|
Okay guys, here's the deal... I talked to Zane to try to figure out where we were with the RFG, and the outlook isn't good. Without revealing too much of our source codes, I'll try to explain the problem.
Simply put: every fighter that is created in the game gets a specific ID number, called a GUID. There are obviously lines of code that tell the program to grab a GUID and assign it to that particular fighter. You can view the ID yourself of any fighter; it's the number that is housed in brackets like {these}.
Okay, here's the problem... the langauges of the Random Fighter Generator and the game itself are different. The language TBCB2 is programmed in has a built-in tool to grab GUIDs; the language the RFG is programmed in does not. (I'm oversimplifying here for brevity.) In order to assign GUIDs to fighters the RFG creates, Zane and I would have to write a tool to do so. That is not only beyond our expertise, but also beyond our desire.
So, in short: unless there's a way to use TBDX files without GUIDs without making something crash or break, it ain't happening. This really upsets me, as I really wanted to get v5 out before I died, but I don't think it will be possible.
Now, onto some happier news. Zane and I are planning a second utility to go along with the RFG, a simple thing that will be somewhat appreciated by everyone, I think. I'll talk more about it later, as it develops. The point is, we're not just sitting on our hands here; we ARE planning on continuing to give you guys a few tools to play with to make fictional universes easy to make.
__________________
~PF
|