Poll | | Global announcements should be: | Everlasting, 1 for each project. | | 0% | [ 0 ] | Temporary, when there is something new to announce. | | 100% | [ 6 ] | Holalala... No idea where the Ultimate artifact is. | | 0% | [ 0 ] |
| Total Votes : 6 |
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| H3SW: New Filenames | |
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Orzie Master Modder
Messages : 2166 Quality Points : 843 Registration Date : 2014-12-12 Age : 32 Location : Turkey
| Subject: H3SW: New Filenames 2017-01-15, 17:09 | |
| Since we've got an opportunity to introduce our own filenames and re-define some creature IDs to correct some NWC mistakes (with Fortress and Conflux) for a more convenient modding process, I suggest a new naming pattern for some of the files we often operate with. The first suggestion concerns the creature DEF filenames. The associated sounds may also have their names if we deem that necessary (that goes to Uhm since I didn't interfere in that process and I didn't even check where to look in specific). The dwelling def names are supposed to be changed in future too, and these changes will be included in this post accordingly. The size limitation for the filenames is 8 symbols (plus the extension) The "c" identifier in the beginning of the filename stands for "creature" 3-digit number is the universal creature ID. Since we operate with H2 upgrade system, some IDs are skipped, but might be implemented later. Convenient both for us and the programmer. 4 symbols are left for the shortened form of the creature name. Upgrades without a special name have "u" in the beginning, leaving only 3 characters for the name. This will allow us to navigate the PAC file much more easily with the aid of MMArchive preview images. An associated ERA plugin will be created, bringing all the changes to life and fixing NWC mistakes which currently don't allow us to buy Dervish creatures as Uhm reported. ;KNIGHT 000-013c000psnt.def c001 c002arch.def c003uarc.def c004pike.def c005upik.def c006xbow.def c007uxbw.def c008swrd.def c009uswd.def c010cvlr.def c011ucvl.def c012pldn.def c013upld.def ;SORCERESS 014-027c014sprt.def c015 c016dwrf.def c017udwf.def c018elf.def c019uelf.def c020styr.def c021 c022drui.def c023udru.def c024unic.def c025 c026phnx.def c027 ;WIZARD 028-041c028hlfg.def c029 c030boar.def c031 c032gnom.def c033 c034golm.def c035ugol.def c036roc.def c037 c038mage.def c039umag.def c040gian.def c041titn.def ;HERETIC 042-055c042 c043 c044 c045 c046 c047 c048 c049 c050 c051 c052 c053 c054 c055 ;NECROMANCER 056-069 (note that bdrg stands for the Bone Dragon, while Warlock's dragons have numbers) c056skel.def c057 c058zomb.def c059uzmb.def c060mumm.def c061umum.def c062vamp.def c063uvmp.def c064dknt.def c065 c066lich.def c067ulic.def c068bdrg.def c069 ;WARLOCK 070-083c070cent.def c071 c072garg.def c073 c074grif.def c075 c076bhld.def c077 c078mino.def c079umin.def c080hydr.def c081drg1.def c082drg2.def c083drg3.def ;BARBARIAN 084-097c084gobl.def c085 c086orc.def c087uorc.def c088wolf.def c089 c090harp.def c091 c092ogre.def c093uogr.def c094trol.def c095utrl.def c096cycl.def c097 ;WITCH 098-111c098trbl.def c099 c100wasp.def c101 c102liza.def c103uliz.def c104toad.def c105 c106mtis.def c107 c108trea.def c109 c110wyvn.def c111 ;ROE NEUTRALS 112-117с112eair.def c113eear.def c114efir.def c115ewat.def c116 (reserved for the Gold Golem) c117 ;DERVISH 118-131с118rogu.def c119urog.def c120acol.def c121 c122noma.def c123 c124medu.def c125umed.def c126mant.def c127 c128anub.def c129 c130geni.def c131 ;AB NEUTRALS AND VACANCIES 132-144c132 c133 c134 c135 c136 c137 c138pira.def (reserved for the Pirate) c139lepr.def (reserved for the Leprechaun) c140 c141 c142 c143 c144 ;WAR MACHINES 145-149c145cata.def c146ball.def c147tent.def c148ammo.def c149towr.def ________________________
Last edited by Orzie on 2017-02-05, 02:58; edited 2 times in total | |
| | | Orzie Master Modder
Messages : 2166 Quality Points : 843 Registration Date : 2014-12-12 Age : 32 Location : Turkey
| Subject: Re: H3SW: New Filenames 2017-01-15, 17:48 | |
