> > Jeff "Teker" Fink explains: > | Well, the text format is much larger than saving them in binary mode... > | although I am for separate player files... it'd be much easier to save > | the poofin and poofout messages, along with any other variable length string > | that the player has (including long descriptions) You could even tack > | the rent file onto the end. > | > | -Jeff > > Was/Isn't Rivers of Mud a Merc based diku? Didn't Jeremy put a *reasonably* > sized ROM on FTP for us to snag areas from -without- the hassle of their > player files...which were stored in the above manner? I can hear him now, > just as if 'twere yesterday: "this is enough to convince me not to go to > individual, text based player saving." Well, heck... so I paraphrased > a *bit*, you get the gist. It's big. It's Ugly (well, it's handy, but...) > It's not likely. Or maybe Jeremy just didn't wand a text save of the > rent files... that might have been it, though I have a feeling that the > above discussion sorta includes that too :) I looked at the ROM stuff (when it still had the player files) and if I recall correctly, there was something on the order of 15 megs of player files (half to three-quarters of the total space used by the whole MUD) The whole thing wouldn't have been too bad if the player files were binary and split into a logically created directory tree (like the objects are on Circle). (ROM had so many players that /bin/rm * did not work because the command line was too long) -Jeff
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