Those don't fit the used "definition" for a generic category-- nor does anything requiring imagination.z-man wrote:Philippe: I'm fine with that, too. The thing that is important to me is that the format should not allow GenericCategory, because then we'll have a resource folder that contains directories named blue, edgy, trivial, difficult, geometry, pr0n, forTreeHuggers, movie... Becasue all those are generic categories. And my imagination is quite limited.
Anyone object to my renaming all resources to .map? (symlinking old names for compat, of course)z-man wrote:Luke: File extensions would be fine, too. If we can get the system to work with them (libxml2 may be zealous aout it, however we're giving it a stream, so it probably would not notice). However, there is the slight usability problem for mappers that if the extension is .map, editor's won't know automatically that they should open it in XML mode. Or Windows won't know it should open the map in a text editor at all. Of course, both are correctible by configuring things once, so it's not that important.
Perhaps, but even if I did that, there would still be a symlinked parent directory... unless there is a good reason, I don't think formerly-valid-URIs should be broken. If we do the .map stuff, tho, I might as well move HexaTRON also.z-man wrote:Yes, that's better. I'd put HexaTRON inside Luke-Jr, there's no real reason to open up another crate. The next thing you're going to hear is that server (group) specific maps should not be included in the basic installationLuke-Jr wrote:Maybe include the maps under Luke-Jr/ (another author cate) and HexaTRON/ (server cate)?Except for, of course, when they should act as an example of how maps can be named, but then the example entry in settings.cfg should suffice.
Hmm...Lucifer wrote:A resource file should be a zip/gzip archive containing an xml file describing each resource, and then each resource.
Code: Select all
bzip2 -9 castle.xml
mv castle.xml.bz2 castle.mapWe can simply support reading into tar files for resources... I wouldn't suggest allowing this for network fetching, thoLucifer wrote:In this manner, a map that comes with textures, models, even scripts to support it would be a single self-contained file. If you're trying to mix and match from several different resource files, then you can either construct a new file containing the stuff you need, or direct the client to download each resource file.
Users w/o their own server (and even those with) should stick them on the official repository.Lucifer wrote:Since each file is self-contained, then we can also do a MIME-type on the extension, add in a command-line argument to armagetron to install resources, and now we have it easy for users to share resources without running a server.
Just a random point: http://resource.armagetronad.net/resource/ is not meant to be user-browsed (though it's obviously possible)Lucifer wrote:The same thing would make our own resource server more useful for end-users because then they could browse the resource server and click to install anthing that looks cool. Presumably we'd back it up by having the UI within the game to support choosing which resources to use for what.
How about this? Add 'category' to the 'Map' element and create filepath from CATEGORY/MAPNAME[/-]VERSION].mapz-man wrote:To bring up my most important plea again: the resource system needs a mechanism that checks whether a resource is installed in the right location. We can't rely on server administrators reading the docs. How the tag that shows the right location looks is secondary, Luke and Philippe should just pick something. I can then write the script that reorders the resources from CVS into the distribution.
Back on the topic of filepath specs... Would anyone be against MapName/Version.map instead of MapName-Version.map? Then, one can easily list all maps w/o dealing with versions...
