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From: mamutas <ma...@pr...> - 2003-12-10 05:10:11
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It is not like we already decided on the parser. But rather we do not have resources to do that extensive comparision. However, I know the reputation of Xerces and has been using its Java version for a few years. It is also parser of choice within my company. I would like to see the results of comparision between those two parsers or any others, if anyone will take that assignment. I do not think that memory size matters. As well as performance. Rather the stability of the code and ease to use are more important in my opinion. Regards. >-----Original Message----- >From: xen...@li... >[mailto:xen...@li...] On >Behalf Of Chris Phillips >Sent: Tuesday, December 09, 2003 5:24 PM >To: dr...@cf... >Cc: xen...@li... >Subject: Re: [Xenocide-programming] RE: Xenocide-programming >digest, Vol 1 #75 - 2 msgs > > > >I'm open to other suggestions on XML parsers. If anyone knows of >any others, go ahead and list them. I think smaller would be >better. It should keep as small of a memory footprint as >possible. Execution speed isn't really a factor (IMO). > >chrisp > >On Tue, 9 Dec 2003 13:52:47 -0500 "Jeremy" <dr...@cf...> writes: >> FYI, it looks like you've already decided on an XML parser, but I >> have >> experience using TinyXML and it's very simple and quick. >> http://sourceforge.net/projects/tinyxml Just thought I'd throw that >> out >> there >> >> Jeremy >> >> >> >> -----Original Message----- >> From: xen...@li... >> [mailto:xen...@li...] On Behalf >> Of >> xen...@li... >> Sent: Tuesday, December 09, 2003 4:28 AM >> To: xen...@li... >> Subject: Xenocide-programming digest, Vol 1 #75 - 2 msgs >> >> Send Xenocide-programming mailing list submissions to >> xen...@li... >> >> To subscribe or unsubscribe via the World Wide Web, visit >> >https://lists.sourceforge.net/lists/listinfo/xenocide-programming >> or, via email, send a message with subject or body 'help' to >> xen...@li... >> >> You can reach the person managing the list at >> xen...@li... >> >> When replying, please edit your Subject line so it is more specific >> than "Re: Contents of Xenocide-programming digest..." >> >> >> Today's Topics: >> >> 1. Re: Tech Tree XML layout (Chris Phillips) >> 2. RE: Tech Tree XML layout (Cpt. Boxershorts) >> >> --__--__-- >> >> Message: 1 >> To: ma...@pr... >> Cc: xen...@li... >> Date: Mon, 8 Dec 2003 23:41:59 -0500 >> Subject: Re: [Xenocide-programming] Tech Tree XML layout >> From: Chris Phillips <chr...@ju...> >> >> > Welcome back. It was a while since there was a news from you. >> >> THX. Sorry I've been out of touch. :( >> >> >As I see the Xnet DB and the research > tree XML >> > files have lots in common, so they should not be developed >> > individually. >> >> Makes sense to me. >> >> > First of all, I think that we should split information about visual >> >> > entry presentation into separate file and to have a file with >> relationship >> > info (like 'rifle' is 'weapon', 'tank' is 'hwp', kind of info) >> which >> will >> > refer to the visual info file. That visual info file will be used >> by >> > research tree XML in the same way. >> >> I believe this is how I understood it would work. I'm not >> completely >> sure I follow what you are saying though... >> >> > Second, I strongly recommend you not to spent your time on writing >> >> > an XML parser (unless you want to do it just for fun), but use >> already >> > existing one. So far, we planning to use Xerces from Apache and >> that >> is >> > what you should plan on too. >> >> DOH!!! At least I haven't invested too much time in the parsing >> yet. >> I was not aware of Xerces. Yes.. let's use that and stay sane. :) >> I suppose I may attempt my own if I happen to have a great deal of >> free time. That might happen... >> >> > Third, there is a String class in STL which is widely used with >> the >> > project, so you should use it as well instead of your >> implementation. >> >> I plan on doing this. I just used my own String class since I was >> developing using gcc, and it's something I can use easily when >> creating prototype >> code. >> I'll just run a script on it to switch over when I get to the real >> thing. >> >> > Also, there was a significant work done on converting original >> names >> > to the ones we will use in the game, which should be utilized >> everywhere. >> > The XML file of XNDL must use it as well. Breunor or Cpt. >> Boxershorts >> will >> > give you more info and directions on that. >> >> It shouldn't impact XNDL development. I'll focus on that for now. >> :) >> >> > Again, sorry if I was to criticizing. I really appreciate the work >> >> > you are doing and efforts you are putting in the project. >> >> Don't worry about it. I'd rather have somebody point out that I am >> taking the wrong approach. That way I don't waste my time on >> something that >> can't be used. I'll look into ways to integrate Xerces. >> >> Regards, >> chrisp >> >> > > -----Original Message----- >> > > From: xen...@li... >> > > [mailto:xen...@li...] On >> > > Behalf Of Chris Phillips >> > > Sent: Friday, December 05, 2003 1:49 AM >> > > To: xen...