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Re: A8 [Re: Damocles_] #318631
04/08/10 19:49
04/08/10 19:49
Joined: Oct 2007
Posts: 5,210
İstanbul, Turkey
Quad Offline
Senior Expert
Quad  Offline
Senior Expert

Joined: Oct 2007
Posts: 5,210
İstanbul, Turkey
imo just lift every limitation of commercial edition off, instead of the startup screen and wrs. Because that's what sells pro. Everything else can alreay be written as plugin. So lift limatations, so people may spend their time on creating better and more usefull plugins/tools instad of trying to get pro features to comm. I.E if cloth physx would only run on PRO, i would be disappointed.

Last edited by Quadraxas; 04/08/10 19:49.

3333333333
Re: A8 [Re: Quad] #318756
04/09/10 16:46
04/09/10 16:46
Joined: May 2007
Posts: 2,043
Germany
Lukas Offline

Programmer
Lukas  Offline

Programmer

Joined: May 2007
Posts: 2,043
Germany
Originally Posted By: Damocles_

Also the Level-format should be based on something like xml
or other plaintext format (at least as optional saveformat)
So usermade Editors or script-processors can interchange with
the levelformat, and add custom functionalities.

There is already such an option. The WMP format was plain text until A7. You can still use it by disabling the binary WMP format in options.scr.

Re: A8 [Re: Lukas] #318775
04/09/10 19:12
04/09/10 19:12
Joined: Feb 2009
Posts: 2,154
Damocles_ Offline
Expert
Damocles_  Offline
Expert

Joined: Feb 2009
Posts: 2,154
Thanks, did not know it can be reactivated
by editing this file.

Re: A8 [Re: Damocles_] #318779
04/09/10 20:10
04/09/10 20:10
Joined: May 2002
Posts: 7,441
ventilator Offline
Senior Expert
ventilator  Offline
Senior Expert

Joined: May 2002
Posts: 7,441
it's a bit useless though since as far as i know it doesn't support any new features that got added in the meantime. the parser for it also seemed to be slow as hell if you used mesh level geometry.

Re: A8 [Re: ventilator] #318795
04/09/10 22:54
04/09/10 22:54
Joined: Sep 2003
Posts: 9,859
F
FBL Offline
Senior Expert
FBL  Offline
Senior Expert
F

Joined: Sep 2003
Posts: 9,859
I think meanwhile there exists a description of the WMB format, so it does not really matter anymore that it's binary.

Not sure about WMP, though.

Re: A8 [Re: FBL] #318796
04/09/10 22:57
04/09/10 22:57
Joined: May 2002
Posts: 7,441
ventilator Offline
Senior Expert
ventilator  Offline
Senior Expert

Joined: May 2002
Posts: 7,441
yes, i think for external tools it's much better to target wmb.

Re: A8 [Re: ventilator] #318802
04/09/10 23:29
04/09/10 23:29
Joined: Feb 2009
Posts: 25
Mexico City
DavidOC Offline
Newbie
DavidOC  Offline
Newbie

Joined: Feb 2009
Posts: 25
Mexico City
The WMB format is not well documented, IMO it'd be better having a WMB SDK. I quit developing an XML converter after various issues with the WMB format.

Re: A8 [Re: DavidOC] #318803
04/09/10 23:52
04/09/10 23:52
Joined: Feb 2009
Posts: 2,154
Damocles_ Offline
Expert
Damocles_  Offline
Expert

Joined: Feb 2009
Posts: 2,154
WMP itself should be described by XML.
This is a much more clean solution than the propreatary current format.

Also: is there a method NOT to pack all textures into the
WMP file? But rather load the textures from the wad?

This would seriously reduce the size of levels, when using
more than a few. A much cleaner approach than packing everything
into each levelfile.

Re: A8 [Re: Damocles_] #318807
04/10/10 00:27
04/10/10 00:27
Joined: May 2002
Posts: 7,441
ventilator Offline
Senior Expert
ventilator  Offline
Senior Expert

Joined: May 2002
Posts: 7,441
wmp doesn't include textures. only wmb does.

but i agree about more open and clean formats and that including textures in the level file doesn't make much sense and has many disadvantages.



...and i dislike file format sdks. they are the opposite of open. most of the time they turn out to be some kind of ugly c++ api which is hard to use from other languages like python. laugh

Re: A8 [Re: ventilator] #318814
04/10/10 01:14
04/10/10 01:14
Joined: Feb 2009
Posts: 2,154
Damocles_ Offline
Expert
Damocles_  Offline
Expert

Joined: Feb 2009
Posts: 2,154
Yes, ment the compiled format, the fileextensions sound too similar.

Basically for a clean approach, Assets and Descriptions
should be seperated.

Since the Textures are every time copied into the levelfile, it creates redundant data.
And thus blowing up filesizes.

Textures can also be reference by using somthing like
an "external" flag for a wad file.
Where the engine loads the texture then from the wad.
Just like it was done with the mdl format..
(Maybe even assigning textures as single files,
and not the closed WAD format)

And that palette file should be eliminated once and for all,
there is not purpose for it nowerdays.

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