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From: mamutas <ma...@pr...> - 2003-12-04 04:32:04
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Yeah, that is exactly what I was suggesting.=20
Unfortunately, I do not think it is possible to refernce IDs between =
files,
but things might have been changed recently...
=20
I suggest to go with second approach: different properties in different
attributes. And change 'name' to 'race': Sectoid, Floater, Human...
-----Original Message-----
From: Cpt. Boxershorts [mailto:cpt...@te...]=20
Sent: Monday, December 01, 2003 7:32 PM
To: mamutas; xen...@li...
Subject: RE: [Xenocide-programming] Tech Tree XML layout
=20
So, what you're saying is move the <filereferences> element into a =
global
item list? That's no problem.
Do you know if it's possible to enforce id integrity across files? I =
know
you can do it in a single file.
=20
Does anyone know how captured aliens will be recorded? Will it be an =
actual
"Alien" class with a Rank property, or just a one line reference?
=20
Basically, I'm asking if it would be:
=20
<topic name=3D"Sectiod Soldier"/>
=20
or
=20
<topic name =3D "Sectoid" rank=3D"Soldier"/>
=20
The first is easier to do, but the second might be better for
future-proofing (for multiplayer, when you can capture enemy humans as =
well)
=20
-The Captain
=20
=20
=20
=20
=20
-----Original Message-----
From: mamutas [mailto:ma...@pr...]
Sent: December 1, 2003 2:47 PM
To: 'Cpt. Boxershorts'; xen...@li...
Subject: RE: [Xenocide-programming] Tech Tree XML layout
Yes, visual representation is the images, text, models - everything what =
is
displayed to the user. I suggest to break down information into separate
files: one containing relationship for XNet DB view, another with
relationships and data for research, and another with list of all =
entities
and their visual representation (models, text, video, etc.). Then first =
two
files could refer to the last one. How is that?
-----Original Message-----
From: Cpt. Boxershorts [mailto:cpt...@te...]=20
Sent: Monday, December 01, 2003 4:07 PM
To: mamutas; xen...@li...
Subject: RE: [Xenocide-programming] Tech Tree XML layout
I'm not quite sure if I understand. By "visual representation", do you =
mean
the part of the data that the player actually sees (i.e.: the xnet =
info), or
or you suggesting a further breakdown of the underlying data (so there =
would
be an XML file containing a simple list of all researchable items, and
separate file containing the relationships)?
=20
-The Captain
-----Original Message-----
From: xen...@li...
[mailto:xen...@li...]On Behalf Of
mamutas
Sent: November 30, 2003 8:32 PM
To: 'Andrew Franks'; xen...@li...
Subject: RE: [Xenocide-programming] Tech Tree XML layout
Looks pretty good to me.
=20
I take a look at the structure of XML file and did not really checked =
the
dependencies between researcheable items.
=20
I have one concern here: the definition integrates both research tree
hierarchy and visual representation for the entities. In my opinion =
these
two should be separated, perhaps in two XML files: first to describe
dependencies only, second to provide information for entry visual
presentation.
=20
In addition, I think that this project should be performed in parallel =
with
XNet DB model definition. ChrisP has started it, but not finished yet. =
Here
I think we need two XML as well: one to describe categories and entities =
and
another to describe visual representation of entity. The second could be =
the
same as the one for research, see?
=20
Regards.
-----Original Message-----
From: xen...@li...
[mailto:xen...@li...] On Behalf Of
Andrew Franks
Sent: Friday, November 28, 2003 5:05 PM
To: mamutas; xen...@li...
Subject: RE: [Xenocide-programming] Tech Tree XML layout
Okay, here's a first draft. I included every field I could think =
of...let
me know if I missed anything.
Is X-Net going to have it's own xml layout, or will it share with the =
tech
tree?
=20
Here's a short sample, see the attachment for more detailed comments
=20
//Plasma Pistol
<topic name=3D"Plasma Pistol" researchtime=3D"100">
=20
<prerequisite>
<topic name=3D"Plasma Weapons" />
<item name=3D"Plasma Pistol" />
</prerequisite>
=20
<researchbonus> // so if the player researched rifle before pistol, =
pistol
would only take 95% of researchtime
//these are cumulative, so if both were researched already, pistol =
would
take 90% of researchtime
<topic name=3D"Plasma Rifle" bonus=3D"5" />
<topic name=3D"Heavy Plasma" bonus=3D"5" />
</researchbonus>
=20
<filepaths>
<unresearched>/xnet/texts/unresearched/plasmapistol.rtf</unresearched> =
<xnet_image>/xnet/images/plasmapistol.3ds</xnet_image>=20
<xnet_text>/xnet/texts/weapons/plasmapistol.rtf</xnet_text>=20
</filepaths>
=20
<grants>
<item name=3D"Plasma Pistol"/>
</grants>
</topic>
=20
=20
=20
- Cpt. Boxershorts
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=20
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