@li... >> > > Subject: Re: [Xenocide-programming] Tech Tree XML layout >> > > >> > > >> > > >> > > Hi Everyone, >> > > >> > > Sorry I have been absent for so long. I have been extremely >> > > busy recently. I'm essentially >> > > working three jobs right now, but I would still like to >> > > continue contributing to this project. >> > > >> > > I was originally to do the X-Net XML file and X-Net data >> > > loader a couple of months ago. >> > > I have an example of an XML file and the X-Net data loader is >> > > further along. I am going to post a more complete version of >> > > the XNDL class this weekend. I have not been able to do any >> > > significant development on it until just a couple of days ago. >> > > >> > > The XNDL is close to being able to completely tokenize an XML >> > > file (although it may not appear to be..). We need to decide >> > > on a format for an X-Net XML file, though. If we >> > > want a full-fledged XML parser, than the implementation will >> > > be much more tricky. Basically, >> > > you're dealing with a compiler front-end with that. >> > > Otherwise, we will have to use canned tags >> > > or meet somewhere in between. We can base the XML file on my >> > > example, or any other. >> > > It doesn't matter much to me. But keep in mind, that the >> > > simpler the XML syntax, the more >> > > likely it is to be compatible with the XNDL. Please keep the >> > > syntax simple for the time being. :) >> > > >> > > I have attached the current state of the XNDL code. It is very >> >> > raw. >> > > Don't worry about >> > > critiquing the code. It's in way to poor of a state for >> > > that. :) I also included my example XML file. I will post >> > > more comments and updated code later. >> > > >> > > Regards, >> > > chrisp >> > > >> > > --- >> > > Incoming mail is certified Virus Free. >> > > Checked by AVG anti-virus system (http://www.grisoft.com). >> > > Version: 6.0.545 / Virus Database: 339 - Release Date: >> 2003/11/27 >> > > >> > > >> > > >> > >> > --- >> > Outgoing mail is certified Virus Free. >> > Checked by AVG anti-virus system (http://www.grisoft.com). >> > Version: 6.0.545 / Virus Database: 339 - Release Date: 2003/11/27 >> > >> > >> > >> > >> > ------------------------------------------------------- >> > This SF.net email is sponsored by: SF.net Giveback Program. Does >> > SourceForge.net help you be more productive? Does it help you >> > create better code? SHARE THE LOVE, and help us help YOU! Click >> > Here: http://sourceforge.net/donate/ >> > _______________________________________________ >> > Xenocide-programming mailing list >> > Xen...@li... >> > https://lists.sourceforge.net/lists/listinfo/xenocide-programming >> > >> > >> >> ________________________________________________________________ >> The best thing to hit the internet in years - Juno >SpeedBand! Surf the >> web up to FIVE TIMES FASTER! Only $14.95/ month - visit www.juno.com >> to sign up today! >> >> >> --__--__-- >> >> Message: 2 >> From: "Cpt. Boxershorts" <cpt...@te...> >> To: "mamutas" <ma...@pr...>, >> <xen...@li...> >> Cc: <br...@pr...> >> Subject: RE: [Xenocide-programming] Tech Tree XML layout >> Date: Mon, 8 Dec 2003 11:39:03 -0800 >> >> This is a multi-part message in MIME format. >> >> ------=_NextPart_000_0010_01C3BD7F.E18BAEF0 >> Content-Type: text/plain; >> charset="Windows-1252" >> Content-Transfer-Encoding: 7bit >> >> MessageI think the separate attribute (at least for rank) is good >> idea, >> because it would make it easier to mod in the future. Adding a new >> rank (or >> alien race, for that matter) is that much better defined. This >> way, the >> topic "Grey Commander" (stored as (name="Grey" rank="commander") is >> parsed >> as a grey (sectoid) first, and commander second. >> >> I agree that we should minimize extraneous attributes (or elements, >> for that >> matter). >> >> >> Which leads us, of course, into adding a new field for dealing with >> multiple >> researches of the same topic. I can see two ways of doing this : >> default, >> or specific. >> >> Default Method: Currently more or less what we have. Unless flagged >> in some >> way (attribute or element), research topics are one-shot deals. By >> default, >> parent (researched) nodes in the tree can only be researched once. >> >> Specific Method: In the original techtree xml file, there was an >> <obsoletes/> element, that would contain topics and items that the >> player could no longer access. I took it out because the way it was >> being used (to >> block earlier technologies) seemed to be a waste of time at best, >> and >> counter productive at worst (AP ammo isn't obsolete just because you >> have >> Lasers). However, we could use this to specify a node obsoleting >> itself. >> This is the more flexible route, as it opens up all sorts of >> possibilities >> in future versions. >> >> There might be some sort of condition possible in here as >> well...once all >> possible child nodes are researched, then the node obsoletes >> itself. >> Otherwise, you have the same annoying problem that x-com had, where >> you end >> up with 20+ snakeman medics on your research list, even though you >> researched one 6 months ago. >> >> However, there's another catch in here...when you research an >> engineer, you >> aren't given a new topic or item....just new information. Just to >> make >> things more complicated, the information (IIRC) depends on the ship >> the >> engineer came from. Would that sort of thing be handled entirely in >> the >> code itself? Or would the techtree need to list all possible crafts >> as >> results from an engineer, and the research code just picks the >> correct one >> off the list? >> >> -The Captain >> >> >> >> >> >> -----Original Message----- >> From: mamutas [mailto:ma...@pr...] >> Sent: December 7, 2003 9:58 PM >> To: 'Cpt. Boxershorts'; >> xen...@li... >> Cc: br...