On Sun, 6 Oct 1996, Rasmus 'Con' Ronlev wrote: > On Fri, 4 Oct 1996, Niese-Petersen wrote: > > > > > Hopefully we'll see ascii pfiles in the future. > > > Well, ascii playerfiles ain't all glory :P You can have people mess > > Binary files aren't that glory either :) > > Hehe, right, I think I allso pointed that out. In my oppinion each of the > two possibilities have different pros and cons, since I do not want this > to devellop into some war about what is good or not, I would like to point > out a little idea about what I ment, when I wrote the cryptic stuff about > ASCII files: Heh.. Know what you mean.. Just as the same good old war between people who use Commodore Amiga and people who use a PC :) > > > I can't figure out where you got the idea, that it need fields of what > > it have to save/load ? Never had use for that in my ASCII player files. > > Ofcoz you have to make sure to load it in, in the order you saved it :) > > Well, I hope that we can agree, that the idea of using ASCII playerfiles, > is to have a great deal of compatibility, thus building the playerfile > format up like: > > con.plr (playerfile for con ASCII format) looks like: > > Name: Con (Logical :) > Level: 110 > Title: the fuzzy ASCII playerfile argumenter > . > > This would make EXTREMELY flexible playerfiles, where you could totaly > mess up your playerfiles, and reorder them as you think they look the > nicest, if the READING of those is done usinf SWITCH statements. Just like > the systsem of identifying E mobile secifications BareHandDam, Str ... > etc. > That was what I ment when I said what I said. I think, that making an > ascii playerfile, that simply looks like: > > Con > 110 > the fuzzy ASCII playerfile argumenter > > Will not use the full potential of the usage of ASCII files, again this is > just my oppinion, but debugging information/chopped playerfiles etc. would > become a MILLION times easier... > > Just some food for thought. Ok.. Can see your point, but one reason I use ASCII files is becoz of the space I save.. And extra information like that, will just add up. Thats why I take the chance and load/save in the same order :) > > > I saved space on my ASCII player files [at least 50%], and that was even > > after I added around 170 bytes more to the player save info, than I had > > when I used binary playerfile. > > Hm, well, in my version it would probably not save too much space > anymore.. *grin* But since you allready implemented ASCII playerfile > stuff, why not get in touch with Jeremy, and see if you can work out > something so the ASCII playerfiles could go into the 3.0 release ? Already emailed him.. No answer. But think I'll take 3.0bpl11 and write a guildline+code for ASCII playerfiles. > [some OFF-TOPIC stuff] > > > :) Refuse reading ASCII files.. Haven't met the system yet. But then again > > I wouldn't place a MUD on such system. > > Hehe, well, I was trying to see if someone was reacting on this. I mean, > how about one of those old card reading computers, controlled by some > human stuffing in MUD-cards :) Heh.. Don't make people think, that Denmark still got those things lying around :) [Ville sgu ikke vaere en god reklame for os :)] --- Erik Niese-Petersen Aka Quint The typo God Realms of Darkness IMP +-----------------------------------------------------------+ | Ensure that you have read the CircleMUD Mailing List FAQ: | | http://cspo.queensu.ca/~fletcher/Circle/list_faq.html | +-----------------------------------------------------------+
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