Home » MODDING HQ 1.13 » v1.13 Modding, Customising, Editing » v1.13 XML Customization » prof.dat -> xml
Re: prof.dat -> xml[message #183620] Thu, 01 May 2008 01:29 Go to previous messageGo to next message
BirdFlu is currently offline BirdFlu

 
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Master Sergeant
Re: prof.dat -> xml[message #183724] Fri, 02 May 2008 00:54 Go to previous messageGo to next message
BirdFlu is currently offline BirdFlu

 
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Master Sergeant
Re: prof.dat -> xml[message #183727] Fri, 02 May 2008 01:04 Go to previous messageGo to next message
Khor1255 is currently offline Khor1255

 
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Very cool.

You can get around the text and speech file shortages by just renaming some other speech file to the appropriate number than adding that text to the appropriate line via EDT Editor.


You might already know that but I thought I'd ring in just in case it might be helpful.

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Sergeant Major
Re: prof.dat -> xml[message #183733] Fri, 02 May 2008 01:29 Go to previous messageGo to next message
BirdFlu is currently offline BirdFlu

 
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No, i didn't really know that. But actually that was/is not my problem, it is a problem for modders.
My problem, though, was that the game crashed, because the is no AIM merc info defined for mercs that were originally not in AIM (i.e. ID larger that 39).

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Master Sergeant
Re: prof.dat -> xml[message #183736] Fri, 02 May 2008 01:37 Go to previous messageGo to next message
Khor1255 is currently offline Khor1255

 
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What info do you mean?


Do you mean the files in Binarydata? The speech and text files?

All of this can maybe be added but the binarydata files tend to have limited ammounts of text. The workaround might be to create a new file in the EDT editor than save it to the appropriate name.

I've never made a file from scratch in that editor but that is most likely the way.

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Sergeant Major
Re: prof.dat -> xml[message #183740] Fri, 02 May 2008 02:28 Go to previous messageGo to next message
BirdFlu is currently offline BirdFlu

 
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I mean the file BINARYDATA\AIMBIOS.EDT. It has only 40 entries and there seems to be no way to add new entries with the EDT editor
(at least not with the one that i have, ja2edt-prbeta). And if you create a new AIM biography file with that editor, you have again only 40 entries.

So, we either externalize .edt files (would be the preferable way), or we create a workaraound for this special case, like loading a second file
when the first one doesn't have the required lines.

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Master Sergeant
Re: prof.dat -> xml[message #183742] Fri, 02 May 2008 02:35 Go to previous messageGo to next message
Khor1255 is currently offline Khor1255

 
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In the EDT editor there is an option to edit the .ini that controlls these limits. Simply set the number to what you want, add your bio and check it out.

This should work.

Let me know if there is any problem.


Remember, once you changes the types.ini all you have to do is load any edt file into the directory you changed the types in and you will see new available entry lines.

Be careful because there is still a limit to how long the description and additional info can be.

[Updated on: Fri, 02 May 2008 02:48] by Moderator

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Sergeant Major
Re: prof.dat -> xml[message #183743] Fri, 02 May 2008 02:47 Go to previous messageGo to next message
BirdFlu is currently offline BirdFlu

 
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Oh, i should have seen it myself. Anyway, i tried it and it worked as intended. Thanks.

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Master Sergeant
Re: prof.dat -> xml[message #183744] Fri, 02 May 2008 02:49 Go to previous messageGo to next message
Khor1255 is currently offline Khor1255

 
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No problem. You are doing work I really want to see get done. Any little help I can give I'm very happy to do so.

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Sergeant Major
Re: prof.dat -> xml[message #183770] Fri, 02 May 2008 11:12 Go to previous messageGo to next message
the scorpion

 
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yay, looks like very nice progress made, Iggy, Terry, hamous in starting sector (broken up placement routines) and the Merc guys at AIM.

great stuff

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Sergeant Major
Re: prof.dat -> xml[message #183825] Fri, 02 May 2008 17:55 Go to previous messageGo to next message
Kaiden is currently offline Kaiden

 
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Great work Birdflu! Looks like you're fairly close to being able to externalize Prof.dat. Were you still planning on adding different factions and allowing the different groups (AIM, MERC, REBEL) to expand and contract?

