Topic: OP vs EAW  (Read 3389 times)

0 Members and 1 Guest are viewing this topic.

SkyFlyer

  • Guest
OP vs EAW
« on: July 24, 2003, 03:25:45 am »
Are the scripts compatible? IE. Could a script written for EAW work for OP?  

**DONOTDELETE**

  • Guest
Re: OP vs EAW
« Reply #1 on: July 24, 2003, 10:21:16 am »
No ..the API's are slightly different.....

 

FireSoul

  • Guest
Re: OP vs EAW
« Reply #2 on: July 24, 2003, 11:05:07 am »
.. but the differences from EAW to OP are minor.. (there's a couple).. than you have to add the functions OP has that EAW doesn't.
.. usually, a straight recompile works.

-- Luc

Rhaz

  • Guest
Re: OP vs EAW
« Reply #3 on: July 24, 2003, 11:50:23 pm »
Firesoul,

THese might be good for the OP FAQ in the general forums.

Rhaz

FireSoul

  • Guest
Re: OP vs EAW
« Reply #4 on: July 25, 2003, 12:03:45 am »
to be honest, it's not a frequent questions.

Karnak

  • Guest
Re: OP vs EAW
« Reply #5 on: July 25, 2003, 09:15:58 pm »
Quote:

Are the scripts compatible? IE. Could a script written for EAW work for OP?  




I use the same source code for both platforms.  By using preprocessed defines I can include/exclude the OP code needed to generate OP scripts.

FireSoul

  • Guest
Re: OP vs EAW
« Reply #6 on: July 25, 2003, 10:53:17 pm »
Quote:

Quote:

Are the scripts compatible? IE. Could a script written for EAW work for OP?  




I use the same source code for both platforms.  By using preprocessed defines I can include/exclude the OP code needed to generate OP scripts.  




There's a couple of differences..
..something involving speed.. what was it...  .. function's the same, but named differently.

As for the defines, are those that I got from MagnumMan and passed on?
You know.. there's an entry in the OP API concerning sound.. (x-phaser?) and if that define is there, then it's OP..

That thing?
-- Luc

Karnak

  • Guest
Re: OP vs EAW
« Reply #7 on: July 26, 2003, 12:21:50 am »
When I looked at the OP scripts supplied by Taldren the only source code difference I saw was the message briefing setup and, of course, the API directory you get the Taldren libraries from.  All I did was put in this code:

#ifdef SFCOP
   for ( int32 j = kFederation; j <= kOrionCamboro; j++ )
#elif
   for ( int32 j = kFederation; j <= kMirak; j++ )
#endif

You define SFCOP for OP compile in your Project's preprocessor definitions and undefine it for EAW compiles.  Everything works fine in OP, but a few sound files are missing like Sulu voice playbacks so put #ifdef around such code blocks too.  I made up the SFCOP define. You call it whatever you want, just be consistent. You can also use these #ifdef blocks for accessors that work in OP but not it EAW.