Mapscript actuality!

masaykh

Prince
Joined
Jan 16, 2012
Messages
446
C2C have 24 mapscript - do all of them updated to use all functionality mod has right now? and - do we need them all?
i asked such question 4 month ago and dont got accepteble answer.
can mapscripts be refactored to be more robust and usefull?
like make few of them but functionaly rich?
please reconsider such possibility!

C2C_PerfectMongoose_v310.py
C2C_PerfectWorld.py
C2C_PerfectWorld2f.py
C2C_Planet_Generator_0_68.py
something like making one GOOD mapscript instead of 4 this scripts (they good but we have 4 of them...)
 
Mapscipts have some functionality each - take best from each and put in one!
Good \ clean of bugs \ with all implemented in mod functions...

why dont do that ?
 
Mapscipts have some functionality each - take best from each and put in one!
Good \ clean of bugs \ with all implemented in mod functions...

why dont do that ?

Because you end up with something that you don't like. :D I have not commented on those map scripts because I never use them as I don't like the resulting maps.
 
Because you end up with something that you don't like. :D I have not commented on those map scripts because I never use them as I don't like the resulting maps.

I agree, after playing with Tectonics or is it Terra:crazyeye:, thats all i ALMOST play now. Any ways its the one that has the New World or Old World Earth start.
 
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