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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