@pr... >> Subject: RE: [Xenocide-programming] Tech Tree XML layout >> >> >> You now make me think that some research topics did not have a >> visual >> representation in the original game. More than that, it was possible >> to >> research the same alien navigator and to get more and more of >> different info >> from him. Everytime you research a navigator, you would get an info >> about an >> alien craft. In that case, there multiple outcome from the research >> and >> research item could be reused. It is very important to implement >> suppor for >> such functionality in your XML format. >> >> Again, some research topics did not have a visual representation >> in the >> original game at all. For example: laser weapons. There was nothing >> shown at >> the end of research, except for 'You can research laser pistol and >> rifle >> now'. The question, are we going to follow that scheme? Or we will >> have a >> visual representation for each research topic? I do not know yet. >> >> So, now I am thinking, that since research tree is static and >> completely >> defined at the beginning of the game, there is no need to introduce >> more >> properties than it is necessary. For example, Nick suggested to >> separate >> rank from race and I supported him. However, the approach he was >> suggesting >> is good for dynamic game data, and not for static research tree. >> Therefore, >> limit the number of attributes for necessary ones only. >> >> Regards, >> mamutas. >> -----Original Message----- >> From: Cpt. Boxershorts [mailto:cpt...@te...] >> Sent: Thursday, December 04, 2003 12:12 AM >> To: mamutas; xen...@li... >> Subject: RE: [Xenocide-programming] Tech Tree XML layout >> >> >> It's 'name' so that it fits with everything else in the tech >> tree. This >> is just a research topic...it won't hold actual alien data (stats >> and the >> like), just information related to the tech tree. The actual entry >> (made >> commander just for extra fields) would look like this: >> >> <!--Sectoid Commander--> >> <topic name="Sectoid" rank="commander" researchtime="1000"> >> >> <prerequisite> >> <Item name="Sectoid" rank="commander" /> //reference to Item >> list >> </prerequisite> >> >> <researchbonus/> >> >> <grants> >> <topic name="Psi Lab"/> >> </grants> >> </topic> >> >> >> >> -----Original Message----- >> From: xen...@li... >> [mailto:xen...@li...]On Behalf >> Of >> mamutas >> Sent: December 3, 2003 8:32 PM >> To: 'Cpt. Boxershorts'; >> xen...@li... >> Subject: RE: [Xenocide-programming] Tech Tree XML layout >> >> >> Yeah, that is exactly what I was suggesting. >> Unfortunately, I do not think it is possible to refernce IDs >> between >> files, but things might have been changed recently... >> >> 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...] >> Sent: Monday, December 01, 2003 7:32 PM >> To: mamutas; xen...@li... >> Subject: RE: [Xenocide-programming] Tech Tree XML layout >> >> >> >> 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. >> >> 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? >> >> Basically, I'm asking if it would be: >> >> <topic name="Sectiod Soldier"/> >> >> or >> >> <topic name = "Sectoid" rank="Soldier"/> >> >> 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) >> >> -The Captain >> >> >> >> >> >> -----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...] >> 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)? >> >> -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. >> >> I take a look at the structure of XML file and did not >> really >> checked the dependencies between researcheable items. >> >> 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. >> >> 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? >> >> 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? >> >> Here's a short sample, see the attachment for more >> detailed >> comments >> >> //Plasma Pistol >> <topic name="Plasma Pistol" researchtime="100"> >> >> <prerequisite> >> <topic name="Plasma Weapons" /> >> <item name="Plasma Pistol" /> >> </prerequisite> >> >> <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="Plasma Rifle" bonus="5" /> >> <topic name="Heavy Plasma" bonus="5" /> >> </researchbonus> >> >> <filepaths> >> >> ><unresearched>/xnet/texts/unresearched/plasmapistol.rtf</unresearched> >> >> <xnet_image>/xnet/images/plasmapistol.3ds</xnet_image> >> >> <xnet_text>/xnet/texts/weapons/plasmapistol.rtf</xnet_text> >> </filepaths> >> >> <grants> >> <item name="Plasma Pistol"/> >> </grants> >> </topic> >> >> >> >> - Cpt. Boxershorts >> >> >> --- >> Incoming mail is certified Virus Free. >> Checked by AVG anti-virus system >> (http://www.grisoft.com). >> Version: 6.0.538 / Virus Database: 333 - Release >> Date: >> 2003/11/10 >> >> >> >> >> >> --- >> Outgoing mail is certified Virus Free. >> Checked by AVG anti-virus system >> (http://www.grisoft.com). >> Version: 6.0.538 / Virus Database: 333 - Release >> Date: >> 2003/11/10 >> >> >> >> >> --- >> Incoming mail is certified Virus Free. >> Checked by AVG anti-virus system >> (http://www.grisoft.com). >> Version: 6.0.545 / Virus Database: 339 - Release Date: >> 2003/11/27 >> >> >> >> >> --- >> Outgoing mail is certified Virus Free. >> Checked by AVG anti-virus system >> (http://www.grisoft.com). >> Version: 6.0.545 / Virus Database: 339 - Release Date: >> 2003/11/27 >> >> >> >> >> --- >> Incoming mail is certified Virus Free. >> Checked by AVG anti-virus system (http://www.grisoft.com). >> Version: 6.0.545 / Virus Database: 339 - Release Date: >> 2003/11/27 >> >> >> >> >> --- >> Outgoing mail is certified Virus Free. >> Checked by AVG anti-virus system (http://www.grisoft.com). >> Version: 6.0.545 / Virus Database: 339 - Release Date: >> 2003/11/27 >> >> >> >> >> --- >> Incoming mail is certified Virus Free. >> Checked by AVG anti-virus system (http://www.grisoft.com). >> Version: 6.0.545 / Virus Database: 339 - Release Date: >> 2003/11/27 >> >> >> >> >> --- >> Outgoing mail is certified Virus Free. >> Checked by AVG anti-virus system (http://www.grisoft.com). >> Version: 6.0.545 / Virus Database: 339 - Release Date: 2003/11/27 >> >> >> ------=_NextPart_000_0010_01C3BD7F.E18BAEF0 >> Content-Type: text/html; >> charset="Windows-1252" >> Content-Transfer-Encoding: quoted-printable >> >> <!