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First Sergeant

Re: prof.dat -> xml[message #183882] Fri, 02 May 2008 23:05 Go to previous messageGo to next message
BirdFlu is currently offline BirdFlu

 
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Expanding groups was planned all the time, but adding factions is another issue. If i understand it right another faction would be for example a second enemy
team that is hostile to all other teams and especially to the first enemy team.

I am primarily concentrating on replacing the MERCPROFILESTRUCT array, which implicitly define groups like AIM or MERC. Factions however are represented
in ther SOLDIERTYPE array. So if i use my datastructure for SOLDIERPROFILEs too, then "groups of SOLDIERSTYPE objects" would be the new teams,
and they would be expandable and you could have any number of them (if i'm not heavily overestimating my data structure).

So, i think adding factions is possible, but it would come at a later point.

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Master Sergeant
Re: prof.dat -> xml[message #183886] Fri, 02 May 2008 23:17 Go to previous messageGo to next message
the scorpion

 
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depends on who was using the term "factions" it could also have had the meaning "faction" as used in proedit, e.g. rebels, Beggars, San mona Arms, kingpin, Hicks... you know groups of NPC's that share certain data, e.g. turn all hostile if you attack one of them or turn all hostile if you visibly steal stuff from them.

the term factions often is also used for such. These factions would all be part of "civilian's turn"

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Sergeant Major
Re: prof.dat -> xml[message #183891] Fri, 02 May 2008 23:44 Go to previous messageGo to next message
BirdFlu is currently offline BirdFlu

 
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There are several teams defined in the game (OUR_TEAM, ENEMY_TEAM, CREATURE_TEAM, MILITIA_TEAM, CIV_TEAM). The 'soldiers' you described would be in
the CIV_TEAM and this team turns hostile if you attack one member of that team. The members of a team are soldiers and they could contain data from
a merc from prof.dat or they are just generic soldiers.

A team is defined by a range of id's in the SOLDIERTYPE array, and groups like AIM or MERC or REBEL are defined by a range of id's in the MERCPROFILESTRUCT array.

So, faction = team, right?

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Master Sergeant
Re: prof.dat -> xml[message #183893] Sat, 03 May 2008 00:05 Go to previous messageGo to next message
the scorpion

 
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the part of a faction that fights together in one specific map clearly is one of multiple possible civ teams. (you get hostile civs and non-hostile civs acting both during "civilian's turn")

but faction membership goes beyond that, e.g. when you attack a faction member in map a1 and in map c5 you meet members or named NPC's of the same faction again, they'll turn hostile too.

externalising factions, the way i understood the suggestion, would give the possibility to expand the list of (around 20) named faction ID's (see proedit's "civ group" section)

having (for example) 255 of them would basicly allow to create a huge number of NPC units, for example give a questgiver or money-holding NPC a series of bodyguards and similar things.


as opposed to that, AIM, MERC are not "factions" in this sense. one AIM guy won't leave the squad and turn hostile if you kill another AIM guy. If you kill member A of a faction but have member B in your squad, member B will leave the squad and turn hostile.

but maybe it's just a difference in terminology, in that case, sorry for bothering.

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Sergeant Major
Re: prof.dat -> xml[message #183896] Sat, 03 May 2008 00:09 Go to previous messageGo to next message
Khor1255 is currently offline Khor1255

 
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If you look in either proedit or the map editor it gives you a list of the factions.

It is sort of cool that you can kill one of the AIM or MERC characters without anything more than a morale drop.

Something else worth externalising maybe...

Factions do in a big way = teams. scorpion has explained this pretty well.

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Sergeant Major
Re: prof.dat -> xml[message #183902] Sat, 03 May 2008 00:56 Go to previous messageGo to next message
BirdFlu is currently offline BirdFlu

 
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OK, then factions are just some slots in prof.dat and could perfectly be represented as groups. The civilian sub-factions are not related in the
strategic view, but they are in the same CIV_TEAM when in tactical view.

