, hyperspacing ?
<Merturk_NB> (01:20:20) (Merturk_N

cata (o yeah)
<Merturk_NB> (01:20:23) (Merturk_N

and hw2
<Merturk_NB> (01:20:25) (Pop) no
<Merturk_NB> (01:20:32) (Merturk_N

that would have been lots better if more time, huh?
<Merturk_NB> (01:20:39) (Pop) hahaha
<Merturk_NB> (01:20:48) (Pop) we had PLENTY O time
<Merturk_NB> (01:21:02) (Pop) it was a crisis of management
<Merturk_NB> (01:21:14) (Merturk_N

ah
<Merturk_NB> (01:21:27) (Pop) HW was in dev for 4 years
<Merturk_NB> (01:21:31) (Pop) HW2 I mean
<Merturk_NB> (01:21:48) (Merturk_N

but, the managment stuck their noses in to far?
<Merturk_NB> (01:21:55) (Merturk_N

controlled to much?
<Merturk_NB> (01:22:01) (Pop) what management?
<Merturk_NB> (01:22:02) (Pop)

<Merturk_NB> (01:22:05) (Merturk_N

i see
<Merturk_NB> (01:22:20) (Merturk_N

so, someone had to throw something together to keep their job
<Merturk_NB> (01:22:44) (Pop) sorta
<Merturk_NB> (01:22:57) (Pop) A lot happens in 4 years
<Merturk_NB> (01:23:06) (Pop) not easy to boil down to a few quick comments on IRC
<Merturk_NB> (01:23:22) (Merturk_N

back to state based programming, i'd like to get a better understanding of this.
<Merturk_NB> (01:23:33) (Merturk_N

i see, well, i'm not quoting you or anything
<Merturk_NB> (01:23:41) (Pop) I recommend a comp sci textbook
<Merturk_NB> (01:23:49) (Pop) and there is some KAS documentation
<Merturk_NB> (01:24:04) (Merturk_N

this is mostly for my source mod to allow transfer of ships in hw1
<Merturk_NB> (01:24:06) (Pop) the easiest way is to just play around modifying the existing scripts
<Merturk_NB> (01:24:10) (Pop) A
<Merturk_NB> (01:24:12) (Pop) ah
<Merturk_NB> (01:24:17) (Pop) you can't do that with KAS
<Merturk_NB> (01:24:21) (Pop) KAS is for mission scripting
<Merturk_NB> (01:24:23) (Merturk_N

i've never found any KAS documentation
<Merturk_NB> (01:24:29) (Merturk_N

AH
<Merturk_NB> (01:24:34) (Merturk_N

event triggers?
<Merturk_NB> (01:24:40) (Pop) yeah
<Merturk_NB> (01:24:43) (Merturk_N

send probe to this area
<Merturk_NB> (01:24:46) (Merturk_N

pirates attack
<Merturk_NB> (01:25:00) (Pop) for transfer of scripts you'll need to go into the mess of code
<Merturk_NB> (01:25:28) (Pop) and add UI, change the owner of the ship, go through and make sure all the lists are correct, etc, etc
<Merturk_NB> (01:26:21) (Merturk_N

i was looking to use the transfer of ru code section; and also i was going to look at the final level where you gain control of the computer's ships
<Merturk_NB> (01:26:45) (Merturk_N

would there be something around the the salvage section too? didn't that change the owner of a ship?
<Merturk_NB> (01:26:45) (Pop) that would be where to start
<Merturk_NB> (01:26:51) (Pop) not sure
<Merturk_NB> (01:27:00) (Pop) I don't know the code at all
<Merturk_NB> (01:27:08) (Merturk_N

well, i know more about KAS now
<Merturk_NB> (01:27:13) (Merturk_N

that's a good start
<Merturk_NB> (01:27:29) (Pop) I only know about KAS because we started off using it for HW2 before switching purely to lua
<Merturk_NB> (01:27:30) (Merturk_N

and, look up state-based scripting in my computer science book
<Merturk_NB> (01:27:44) (Merturk_N

lua?
<Merturk_NB> (01:27:54) (Merturk_N

and do you have that KAS documentation?
<Merturk_NB> (01:28:02) (Pop) scripting language used in HW2 instead of KAS
-Stefan-