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 4.0 Transitional//EN"> >> <HTML><HEAD><TITLE>Message</TITLE> >> <META http-equiv=3DContent-Type content=3D"text/html; = >> charset=3DWindows-1252"> <META content=3D"MSHTML 6.00.2800.1264" >> name=3DGENERATOR></HEAD> <BODY> >> <DIV><FONT face=3DArial color=3D#000080 size=3D2><SPAN = >> class=3D224390419-08122003>I=20 >> think the separate attribute (at least for rank) is good idea, >> because = >> it would=20 >> make it easier to mod in the future. Adding a new rank (or >> alien = >> race, for=20 >> that matter) is that much better defined. This way, the >> = >> topic "Grey=20 >> Commander" (stored as (<FONT face=3DTahoma>name=3D"<SPAN=20 >> class=3D648020306-04122003>Grey</SPAN>" </FONT><SPAN=20 >> class=3D648020306-04122003><FONT >> face=3DTahoma>rank=3D"</FONT><FONT=20 >> face=3DArial>commander</FONT><FONT face=3DTahoma>") is parsed as a >> grey = >> (sectoid)=20 >> first, and commander second.</FONT></SPAN></SPAN></FONT></DIV> >> <DIV><FONT face=3DTahoma color=3D#000080 size=3D2><SPAN = >> class=3D224390419-08122003><SPAN=20 >> class=3D648020306-04122003></SPAN></SPAN></FONT> </DIV> >> <DIV><FONT face=3DTahoma color=3D#000080 size=3D2><SPAN = >> class=3D224390419-08122003><SPAN=20 >> class=3D648020306-04122003>I agree that we should minimize >> extraneous = >> attributes=20 >> (or elements, for that matter).</SPAN></SPAN></FONT></DIV> >> <DIV><FONT face=3DTahoma color=3D#000080 size=3D2><SPAN = >> class=3D224390419-08122003><SPAN=20 >> class=3D648020306-04122003></SPAN></SPAN></FONT> </DIV> >> <DIV><FONT face=3DTahoma color=3D#000080 size=3D2><SPAN = >> class=3D224390419-08122003><SPAN=20 >> class=3D648020306-04122003></SPAN></SPAN></FONT> </DIV> >> <DIV><FONT face=3DTahoma color=3D#000080 size=3D2><SPAN = >> class=3D224390419-08122003><SPAN=20 >> class=3D648020306-04122003>Which leads us, of course, into >> adding a = >> new field=20 >> for dealing with multiple researches of the same topic. I can >> see = >> two ways=20 >> of doing this : default, or specific.</SPAN></SPAN></FONT></DIV> >> <DIV><FONT face=3DTahoma color=3D#000080 size=3D2><SPAN = >> class=3D224390419-08122003><SPAN=20 >> class=3D648020306-04122003></SPAN></SPAN></FONT> </DIV> >> <DIV><FONT face=3DTahoma color=3D#000080 size=3D2><SPAN = >> class=3D224390419-08122003><SPAN=20 >> class=3D648020306-04122003>Default Method: Currently more or less >> what = >> we=20 >> have. Unless flagged in some way (attribute or element), >> research = >> topics=20 >> are one-shot deals. By default, parent (researched) >> nodes in = >> the tree=20 >> can only be researched once.</SPAN></SPAN></FONT></DIV> >> <DIV><FONT face=3DTahoma color=3D#000080 size=3D2><SPAN = >> class=3D224390419-08122003><SPAN=20 >> class=3D648020306-04122003></SPAN></SPAN></FONT> </DIV> >> <DIV><FONT face=3DTahoma color=3D#000080 size=3D2><SPAN = >> class=3D224390419-08122003><SPAN=20 >> class=3D648020306-04122003>Specific Method: In the original techtree >> xml = >> file,=20 >> there was an <obsoletes/> element, that would contain topics >> and = >> items=20 >> that the player could no longer access. I took it out because >> the = >> way it=20 >> was being used (to block earlier technologies) seemed to be a waste >> of = >> time at=20 >> best, and counter productive at worst (AP ammo isn't obsolete just >> = >> because you=20 >> have Lasers). However, we could use this to specify a node = >> obsoleting=20 >> <EM>itself</EM>. This is the more flexible route, as it opens >> up = >> all sorts=20 >> of possibilities in future versions.</SPAN></SPAN></FONT></DIV> >> <DIV><FONT face=3DTahoma color=3D#000080 size=3D2><SPAN = >> class=3D224390419-08122003><SPAN=20 >> class=3D648020306-04122003></SPAN></SPAN></FONT> </DIV> >> <DIV><FONT face=3DTahoma color=3D#000080 size=3D2><SPAN = >> class=3D224390419-08122003><SPAN=20 >> class=3D648020306-04122003> >> <DIV><FONT face=3DTahoma color=3D#000080 size=3D2><SPAN = >> class=3D224390419-08122003><SPAN=20 >> class=3D648020306-04122003>There might be some sort of condition = >> possible in here=20 >> as well...once all possible child nodes are researched, = >> <EM>then </EM>the=20 >> node obsoletes itself. Otherwise, you have the same annoying problem >> = >> that x-com=20 >> had, where you end up with 20+ snakeman medics on your research >> = >> list, even=20 >> though you researched one 6 months=20 >> ago.</SPAN></SPAN></FONT></DIV></SPAN></SPAN></FONT></DIV> >> <DIV><FONT face=3DTahoma color=3D#000080 size=3D2><SPAN = >> class=3D224390419-08122003><SPAN=20 >> class=3D648020306-04122003></SPAN></SPAN></FONT> </DIV> >> <DIV><FONT face=3DTahoma color=3D#000080 size=3D2><SPAN = >> class=3D224390419-08122003><SPAN=20 >> class=3D648020306-04122003>However, there's another catch in >> here...when = >> you=20 >> research an engineer, you aren't given a new topic or item....just >> new=20 >> information. Just to make things more complicated, the >> information = >> (IIRC)=20 >> depends on the ship the engineer came from. Would that sort of >> = >> thing be=20 >> handled entirely in the code itself? Or would the techtree >> need to = >> list=20 >> all possible crafts as results from an engineer, and the research >> code = >> just=20 >> picks the correct one off the = >> list?