Jip wrote:Phytotron wrote:Lucifer wrote:So, show me what you've got.
Pretty dicky and dismissive thing to say considering you know that I know nothing about programming.
And that's kinda the point, as I think you all made a programmer's decision with programm[ing/ers] in mind, rather than a design decision with users in mind.
Well, what you are looking at is the raw cockpit format and I think it's pretty well done. This is necessary, that the game client can render the cockpit at all.
But of course it would be possible to hide the geeky stuff behind an editor where you could create/change cockpits with a gui what generates the xml for you in the background. Just nobody has it done yet.
That was indeed part of the decision. At the time, I was working on ACME, The Armagetron Advanced Resource Editor.
But the whole decision is because xml is the most flexible and expressive language we could find.
Durf wrote:
First:
Didn't mean to imply I was actually working on it yet, to be honest I haven't started.
It was more or less me trying to gauge his (and subsequently the community's) response to such an idea.
Though it is on my to do list; just wanted to see which sort of projects would be needed most.
Yep, no one has done it yet; if someone wants to beat me to it...LETS RACE (xD jk) seriously though, I would wish you well in your endeavor.
Do you know C++, and have at least passing familiarity with Armagetron's codebase?
Durf wrote:
Really there's nothing wrong with using XML. In fact I think it was a good choice for what Armagetron is.
If there would be any problem it might be file size - but even I haven't had issues with my crazy/complex maps.
Though how about JSON? Or something similar?
It might be nicer on file size while still keeping the option open for manually editing the files (text editor).
JSON isn't descriptive enough. I made the tIniFile class for when we need configuration data in a hierarchical format and want an easier format to work with than xml, but all resources have to use xml. The last work I was working on before my disappearance was in getting the resource class hierarchy in order to support more resource types and make the next big step in resources:
Durf wrote:
Though it might also be neat to encrypt/compile the cockpit options into a .cockpit file (readable by tron only).
We want to wrap the resources in .tar.gz files. They can be read on the fly, or we can unpack them if performance is a problem (for environments where maximum performance while reading resources is preferred and there's plenty of hard drive space).
The reasoning has to do with things like cockpits and sound packs, where they'll definitely reference graphics just like a web page do, and we want the graphics bundled with the downloadable resource.
I think it was while I was doing that that I accidentally disabled the local cache check in the trunk, and I think that lived into the current 0.4 branch.
I need to start making a TODO list if I'm ever going to do anything, heh.