The relationships between groups or factions are quite simple, they are either hostile or not hostile to you and there seem to be no generic relationship
between other factions (there can be a non-generic game fact that decribe a relation though). This can be represented as a vector. If we want to have
varying relationships between the factions too, we have to extend that vector to a matrix or something equivalent.

I would say this requires only little coding, but i'm not sure how useful that would be. If there are two or more hostile factions in one sector, they would
kill themselves in a way that only non-hostile factions remain. It would be different if faction members would be moving, but movement is a behaviour
and i think we are far away from externalizing behaviour. Another possibility would be to change the hostility status of two factions, but again this
would require some sort of quest or any other hardcoded mechanism (besides accidentally shooting each other).

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Master Sergeant
Re: prof.dat -> xml[message #183904] Sat, 03 May 2008 01:46 Go to previous messageGo to next message
Khor1255 is currently offline Khor1255

 
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Factions attacking each other only seem to be triggered by the player entering the map. In other words, opposing factions can be present in a map you make but will only start attacking each other when you enter the map.

There is another factional behavior that should be externalised. Some factions turn hostile after dark (I think 21:00 hours). This makes it messy if you want to use them as factions that only turn hostile after you trigger a certain event or attack one of them.

It would also be cool - though I'm not sure how possible - if you could mend alliances with factions that turn hostile. I don't necessarily mean THE enemy because if you did that the game would be essentially won (although this presents a possibly interesting alternate way to end the game...) but rather factions like the Hicks or even Kingpins goons.

If perhaps giving the Chalice of Chance or and equally difficult/unique item could make an enemy faction turn neutral or even friendly the modding possibilities would increase quite a bit.

This is nothing you need to spend a whole lot of time looking into but I thought that once you were 'in there' so to speak if you could find a way to trigger a hostile faction back to non hostile or even friendly that might be a cool externalisation.

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Sergeant Major
Re: prof.dat -> xml[message #183907] Sat, 03 May 2008 02:24 Go to previous messageGo to next message
BirdFlu is currently offline BirdFlu

 
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Quote:
Factions attacking each other only seem to be triggered by the player entering the map. In other words, opposing factions can be
present in a map you make but will only start attacking each other when you enter the map.

But you will eventually enter every sector (that matters) and then they will kill each other.

Any attempt to change the status of two factions would still be hardcoded. Would that be better or just different (or both)?

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Master Sergeant
Re: prof.dat -> xml[message #183922] Sat, 03 May 2008 08:07 Go to previous messageGo to next message
Khor1255 is currently offline Khor1255

 
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I was only stating that the factions are not hostile until you enter the sector as information in case you didn't know or hadn't seen that. This fact allows the modder to artificially create a storyline aspect by having these factions only behave like this when you enter the sector. Very small feature to work with, but we have to work with what we have.

I was not just asking for a change of factional behavior or a simple switch of allignment but rather an expansion on the allignment possibilities. If it is at all possible making a condition that would switch the allignment of a faction back to neutral or even friendly to the player would be a fantastic storyline tool for modders.

Don't waste any time really working on this. But if it is possible it might be a good future externalisation. Would you agree?

But one factional quirk that would be very cool to have externalised is the condition that makes some factions turn hostile when the sun goes down. There have been a few mods made already where some factions have illogically become violent when there was nothing in the story to suggest this.

It would be good to have some other factions behave like Kingpin's people do where they only turn hostile for a very logical reason. We may want some factions to start attcking when the sun goes down but it would be nice to have that as a choice.

Just an idea for something to externalise if it is easy enough to do.

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Sergeant Major
Re: prof.dat -> xml[message #184087] Mon, 05 May 2008 00:15 Go to previous messageGo to next message
BirdFlu is currently offline BirdFlu

 
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Back to .edt files. They depend on slot positions too and thus also have to be adapted. So my question is if you have any problems with these files
or want that something should be handled differently. Is the edt editor sufficient or do you want more?