</SPAN></SPAN></FONT></DIV> >> <DIV><FONT face=3DTahoma color=3D#000080 size=3D2><SPAN = >> class=3D224390419-08122003><SPAN=20 >> class=3D648020306-04122003></SPAN></SPAN></FONT> </DIV> >> <DIV><FONT face=3DTahoma color=3D#000080 size=3D2><SPAN = >> class=3D224390419-08122003><SPAN=20 >> class=3D648020306-04122003>-The Captain</SPAN></SPAN></FONT></DIV> >> <DIV><FONT face=3DTahoma color=3D#000080 size=3D2><SPAN = >> class=3D224390419-08122003><SPAN=20 >> class=3D648020306-04122003></SPAN></SPAN></FONT> </DIV> >> <DIV><FONT face=3DTahoma color=3D#000080 size=3D2><SPAN = >> class=3D224390419-08122003><SPAN=20 >> class=3D648020306-04122003></SPAN></SPAN></FONT> </DIV> >> <DIV><FONT face=3DTahoma color=3D#000080 size=3D2><SPAN = >> class=3D224390419-08122003><SPAN=20 >> class=3D648020306-04122003></SPAN></SPAN></FONT> </DIV> >> <DIV><FONT face=3DTahoma color=3D#000080 size=3D2><SPAN = >> class=3D224390419-08122003><SPAN=20 >> class=3D648020306-04122003></SPAN></SPAN></FONT> </DIV> >> <DIV><FONT face=3DTahoma color=3D#000080 size=3D2><SPAN = >> class=3D224390419-08122003><SPAN=20 >> class=3D648020306-04122003></SPAN></SPAN></FONT> </DIV> >> <BLOCKQUOTE dir=3Dltr style=3D"MARGIN-RIGHT: 0px"> >> <DIV class=3DOutlookMessageHeader dir=3Dltr align=3Dleft><FONT = >> face=3DTahoma=20 >> size=3D2>-----Original Message-----<BR><B>From:</B> mamutas=20 >> [mailto:ma...@pr...]<BR><B>Sent:</B> December 7, >> 2003 = >> 9:58=20 >> PM<BR><B>To:</B> 'Cpt. Boxershorts';=20 >> xen...@li...<BR><B>Cc:</B>=20 >> br...@pr...<BR><B>Subject:</B> RE: = >> [Xenocide-programming] Tech=20 >> Tree XML layout<BR><BR></FONT></DIV> >> <DIV><SPAN class=3D835134705-08122003><FONT face=3DArial = >> color=3D#0000ff size=3D2>You=20 >> now make me think that some research topics did not have a >> visual=20 >> representation in the original game. More than that, it was >> possible = >> to=20 >> research the same alien navigator and to get more and more of = >> different info=20 >> from him. Everytime you research a navigator, you would get an >> info = >> about an=20 >> alien craft. In that case, there multiple outcome from the >> research = >> and=20 >> research item could be reused. It is very important to implement >> = >> suppor for=20 >> such functionality in your XML format.</FONT></SPAN></DIV> >> <DIV><SPAN class=3D835134705-08122003><FONT face=3DArial = >> color=3D#0000ff=20 >> size=3D2></FONT></SPAN> </DIV> >> <DIV><SPAN class=3D835134705-08122003><FONT face=3DArial = >> color=3D#0000ff=20 >> size=3D2>Again, some research topics did not have a visual = >> representation in the=20 >> original game at all. For example: laser weapons. There was >> nothing = >> shown at=20 >> the end of research, except for 'You can research laser pistol and >> = >> rifle now'.=20 >> The question, are we going to follow that scheme? Or we will have >> a = >> visual=20 >> representation for each research topic? I do not know = >> yet.</FONT></SPAN></DIV> >> <DIV><SPAN class=3D835134705-08122003><FONT face=3DArial = >> color=3D#0000ff=20 >> size=3D2></FONT></SPAN> </DIV> >> <DIV><SPAN class=3D835134705-08122003><FONT face=3DArial = >> color=3D#0000ff size=3D2>So,=20 >> now I am thinking, that since research tree is static and >> completely = >> defined=20 >> at the beginning of the game, there is no need to introduce more >> = >> properties=20 >> than it is necessary. For example, Nick suggested to separate rank >> = >> from race=20 >> and I supported him. However, the approach he was suggesting is >> good = >> for=20 >> dynamic game data, and not for static research tree. Therefore, >> limit = >> the=20 >> number of attributes for necessary ones only.</FONT></SPAN></DIV> >> <DIV><SPAN class=3D835134705-08122003><FONT face=3DArial = >> lor=3D#0000ff=20 >> size=3D2></FONT></SPAN> </DIV> >> <DIV><SPAN class=3D835134705-08122003><FONT face=3DArial = >> color=3D#0000ff=20 >> size=3D2>Regards,</FONT></SPAN></DIV> >> <DIV><SPAN class=3D835134705-08122003><FONT face=3DArial = >> color=3D#0000ff=20 >> size=3D2>mamutas.</FONT></SPAN></DIV> >> <BLOCKQUOTE dir=3Dltr=20 >> style=3D"PADDING-LEFT: 5px; MARGIN-LEFT: 5px; BORDER-LEFT: #0000ff >> 2px = >> solid; MARGIN-RIGHT: 0px"> >> <DIV></DIV> >> <DIV class=3DOutlookMessageHeader lang=3Den-us dir=3Dltr = >> align=3Dleft><FONT=20 >> face=3DTahoma size=3D2>-----Original >> Message-----<BR><B>From:</B> = >> Cpt.=20 >> Boxershorts [mailto:cpt...@te...] <BR><B>Sent:</B> >> = >> Thursday,=20 >> December 04, 2003 12:12 AM<BR><B>To:</B> mamutas;=20 >> xen...@li...<BR><B>Subject:</B> >> RE:=20 >> [Xenocide-programming] Tech Tree XML >> layout<BR><BR></FONT></DIV> >> <DIV><SPAN class=3D648020306-04122003><FONT face=3DArial = >> color=3D#000080=20 >> size=3D2>It's 'name' so that it fits with everything else in the >> = >> tech=20 >> tree. This is just a research topic...it won't hold actual >> = >> alien data=20 >> (stats and the like), just information related to the tech = >> tree. The=20 >> actual entry (made commander just for extra fields) would look >> like=20 >> this:</FONT></SPAN></DIV> >> <DIV><SPAN class=3D648020306-04122003><FONT face=3DArial = >> color=3D#000080=20 >> size=3D2></FONT></SPAN> </DIV> >> <DIV><SPAN class=3D648020306-04122003><FONT face=3DArial> >> <DIV><FONT face=3DTahoma><SPAN >> class=3D103305922-28112003><FONT=20 >> color=3D#000080><FONT size=3D2><SPAN=20 >> class=3D648020306-04122003><!