Discussion > Editing

Macro Editing In Doom Builder 64

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Kaiser:
Okay, I 'd like to apologize for disappearing for a while but I ran into a dilemma with Macro editing in Doom Builder 64. The current implementation on how it's done is very poor and confusing to work with. I am considering going with an alternative to editing Macros but I need your opinion.

What I would like to do is instead of editing Macros in the editor, you will working with something similar to ACS, meaning, you work off of a text-based script file and then use a tool to compile that script into Macro data. Bear in mind that this ISN'T ACS but rather an alternative to using the editor. This is good for several reasons:


* Allows other editors to support Doom64 without having to implement a macro editing feature
* Most people are used to editing out of text-based script files
* Easier to implement
* Saves me a lot of headaches since I don't know the editor's code base NOR C# that well
But anyways I need your opinion, you guys prefer to use a text-based script file for creating Macros or are you guys comfortable with using the build-in Macro editor in Doom Builder?

Keo:
Is there a way I can spam the 'Yes' option? Ten thousand times?
(my answer is yes ofc)

jdagenet:
It would definitely be a lot more easier to edit macros that weren't located at the bottom of the editor so I'm all for this.

Defilant:
I like the implementation as-is.  I'm a much bigger supporter of easier development processes, however.  My vote is "Yes."

Kr00zA:
The present macro editing system is okay but it needs more tutorials... with a long list of all macro commands and what they do.
It's difficult to work out what a lot of the macros do just by their name.

Being able to type your macros directly into the box would be great. You would then be able to type macros out in NotePad, copy and paste them over and just add in the tags.

I can't vote as Ive no idea what ACS and weather I'd prefer it. ;)

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