Am Dienstag, 28. November 2006 13:22 schrieb Giel van Schijndel:
> Gerard Krol schreef:
> > zz zz wrote:
> >>> Sorry I don't know about this, I hope Watermelon is reading this.
> >>>
> >>> As a long term goal we should consider converting txt files into a
> >>> more user friendly format, this could also bring more people into
> >>> modding. Since some lines consist of more than 20 entries of
> >>> different types having tags or some other value descriptors will be
> >>> helpfull (especially for files like structures.txt or weapons.txt).
> >>> Naturally 'xml' comes to my mind.
> >>>
> >>> Troman
> >>
> >> the last value of that super long scanf cant be a string,or the
> >> entire line of pDataBuffer is screwed...(the last value of all .txt
> >> in stats is an int value iirc)
> >>
> >> I agree that the format should be changed to be more user
> >> friendly,that 30 values or so per line delimited by ',' is very hard
> >> to read and it's impossible to tell which value is for what without
> >> looking at the stats.c.
> >>
> >> reply to other emails all in one because of my laziness:
> >> lua is probably too slow for data ,it's optimal for network info
> >> generation/configuration.
> >>
> >> xml should be ok as long as you dont read them in 'run-time'.
> >>
> >> sql I really dislike using sql on anything other than web
> >> stuff:slow,inflexible,too l33t to modify etc =)
> >>
> >> probably the best solution is plain text with some 'describers' like
> >> '[name]','[damage]' etc.
> >
> > I vote for XML. It is really easy to get a good parser from somewhere,
> > and writing your own "language" always turns out to be far more work
> > than you expected.
>
> I go with you there on the XML. We should however use the XML for
> storage only, thus meaning to load the data all at once at mapload and
> then keep it in memory. The SQL thingy I admit probably isn't and wasn't
> as good an idea as I initially thought it might be, although it probably
> is superior in speed to most other formats, that speed really isn't
> required/used during gameplay.
>
> As for using plain text with column-describers I vote no. This because
> it simply can't compete with XML on readability and foolproofness
> (leaving one value out in XML is no problem, doing that in plain text
> however causes a column to disappear effectively invalidating all
> following values).
>
> Furthermore I don't think loading speed should be a problem at all, so
> that should not play a role in selecting a format. (Since all data
> should be loaded into memory and kept there).

Repeating Kamaze's idea as it might have been overlooked:


----------  Weitergeleitete Nachricht  ----------

Subject: Re: [Warzone-dev] Re: [Warzone-commits] r510 - 
in      /trunk:data/mp/stats/weapons.txt data/stats/weapons.txt 
src/combat.csrc/order.c src/projectile.c src/stats.c src/statsdef.h
Date: Dienstag, 28. November 2006 09:52
From: Fearthecute <[EMAIL PROTECTED]>
To: Development list <warzone-dev@gna.org>

Lua is a good choice.
Lua's compiler is really light weight and fast. (With some additional
patches faster)
The second point is, that we can redistribute the 'Raw-cripts' which
gets compiled
at the client. This Pre-Compiled scripts can be stored again and this
speeds up loading next time.

However, a good caching concept should be speedup many things and the
amount of needed
space for that, isn't very important. (250 Gb HDD's etc...) This
additional ~20 MB for Pre-Cached things
in a binary format should everyone have :)

And this wouldn't have any disadvantages, because we ship all the
raw-data too.

Mhm, thats all for now, i thought over optimizing wz2100 a lot, but i'll
post my ideas later.

So...

Regards, Kamaze

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