--</SPAN><SPAN=20 >> class=3D648020306-04122003>Sectoid = >> Commander--></SPAN><BR><topic=20 >> name=3D"<SPAN >> class=3D648020306-04122003>Sectoid</SPAN>" <SPAN=20 >> class=3D648020306-04122003>rank=3D"<FONT = >> face=3DArial>commander</FONT>"=20 >> </SPAN>researchtime=3D"<SPAN=20 >> = >> >class=3D648020306-04122003>1000</SPAN>"></FONT></FONT></SPAN >></FONT></ >= >> DIV> >> <DIV><FONT color=3D#000080 size=3D2></FONT> </DIV> >> <DIV><FONT face=3DTahoma color=3D#000080 size=3D2><SPAN=20 >> = >> >class=3D103305922-28112003> <prerequisite></SPAN></F >ONT><FONT >> = >> >> size=3D+0><SPAN class=3D103305922-28112003><BR><FONT >> face=3DTahoma = >> color=3D#000080=20 >> size=3D2> <<SPAN = >> class=3D648020306-04122003>Item</SPAN>=20 >> name=3D"<SPAN >> class=3D648020306-04122003>Sectoid</SPAN>"<SPAN=20 >> class=3D648020306-04122003> rank=3D"<FONT=20 >> face=3DArial>commander</FONT>"</SPAN> /><SPAN=20 >> class=3D648020306-04122003> //reference to Item=20 >> = >> >list</SPAN><BR> </prerequisite><BR> <BR> & >lt;researc >= >> hbonus<SPAN=20 >> = >> >class=3D648020306-04122003>/></SPAN><BR> <BR> < >grants> >= >> <BR> <<SPAN=20 >> class=3D648020306-04122003>t</SPAN><SPAN = >> class=3D648020306-04122003>opic=20 >> </SPAN>name=3D"<SPAN class=3D648020306-04122003>Psi=20 >> = >> >Lab</SPAN>"/><BR> </grants><BR></topic></FO >NT></SPAN> >= >> </FONT></DIV> >> <DIV><FONT face=3DTahoma color=3D#000080 size=3D2><SPAN=20 >> class=3D103305922-28112003></SPAN></FONT> </DIV> >> <DIV><FONT face=3DTahoma color=3D#000080 size=3D2><SPAN=20 >> class=3D103305922-28112003></SPAN></FONT> </DIV> >> <DIV><FONT face=3DTahoma color=3D#000080 size=3D2><SPAN=20 >> class=3D103305922-28112003><SPAN=20 >> = >> >class=3D648020306-04122003></SPAN></SPAN></FONT> </DIV></F >ONT></SPAN >= >> ></DIV> >> <BLOCKQUOTE dir=3Dltr style=3D"MARGIN-RIGHT: 0px"> >> <DIV class=3DOutlookMessageHeader dir=3Dltr align=3Dleft><FONT >> = >> face=3DTahoma=20 >> size=3D2>-----Original Message-----<BR><B>From:</B>=20 >> xen...@li...=20 >> [mailto:xen...@li...]<B>On >> = >> Behalf Of=20 >> </B>mamutas<BR><B>Sent:</B> December 3, 2003 8:32 >> PM<BR><B>To:</B> = >> 'Cpt.=20 >> Boxershorts';=20 >> xen...@li...<BR><B>Subject:</B> >> RE:=20 >> [Xenocide-programming] Tech Tree XML >> layout<BR><BR></FONT></DIV> >> <DIV><SPAN class=3D272442804-04122003><FONT face=3DArial = >> color=3D#0000ff=20 >> size=3D2>Yeah, that is exactly what I was suggesting. = >> </FONT></SPAN></DIV> >> <DIV><SPAN class=3D272442804-04122003><FONT face=3DArial = >> color=3D#0000ff=20 >> size=3D2>Unfortunately, I do not think it is possible to >> refernce = >> IDs=20 >> between files, but things might have been changed=20 >> recently...</FONT></SPAN></DIV> >> <DIV><SPAN class=3D272442804-04122003><FONT face=3DArial = >> color=3D#0000ff=20 >> size=3D2></FONT></SPAN> </DIV> >> <DIV><SPAN class=3D272442804-04122003><FONT face=3DArial = >> color=3D#0000ff=20 >> size=3D2>I suggest to go with second approach: different = >> properties in=20 >> different attributes. And change 'name' to 'race': Sectoid, = >> Floater,=20 >> Human...</FONT></SPAN></DIV> >> <BLOCKQUOTE dir=3Dltr=20 >> style=3D"PADDING-LEFT: 5px; MARGIN-LEFT: 5px; BORDER-LEFT: >> #0000ff = >> 2px solid; MARGIN-RIGHT: 0px"> >> <DIV></DIV> >> <DIV class=3DOutlookMessageHeader lang=3Den-us dir=3Dltr = >> align=3Dleft><FONT=20 >> face=3DTahoma size=3D2>-----Original = >> Message-----<BR><B>From:</B> Cpt.=20 >> Boxershorts [mailto:cpt...@te...] >> <BR><B>Sent:</B> = >> Monday,=20 >> December 01, 2003 7:32 PM<BR><B>To:</B> mamutas;=20 >> >> >xen...@li...<BR><B>Subject:</B> = RE:=20 >> [Xenocide-programming] Tech Tree XML >> layout<BR><BR></FONT></DIV> >> <DIV><FONT face=3DArial color=3D#000080 size=3D2><SPAN=20 >> class=3D841092201-02122003></SPAN></FONT> </DIV> >> <DIV><FONT face=3DArial color=3D#000080 size=3D2><SPAN=20 >> class=3D841092201-02122003>So, what you're saying >> is = >> move the=20 >> <filereferences> element into a global item >> list? = >> That's no=20 >> problem.</SPAN></FONT></DIV> >> <DIV><FONT face=3DArial color=3D#000080 size=3D2><SPAN=20 >> class=3D841092201-02122003>Do you know if it's possible to >> = >> enforce id=20 >> integrity across files? I know you can do it in a >> single=20 >> file.</SPAN></FONT></DIV> >> <DIV><FONT face=3DArial color=3D#000080 size=3D2><SPAN=20 >> class=3D841092201-02122003></SPAN></FONT> </DIV> >> <DIV><FONT face=3DArial color=3D#000080 size=3D2><SPAN=20 >> class=3D841092201-02122003>Does anyone know how captured >> aliens = >> will be=20 >> recorded? Will it be an actual "Alien" class with a >> Rank = >> property,=20 >> or just a one line reference?</SPAN></FONT></DIV> >> <DIV><FONT face=3DArial color=3D#000080 size=3D2><SPAN=20 >> class=3D841092201-02122003></SPAN></FONT> </DIV> >> <DIV><FONT face=3DArial color=3D#000080 size=3D2><SPAN=20 >> class=3D841092201-02122003>Basically, I'm asking if it >> would=20 >> be:</SPAN></FONT></DIV> >> <DIV><FONT face=3DArial color=3D#000080 size=3D2><SPAN=20 >> class=3D841092201-02122003></SPAN></FONT> </DIV> >> <DIV><FONT face=3DArial color=3D#000080 size=3D2><SPAN=20 >> class=3D841092201-02122003><topic name=3D"Sectiod=20 >> Soldier"/></SPAN></FONT></DIV> >> <DIV><FONT face=3DArial color=3D#000080 size=3D2><SPAN=20 >> class=3D841092201-02122003></SPAN></FONT> </DIV> >> <DIV><FONT face=3DArial color=3D#000080 size=3D2><SPAN=20 >> class=3D841092201-02122003>or</SPAN></FONT></DIV> >> <DIV><FONT face=3DArial color=3D#000080 size=3D2><SPAN=20 >> class=3D841092201-02122003></SPAN></FONT> </DIV> >> <DIV><FONT face=3DArial color=3D#000080 size=3D2><SPAN=20 >> class=3D841092201-02122003><topic name =3D "Sectoid"=20 >> rank=3D"Soldier"/></SPAN></FONT></DIV> >> <DIV><FONT face=3DArial color=3D#000080 size=3D2><SPAN=20 >> class=3D841092201-02122003></SPAN></FONT> </DIV> >> <DIV><FONT face=3DArial color=3D#000080 size=3D2><SPAN=20 >> class=3D841092201-02122003>The first is easier to >do, but the >> = >> second might=20 >> be better for future-proofing (for multiplayer, when you can >> = >> capture=20 >> enemy humans as well)</SPAN></FONT></DIV> >> <DIV><FONT face=3DArial color=3D#000080 size=3D2><SPAN=20 >> class=3D841092201-02122003></SPAN></FONT> </DIV> >> <DIV><FONT face=3DArial color=3D#000080 size=3D2><SPAN=20 >> class=3D841092201-02122003>-The Captain</SPAN></FONT></DIV> >> <DIV><FONT face=3DArial color=3D#000080 size=3D2><SPAN=20 >> class=3D841092201-02122003></SPAN></FONT> </DIV> >> <DIV><FONT face=3DArial color=3D#000080 size=3D2><SPAN=20 >> class=3D841092201-02122003></SPAN></FONT> </DIV> >> <DIV><FONT face=3DArial color=3D#000080 size=3D2><SPAN=20 >> class=3D841092201-02122003></SPAN></FONT> </DIV> >> <DIV><FONT face=3DArial color=3D#000080 size=3D2><SPAN=20 >> class=3D841092201-02122003></SPAN></FONT> </DIV> >> <DIV><FONT face=3DArial color=3D#000080 size=3D2><SPAN=20 >> class=3D841092201-02122003></SPAN></FONT> </DIV> >> <BLOCKQUOTE dir=3Dltr style=3D"MARGIN-RIGHT: 0px"> >> <DIV class=3DOutlookMessageHeader dir=3Dltr >> align=3Dleft><FONT = >> face=3DTahoma=20 >> size=3D2>-----Original Message-----<BR><B>From:</B> >> mamutas=20 >> [mailto:ma...