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Master Sergeant
Re: prof.dat -> xml[message #184091] Mon, 05 May 2008 00:20 Go to previous messageGo to next message
the scorpion

 
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good question... *me needs sum time to think about this*

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Sergeant Major
Re: prof.dat -> xml[message #184096] Mon, 05 May 2008 00:37 Go to previous messageGo to next message
Khor1255 is currently offline Khor1255

 
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If you can do away with the edt editor that is fine. Especially if it is slowing you down.

It is a good and easy to use program but if it is getting in the way of something you'd like to do get rid of it.

In the long run it would help to reduce the amount of 'periphreal' programs needed to mod Ja2.

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Sergeant Major
Re: prof.dat -> xml[message #184103] Mon, 05 May 2008 01:00 Go to previous messageGo to next message
Marlboro Man

 
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Yeah well, just about all the mod "tools" we have available now anyway are pretty much crap anyway. And the less we have to fool around with these old useless tools the better. Well, I should not say useless exactly, but pretty close.

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Sergeant Major

Re: prof.dat -> xml[message #184106] Mon, 05 May 2008 01:08 Go to previous messageGo to next message
BirdFlu is currently offline BirdFlu

 
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The editor is not the problem, the edt files are.
If i want to add a merc with id 12345 then the edt files have to cointain values for mercs 0 - 12345, even if most of them are just empty.

If merc ids are not predetermined in the program then i can't use the simple structure of edt files. I would have to map a merc's id to a location in
the file. It is of course a possible option, but maybe there are also other problems that are not so 'easy' to solve.

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Master Sergeant
Re: prof.dat -> xml[message #184107] Mon, 05 May 2008 01:09 Go to previous messageGo to next message
Seraph

 
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The edt-editor i used lately was not bad but also not good enough. I would prefer one editor for everything (merc skills, skilltraits, biographies, emails, etc.). So xmls could be not bad, but I'm unsure about this.

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Private
Re: prof.dat -> xml[message #184109] Mon, 05 May 2008 01:13 Go to previous messageGo to next message
Khor1255 is currently offline Khor1255

 
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Mugsy already did away with the need for the Itemsdesc.edt so I'm pretty sure it is very possible.

Incedentally, I still use that file for quick referencing of item slot placements and the like but having it's functions handled in the items.xml did away with a lot of the hassle.

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Sergeant Major
Re: prof.dat -> xml[message #184114] Mon, 05 May 2008 02:02 Go to previous messageGo to next message
the scorpion

 
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BirdFlu

If i want to add a merc with id 12345 then the edt files have to cointain values for mercs 0 - 12345, even if most of them are just empty.


that's what we were adressing earlier, sub-data naming conventions.

if you just add a .edt file like 12345.edt, why would there be a need for 12344.edt? as long as one filenumber/ name represents one merc, it should work, shouldn't it.

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Sergeant Major
Re: prof.dat -> xml[message #184119] Mon, 05 May 2008 02:48 Go to previous messageGo to next message
BirdFlu is currently offline BirdFlu

 
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Quote:
if you just add a .edt file like 12345.edt, why would there be a need for 12344.edt? as long as one filenumber/ name represents one merc, it should work, shouldn't it.

Exactly.

And the consequence is that we split the files that now contain data for all mercs into smaller files that contain data for only one merc. And
then we put all the data files of one merc in his own directory (structure). Is that right?

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Master Sergeant
Re: prof.dat -> xml[message #184160] Mon, 05 May 2008 11:51 Go to previous messageGo to next message
the scorpion

 
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it is done that way with faces, npcdata, npc speech, mercedt, speech, and it is a rather versatile system if we think of flexibility.

currently, both prof.dat and aimbios/ mercbios.edt contain data for all mercs in just one file, meaning we physicly have to overwrite every merc's data in those two files whenever we want to use a different file (e.g. from a different mod)

i see that it would increase the number of character-related files enormously, but i also see the possibility to easily replace just one merc without having to replace all prof.dat or all aimbios/ mercbios file.

