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Re: prof.dat -> xml[message #183742]
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Fri, 02 May 2008 02:35
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Khor1255 |
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Messages:1817
Registered:August 2003 Location: Pleasantville, NJ |
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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 Report message to a moderator
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Sergeant Major
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Re: prof.dat -> xml[message #183770]
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Fri, 02 May 2008 11:12
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the scorpion |
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Messages:1834
Registered:September 2004 Location: CH |
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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
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Re: prof.dat -> xml[message #183886]
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Fri, 02 May 2008 23:17
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the scorpion |
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Messages:1834
Registered:September 2004 Location: CH |
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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
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Re: prof.dat -> xml[message #183893]
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Sat, 03 May 2008 00:05
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the scorpion |
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Messages:1834
Registered:September 2004 Location: CH |
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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
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Re: prof.dat -> xml[message #184114]
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Mon, 05 May 2008 02:02
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the scorpion |
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Messages:1834
Registered:September 2004 Location: CH |
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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
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Re: prof.dat -> xml[message #184160]
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Mon, 05 May 2008 11:51
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the scorpion |
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Messages:1834
Registered:September 2004 Location: CH |
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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
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Re: prof.dat -> xml[message #184207]
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Mon, 05 May 2008 20:08
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the scorpion |
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Messages:1834
Registered:September 2004 Location: CH |
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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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Sergeant Major
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Re: prof.dat -> xml[message #184308]
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Tue, 06 May 2008 20:45
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the scorpion |
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Messages:1834
Registered:September 2004 Location: CH |
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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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Sergeant Major
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