@pr...]<BR><B>Sent:</B> >> December = >> 1, 2003=20 >> 2:47 PM<BR><B>To:</B> 'Cpt. Boxershorts';=20 >> >> >xen...@li...<BR><B>Subject:</B> = RE:=20 >> [Xenocide-programming] Tech Tree XML = >> layout<BR><BR></FONT></DIV> >> <DIV><SPAN class=3D977004422-01122003><FONT face=3DArial >> = >> color=3D#0000ff=20 >> size=3D2>Yes, visual representation is the images, text, >> = >> models -=20 >> everything what is displayed to the user. I suggest to >> break = >> down=20 >> information into separate files: one containing >> relationship = >> for XNet=20 >> DB view, another with relationships and data for research, >> and = >> another=20 >> with list of all entities and their visual representation >> = >> (models,=20 >> text, video, etc.). Then first two files could refer to >> the = >> last one.=20 >> How is that?</FONT></SPAN></DIV> >> <BLOCKQUOTE dir=3Dltr=20 >> style=3D"PADDING-LEFT: 5px; MARGIN-LEFT: 5px; BORDER-LEFT: >> = >> #0000ff 2px solid; MARGIN-RIGHT: 0px"> >> <DIV></DIV> >> <DIV class=3DOutlookMessageHeader lang=3Den-us dir=3Dltr >> = >> align=3Dleft><FONT=20 >> face=3DTahoma size=3D2>-----Original = >> Message-----<BR><B>From:</B> Cpt.=20 >> Boxershorts [mailto:cpt...@te...] = >> <BR><B>Sent:</B>=20 >> Monday, December 01, 2003 4:07 PM<BR><B>To:</B> >> mamutas;=20 >> = >> xen...@li...<BR><B>Subject:</B> >> RE:=20 >> [Xenocide-programming] Tech Tree XML = >> layout<BR><BR></FONT></DIV> >> <DIV><FONT face=3DArial color=3D#000080 >> size=3D2><SPAN=20 >> class=3D338460222-01122003>I'm not quite sure if I = >> understand. =20 >> By "visual representation", do you mean the part of the >> data = >> that=20 >> the player actually sees (i.e.: the xnet info), or or >> you = >> suggesting=20 >> a further breakdown of the underlying data (so >> there = >> would be=20 >> an XML file containing a simple list of all = >> researchable items,=20 >> and separate file containing the = >> relationships)?</SPAN></FONT></DIV> >> <DIV><FONT face=3DArial color=3D#000080 >> size=3D2><SPAN=20 >> class=3D338460222-01122003></SPAN></FONT> </DIV> >> <DIV><FONT face=3DArial color=3D#000080 >> size=3D2><SPAN=20 >> class=3D338460222-01122003>-The >> Captain</SPAN></FONT></DIV> >> <BLOCKQUOTE dir=3Dltr style=3D"MARGIN-RIGHT: 0px"> >> <DIV class=3DOutlookMessageHeader dir=3Dltr = >> align=3Dleft><FONT=20 >> face=3DTahoma size=3D2>-----Original = >> Message-----<BR><B>From:</B>=20 >> xen...@li...=20 >> = >> [mailto:xen...@li...]<B>On=20 >> Behalf Of </B>mamutas<BR><B>Sent:</B> November 30, >> 2003 = >> 8:32=20 >> PM<BR><B>To:</B> 'Andrew Franks';=20 >> = >> xen...@li...<BR><B>Subject:</B> >> RE:=20 >> [Xenocide-programming] Tech Tree XML = >> layout<BR><BR></FONT></DIV> >> <DIV><FONT face=3DArial color=3D#0000ff >> size=3D2><SPAN=20 >> class=3D067575103-01122003>Looks pretty good to=20 >> me.</SPAN></FONT></DIV> >> <DIV><FONT face=3DArial color=3D#0000ff >> size=3D2><SPAN=20 >> class=3D067575103-01122003></SPAN></FONT> </DIV> >> <DIV><FONT face=3DArial color=3D#0000ff >> size=3D2><SPAN=20 >> class=3D067575103-01122003>I take a look at the >> structure = >> of XML=20 >> file and did not really checked the dependencies >> between=20 >> researcheable items.</SPAN></FONT></DIV> >> <DIV><FONT face=3DArial color=3D#0000ff >> size=3D2><SPAN=20 >> class=3D067575103-01122003></SPAN></FONT> </DIV> >> <DIV><FONT face=3DArial color=3D#0000ff >> size=3D2><SPAN=20 >> class=3D067575103-01122003>I have one concern here: >> the = >> definition=20 >> integrates both research tree hierarchy and visual = >> representation=20 >> for the entities. In my opinion these two should be = >> separated,=20 >> perhaps in two XML files: first to describe >> dependencies = >> only,=20 >> second to provide information for entry visual=20 >> presentation.</SPAN></FONT></DIV> >> <DIV><FONT face=3DArial color=3D#0000ff >> size=3D2><SPAN=20 >> class=3D067575103-01122003></SPAN></FONT> </DIV> >> <DIV><FONT face=3DArial color=3D#0000ff >> size=3D2><SPAN=20 >> class=3D067575103-01122003>In addition, I think that >> this = >> project=20 >> should be performed in parallel with XNet DB model = >> definition.=20 >> ChrisP has started it, but not finished yet. Here I >> think = >> we need=20 >> two XML as well: one to describe categories and >> entities = >> and=20 >> another to describe visual representation of entity. >> The = >> second=20 >> could be the same as the one for research,=20 >> see?</SPAN></FONT></DIV> >> <DIV><FONT face=3DArial color=3D#0000ff >> size=3D2><SPAN=20 >> class=3D067575103-01122003></SPAN></FONT> </DIV> >> <DIV><FONT face=3DArial color=3D#0000ff >> size=3D2><SPAN=20 >> >> class=3D067575103-01122003>Regards.</SPAN></FONT></DIV> >> <BLOCKQUOTE dir=3Dltr=20 >> style=3D"PADDING-LEFT: 5px; MARGIN-LEFT: 5px; >> BORDER-LEFT: = >> #0000ff 2px solid; MARGIN-RIGHT: 0px"> >> <DIV></DIV> >> <DIV class=3DOutlookMessageHeader lang=3Den-us >> dir=3Dltr = >> >> align=3Dleft><FONT face=3DTahoma >> size=3D2>-----Original=20 >> Message-----<BR><B>From:</B>=20 >> xen...@li...