| This post will concern adventure map objects. For now, only ideas (probably starting from v0.9 only) The filename should start with "a" since it's an adventure map object. If there is limitation for the number of symbols, the next symbols are "dw" for dwellings, "m" for mines, "b" for banks, "cr" for creatures, "t" for castles, "gar" for garrisons, "q" for quest huts, "w" for walls (v0.9 and later), etc. The filename should end with a number (from 0 to 9) to specify the terrain it stands on. 0 - common (ALL-TERRAIN OBJECTS) 1 - dirt 2 - sand 3 - grass 4 - snow (it's likely to have snowy versions of almost every object in future, probably accessible via Object Editing in the map editor only) 5 - swamp 6 - desert 7 - wasteland 8 - lava 9 - water (who knows, maybe we will even introduce Water Castles and Water Sawmills ) If the def file is animated, the frame identifiers "a, b, c, ..., x, y, z" should go in the very end of the filename. I doubt that there will be objects with more frames than there is letters in Latin alphabet, but we can always find a workaround if there will be any. Anything we will add later. ________________________ | |
| | | Sir Albe Mage
Messages : 874 Quality Points : 459 Registration Date : 2015-07-16 Age : 29 Location : Aalborg, Denmark
| Subject: Re: H3SW: New Filenames 2017-01-16, 00:14 | |
| It seems interesting, but I am not sure how this will exactly make it easier for us right now. I have been using the H3 names and are now used to them, I got no problem with remembering that the H3 pikeman corresponds to the peasant and so on. It seems like a lot of work just to achieve names that relate to the actual object. I understand that this will make it easier in the long run, but I guess this is not what is holding us back from the next version, so maybe we should push it to v0.9? | |
| | | Orzie Master Modder
Messages : 2166 Quality Points : 843 Registration Date : 2014-12-12 Age : 32 Location : Turkey
| Subject: Re: H3SW: New Filenames 2017-01-16, 00:32 | |
| Thank you for your answer. Let's wait for what other team members say.
Yet, in the case of Witch, Dervish and neutral creatures you will still have to re-check the defs according to the creature IDs in WoG, because some of the IDs will be re-defined. ________________________ | |
| | | Sir Albe Mage
Messages : 874 Quality Points : 459 Registration Date : 2015-07-16 Age : 29 Location : Aalborg, Denmark
| Subject: Re: H3SW: New Filenames 2017-01-16, 00:40 | |
| Oh, that is right. I forgot about those. Well, if it helps us in being faster done with the current version then I got no obligations. | |
| | | Uhm Vampire
Messages : 446 Quality Points : 477 Registration Date : 2015-07-17 Age : 29 Location : Poland
| Subject: Re: H3SW: New Filenames 2017-01-16, 07:04 | |
| As for renaming creature defs - I think it's a good idea. I can rename defs that I consider finished for now, but I doubt if I will find time for all of them before v0.8. I am not sure if we also have to rename unused defs. Maybe just leave them as they are? There is a trouble with adventure objects, because their properties are saved independently for each map. We can change globally only bitmaps, the rest (name, passability, type) will stay unaffected, so we would have to remake all ready maps. Remember, that finding def's name is easy, just put object in editor and tap space , but we can use this system for a new objects. ________________________ Well, Roland, it seems I've won our little contest. But don't worry. Not only have I decided to spare your life, but I am appointing you monarch of the Western Tower. Perhaps I will come and visit your splendid court, when you are not entertaining important rats and spiders.
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| | | Orzie Master Modder
Messages : 2166 Quality Points : 843 Registration Date : 2014-12-12 Age : 32 Location : Turkey
| Subject: Re: H3SW: New Filenames 2017-01-16, 19:50 | |
| Okay, understood about the maps. Well then, let's perform the operation only with the creature defs. Feanor told me he's already got good progress on the creature abilities. ________________________ | |
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