Flail13 wrote:what restrictions are there on map names? i remember reading that they should be lower case and limited to a certain number of characters.. is that still true?
The file names are, at least in some cases, case sensitive. Since Windows is not case sensitive, the safest way is to use only lower case to avoid problems with case turning out wrong when transferred to another system.
Flail13 wrote:- what do "time", and "type" do in the GAM file? are they for campaign or perhaps related to savegames?
Let me check when I get back home.
Flail13 wrote:
- does the taglist.tag map file do anything?
Per wrote:The file names are, at least in some cases, case sensitive. Since Windows is not case sensitive, the safest way is to use only lower case to avoid problems with case turning out wrong when transferred to another system.
Windows is case insensitive, and OS X is case insensitive by default, but both are case preserving, so I'm not sure it's worth worrying about.
If you want, I can recode the mod loader to be case insensitive...
Zarel wrote:Windows is case insensitive, and OS X is case insensitive by default, but both are case preserving, so I'm not sure it's worth worrying about.
If you want, I can recode the mod loader to be case insensitive...
The problem is that people make mistakes on Windows without realizing because it keeps working, and are surprised when it fails on other platforms.
Most of the loading code is already case insensitive, but there are hold-outs in various places causing problems.
Per wrote:The problem is that people make mistakes on Windows without realizing because it keeps working, and are surprised when it fails on other platforms.
Flail13 wrote:- what do "time", and "type" do in the GAM file? are they for campaign or perhaps related to savegames?
By time I suppose you mean gameTime, which is when the master clock should start. Usually this would be 2, I believe, and only set otherwise by savegames. By type I suppose you mean gameType, which is used for campaigns. The values are:
0 - Initial scenario state.
1 - Scenario scroll area expansion.
2 - Stand alone mission.
3 - User saved game - at the start of a level.
4 - User saved game - in the middle of a level
Per wrote:The problem is that people make mistakes on Windows without realizing because it keeps working, and are surprised when it fails on other platforms.
...what sort of mistake? o_O
cApItAliZaTIon, dude. You know, what we were talking about.
Zarel wrote:
I mean, using capitalization by itself isn't exactly a mistake. I'm asking what mistake can arise from using capitalization?
I use windows and I have cultivated the bad habit of Capitalizing the first letter of most words/switches in a command line. I can see how this may be a problem in Linux or with a program that is case sensitive.
In general, if you see glowing, pulsating things in the game, you should click on them.
- Demigod Game Ganual
Zarel wrote:I mean, using capitalization by itself isn't exactly a mistake. I'm asking what mistake can arise from using capitalization?
Example: a common mistake with Windows developers doing multi-platform development is to write something like
#include "FOO.H"
when the actual filename is foo.h. This works on Windows due to the case insensitivity, but breaks on other platforms that consider lower and upper case letters to be different.
stiv wrote:Example: a common mistake with Windows developers doing multi-platform development is to write something like
#include "FOO.H"
when the actual filename is foo.h. This works on Windows due to the case insensitivity, but breaks on other platforms that consider lower and upper case letters to be different.
Let me rephrase. I understand that capitalization can cause problems, and how they can cause problems in general.
What I don't understand is how capitalization of a mod can cause problems.
the dinit.bjo file is the droid data. that map has a version 7 file instead of the normal version 8, which i havent seen before and to fix it I'd need one of the devs to tell me what the differences are.
I tried just changing it to an 8, but it loaded the 4 construction units in the wrong place. If you really want to edit that map in flaME right now, you could extract the files, and replace the dinit.bjo file with one from a saved blank map (or one with no droids on it) and rezip it.
Flail13 wrote:the dinit.bjo file is the droid data. that map has a version 7 file instead of the normal version 8, which i havent seen before and to fix it I'd need one of the devs to tell me what the differences are.
I tried just changing it to an 8, but it loaded the 4 construction units in the wrong place. If you really want to edit that map in flaME right now, you could extract the files, and replace the dinit.bjo file with one from a saved blank map (or one with no droids on it) and rezip it.
Version 7+ all use loadSaveDroidInitV2() (in game.c), and It doesn't do anything special for V7 that I have noticed (at least, loading dinit.bjo)