(speculation mode)
these individual files could, in a later stage, also be enlarged, scrollbuttons/ popups added to the AIM/ MERC Info pages and in such a manner, more detailed bioses written for new mercs.

Such way, the custom AIM/ MERC personnel could be made looking less generic and more background info e.g. relationships could be hinted at.


however, just having to work with one single file is probably more convenient. Personally, i'd like to have an easy to use GUI like proedit but each merc independant from others by having individual files.

a virtualised file system approach would IMO greatly benefit from that too, but that's just my speculation.

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Sergeant Major
Re: prof.dat -> xml[message #184179] Mon, 05 May 2008 14:16 Go to previous messageGo to next message
Kaerar is currently offline Kaerar

 
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If its all extracted to XML's you can keep them all in one file. The thing is you can have the flexibility of adding any number in and it being able to find it without having the number before it it.

E.G. in your mod you set 1-30 as AIM mercs, you can then leave a space of say 30 so you can add more without having to place them at the end. Just gives some flexibility the current system lacks. Also if its in XML's it could be integrated into the current XML editor easily and painlessly. Less need for multiple modding tools.

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Lieutenant

Re: prof.dat -> xml[message #184197] Mon, 05 May 2008 17:09 Go to previous messageGo to next message
Khor1255 is currently offline Khor1255

 
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I really don't see the dilemma.

Maybe I'm missing something.

If you had an xml for - say - AIM characters that was either a subdirectory of the main character.xml or a somewhat independant directory you could use both any slot number in the existing prof.dat list (since the subdirectory would have it's own referencing numbers that would cross reference with the main directory) and use a continuous number series.

You would not need any filler numbers since the sub directory would not be using the same 'numbering table' as the prof.dat.

Look at the way they do it in the items.xml.

I still do not see why this same approach could not be used here?

Another possible method would be to use filler numbers in .edt or even .xml files but this is unwieldy compared to xmls that reference each other for various aspects of their data and functionality.

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Sergeant Major
Re: prof.dat -> xml[message #184198] Mon, 05 May 2008 17:21 Go to previous messageGo to next message
Kaerar is currently offline Kaerar

 
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You're right Khor. I was trying to explain that rather unsuccessfully. Though slightly more simplistic I would like at least the ability to leave empty slots to be filled at a later stage, rathter than the kinda arbitrary system in prof.dat.

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Re: prof.dat -> xml[message #184200] Mon, 05 May 2008 17:30 Go to previous messageGo to next message
Khor1255 is currently offline Khor1255

 
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I actually brought this up earlier in this thread but I am not sure if I communicated it well enough.

A very good thing that was mentioned then is the possibility to use the file name in the main .xml instead of an arbitrary number.


I think what Birdflu is thinking is to make a seperate .xml for each character with all data in each of the .xmls.

I like the main xml with dependant xmls idea a lot better mainly because it allows the developer to externalise one aspect (or rather group of data) at a time. Very similar to the way they did it for the items. But since I am no coder I may be missing some fundamental difference in data structuring that makes the multiple interdependant xml idea undesirable.

If this is the case, sorry for rambling again.

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Sergeant Major
Re: prof.dat -> xml[message #184207] Mon, 05 May 2008 20:08 Go to previous messageGo to next message
the scorpion

 
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the interdependant files are very undesirable for easy and fast mix/ mash between characters.

let's think of character packs or mixing characters from different mods. Having just one file for each char would mean that adding/ overwriting entire chars gets done by simple copy-paste.

think of the existing prof.dat or aimbios.edt.

even if you had a multi-part .xml or .edt file, you'd still need to open that specific file for any change, with indepedant files, you can simple copy-paste like with existing faces, speech, npc scripts, etc.

basicly everything currently named according to the "0characternumber.extension" is extremely flexible. there is nothing that keeps us from very fast mixing and merging of speech, subtitles, scripts, these files don't depend on each other themselves. Sure you can cause crashes by using mismatching npc scripts and subtitles, but nothing keeps you from installing that way.