=20 >> = >> [mailto:xen...@li...] <B>On=20 >> Behalf Of </B>Andrew Franks<BR><B>Sent:</B> Friday, >> = >> November 28,=20 >> 2003 5:05 PM<BR><B>To:</B> mamutas;=20 >> = >> xen...@li...<BR><B>Subject:</B>=20 >> RE: [Xenocide-programming] Tech Tree XML=20 >> layout<BR><BR></FONT></DIV> >> <DIV><SPAN class=3D103305922-28112003><FONT >> face=3DArial = >> >> color=3D#000080 size=3D2>Okay, here's a first = >> draft. I=20 >> included every field I could think of...let me know >> if I = >> missed=20 >> anything.</FONT></SPAN></DIV> >> <DIV><SPAN class=3D103305922-28112003><FONT >> face=3DArial = >> >> color=3D#000080 size=3D2>Is X-Net going to have it's >> own = >> xml layout,=20 >> or will it share with the tech >> tree?</FONT></SPAN></DIV> >> <DIV><SPAN class=3D103305922-28112003><FONT >> face=3DArial = >> >> color=3D#000080 size=3D2></FONT></SPAN> </DIV> >> <DIV><SPAN class=3D103305922-28112003><FONT >> face=3DArial = >> >> color=3D#000080 size=3D2>Here's a short sample, see >> the = >> attachment=20 >> for more detailed comments</FONT></SPAN></DIV> >> <DIV><FONT face=3DTahoma><FONT face=3DArial = >> color=3D#000080=20 >> size=3D2><SPAN=20 >> = >> class=3D103305922-28112003></SPAN></FONT></FONT> </DIV> >> <DIV><FONT face=3DTahoma><FONT size=3D2><SPAN=20 >> class=3D103305922-28112003>//Plasma >> Pistol<BR><topic=20 >> name=3D"Plasma Pistol"=20 >> researchtime=3D"100"></SPAN></FONT></FONT></DIV> >> <DIV> </DIV> >> <DIV><FONT face=3DTahoma><FONT size=3D2><SPAN=20 >> = >> >class=3D103305922-28112003> <prerequisite><BR> > < >= >> topic=20 >> name=3D"Plasma Weapons" >> /><BR> <item = >> name=3D"Plasma=20 >> Pistol"=20 >> = >> >/><BR> </prerequisite><BR> <BR> <res >earchbonus >= >> >=20 >> // so if the player researched rifle before pistol, >> = >> pistol would=20 >> only take 95% of = >> researchtime<BR> //these=20 >> are cumulative, so if both were researched already, >> = >> pistol would=20 >> take 90% of researchtime<BR> <topic = >> name=3D"Plasma=20 >> Rifle" bonus=3D"5" /><BR> <topic = >> name=3D"Heavy=20 >> Plasma" bonus=3D"5"=20 >> = >> >/><BR> </researchbonus><BR> <BR> <fi >lepaths> >= >> >;<BR> <unresearched>/xnet/texts/unresearched/p >lasmapisto >= >> l.rtf</unresearched>=20 >> = >> ><BR> <xnet_image>/xnet/images/plasmapistol.3ds ></xnet_ >= >> image>=20 >> = >> ><BR> <xnet_text>/xnet/texts/weapons/plasmapist >ol.rtf< >= >> /xnet_text>=20 >> = >> ><BR> </filepaths><BR> <BR> <grants>< >BR> & >= >> nbsp;<item=20 >> name=3D"Plasma=20 >> = >> >Pistol"/><BR> </grants><BR></topic></SPAN>< >/FONT></FO >= >> NT></DIV> >> <DIV><FONT face=3DTahoma><FONT size=3D2><SPAN=20 >> = >> class=3D103305922-28112003></SPAN></FONT></FONT> </DIV> >> <DIV><FONT face=3DTahoma><FONT size=3D2><SPAN=20 >> = >> class=3D103305922-28112003></SPAN></FONT></FONT> </DIV> >> <DIV><FONT face=3DTahoma><FONT size=3D2><SPAN=20 >> = >> class=3D103305922-28112003></SPAN></FONT></FONT> </DIV> >> <DIV><FONT size=3D+0><SPAN = >> class=3D103305922-28112003><FONT=20 >> face=3DTahoma><FONT size=3D2> <SPAN = >> class=3D103305922-28112003>-=20 >> Cpt. = >> Boxershorts</SPAN></FONT></FONT></SPAN></FONT></DIV><BR> >> <P><FONT size=3D2>---<BR>Incoming mail is certified >> = >> Virus=20 >> Free.<BR>Checked by AVG anti-virus system=20 >> (http://www.grisoft.com).<BR>Version: 6.0.538 / >> Virus = >> Database:=20 >> 333 - Release Date: 2003/11/10<BR></FONT></P> >> <P><FONT face=3DArial = >> size=3D2></FONT></P></BLOCKQUOTE><BR> >> <P><FONT size=3D2>---<BR>Outgoing mail is certified >> Virus=20 >> Free.<BR>Checked by AVG anti-virus system=20 >> (http://www.grisoft.com).<BR>Version: 6.0.538 / Virus >> = >> Database:=20 >> 333 - Release Date: = >> 2003/11/10<BR></FONT></P></BLOCKQUOTE><BR> >> <P><FONT size=3D2>---<BR>Incoming mail is certified >> Virus=20 >> Free.<BR>Checked by AVG anti-virus system=20 >> (http://www.grisoft.com).<BR>Version: 6.0.545 / Virus = >> Database: 339=20 >> - Release Date: >> 2003/11/27<BR></FONT></P></BLOCKQUOTE><BR> >> <P><FONT size=3D2>---<BR>Outgoing mail is certified >> Virus=20 >> Free.<BR>Checked by AVG anti-virus system=20 >> (http://www.grisoft.com).<BR>Version: 6.0.545 / Virus = >> Database: 339 -=20 >> Release Date: 2003/11/27<BR></FONT></P></BLOCKQUOTE><BR> >> <P><FONT size=3D2>---<BR>Incoming mail is certified Virus = >> Free.<BR>Checked=20 >> by AVG anti-virus system >> (http://www.grisoft.com).<BR>Version: = >> 6.0.545 /=20 >> Virus Database: 339 - Release Date:=20 >> 2003/11/27<BR></FONT></P></BLOCKQUOTE><BR> >> <P><FONT size=3D2>---<BR>Outgoing mail is certified Virus = >> Free.<BR>Checked=20 >> by AVG anti-virus system (http://www.grisoft.com).<BR>Version: >> = >> 6.0.545 /=20 >> Virus Database: 339 - Release Date:=20 >> 2003/11/27<BR></FONT></P></BLOCKQUOTE><BR> >> <P><FONT size=3D2>---<BR>Incoming mail is certified Virus = >> cked by=20 >> AVG anti-virus system (http://www.grisoft.com).<BR>Version: >> 6.0.545 = >> / Virus=20 >> Database: 339 - Release Date: = >> 2003/11/27<BR></FONT></P></BLOCKQUOTE><BR> >> <P><FONT size=3D2>---<BR>Outgoing mail is certified Virus = >> Free.<BR>Checked by=20 >> AVG anti-virus system (http://www.grisoft.com).<BR>Version: >> 6.0.545 / = >> Virus=20 >> Database: 339 - Release Date:=20 >> 2003/11/27<BR></FONT></P></BLOCKQUOTE></BODY></HTML> >> >> ------=_NextPart_000_0010_01C3BD7F.E18BAEF0-- >> >> >> >> >> >> --__--__-- >> >> _______________________________________________ >> Xenocide-programming mailing list >> Xen...@li... >> https://lists.sourceforge.net/lists/listinfo/xenocide-programming >> >> >> End of Xenocide-programming Digest >> >> >> >> >> ------------------------------------------------------- >> This SF.net email is sponsored by: SF.net Giveback Program. 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