a very different matter is proedit and also aimbios and mercbios. These can almost under no circumstances be replaced by simple copy-paste, they usually must be edited by hand even if large parts of the data to be merged is already present in a different prof.dat file

e.g. porting the wildfire characters to 1.13: faces, speech, subtitles, etc, can just be copy-pasted, while prof.dat and mercbios.edt and such must be adjusted by hand (unless you're ready to lose anything that's not in the WF prof.dat)

If one only does one mod and only cares for that one mod, this is no big deal, but it hinders flexible additions/ changes in the realm of characters. Especially if a slightly more distant perspective is used.

leaving blank spaces would serve nothing in this respect, as you'd have to open the file and place stuff (probably entering data manually or whatnot)

imagine if we only had only one multipage file for all faces, or only one "npcsubtitle.txt" file or such for all current .edt's, that'd be a major pita

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Re: prof.dat -> xml[message #184238] Tue, 06 May 2008 03:41 Go to previous messageGo to next message
Khor1255 is currently offline Khor1255

 
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Having all data for each merc in individual files would be a very cool way to go.

But the problems I can see here are that either ALL data has to be externalised at once or we are going to have a series of incompatable .xmls (giant ones at that) everytime something new is externalised.

The chances that the coders will drop off the edge of the Earth in the meantime (while we wait for fully externalised features) are astronomical.

But you are right that the most convienent and certainly most mod interchangeable method would be for each merc to have all data contained in one file.

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Sergeant Major
Re: prof.dat -> xml[message #184296] Tue, 06 May 2008 18:42 Go to previous messageGo to next message
Seraph

 
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I agree on this. It would be very helpful to have one (or more) specific xml(s) for each merc. It makes the use of different mods much more easy than one single file for all mercs.
It could be done much like the numbering system, that JA2 uses now: One simple listfile (only number of mercs) and one file with a designated number for each merc, his stats, his bio and emails. If a number is missing, go to the next higher number that is allowed by the listfile.

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Private
Re: prof.dat -> xml[message #184308] Tue, 06 May 2008 20:45 Go to previous messageGo to next message
the scorpion

 
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khor

i don't expect these changes to be merged to 1.13 anytime soon. i expect these things to be present for future mods. it's a long-term scale, and i hope they can do most of it at one time for the official release so that as long as the functionality of the new system is not yet complete, one can continue to use the old ways.

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Re: prof.dat -> xml[message #184544] Fri, 09 May 2008 09:34 Go to previous messageGo to next message
Lokadamus is currently offline Lokadamus

 
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Khor1255
This looks good.
Bravo.
No, it doesn't look good.
It is a fast way, but bring problems with new modpacks. It will overwrite old mercs ...Khor1255
1.) Having all data for each merc in individual files would be a very cool way to go.

2.) But the problems I can see here are that either ALL data has to be externalised at once or we are going to have a series of incompatable .xmls (giant ones at that) everytime something new is externalised.

3.) The chances that the coders will drop off the edge of the Earth in the meantime (while we wait for fully externalised features) are astronomical.

4.) But you are right that the most convienent and certainly most mod interchangeable method would be for each merc to have all data contained in one file.
1.) I don't think it's funny to see a folder of 200 files and select 1 file out of it. Will you give every file a name like a number or like a name?
I think, its ok when all data of a merc are put in the same file.

2.) Yes, lets think about, what need externalised and what is a good way.

3.) Not, when we think first about problems.

4.) Only teams in one file, not all stuff in one file.

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Re: prof.dat -> xml[message #184571] Fri, 09 May 2008 14:46 Go to previous messageGo to previous message
Kaerar is currently offline Kaerar

 
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Registered:January 2003
Location: Australia :D
Having each merc in its own file would be a bonus, as it would allow quick switching of locations ingame if the editor is setup right. Drop merc data from one folder to another and get the editor to update the locations and blank out the sections not needed and activate the ones that are.

Would make for simple merc movement. Especially if it created blank speech files (sound and text) as placeholders in the correct locations. But I am getting ahead of myself here.

If its setup with folders for each faction. Then a folder for all merc data then I would be a happy modder Very Happy

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