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Eclipse - Some Unique Name Here


Rob Janes
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For the amount if data loaded when a player joins or leaves the game Joyce, no, you won't notice a difference.

I'm pro plain text storage for smaller applications like Eclipse, it's easier to edit outside of the application, it's still small and lightweight, maybe not as small as simply dumping a UDT into a file, but we are splitting hairs at this point. There's an awesome article on the web called The Power Of Plain Text, an excellent read for anyone who's been on here over the years and was given the impression that plain text storage was a faux pas because of speed. The only thing it lacks is security as it can be edited by outside resources.

Hope that helps but some worries to ease.
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Hello Rob ![:P](http://www.touchofdeathforums.com/community/public/style_emoticons/<#EMO_DIR#>/tongue.png) Do You can update first post ![:P](http://www.touchofdeathforums.com/community/public/style_emoticons/<#EMO_DIR#>/tongue.png)? He is too old.
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That's plain text though, storing it in an *.ini file is not plain text and loads significantly slower than parsing lines from plain text. It is saved as plain text yes, BUT it needs to be searched through for the keys and whatnot every time you call a read/write. Plain text would just load it in a static order and be much faster as a result.

It's still not so slow it'll make your server hang, I understand. But for the sake of consistency with the other data I would prefer to keep it Binary. (Not to mention, WHY save passwords in plain text? Bad idea, the server host should NEVER hold such data easily accesible.. Even though by default it's inside the Binary file written in a readable format, it's easier to find them in *.ini files. (although, I suppose a simple hash would solve this)
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I never thought to hash the passwords

The logic is essentially same, one uses windows API yes I'm aware of that but comparing the two together there is no difference outside of user preference.

For consistency I can see wanting to use the old option however for debugging and development purposes I find it 100x easier this way as you can add an tweak variables in notepad ![;)](http://www.touchofdeathforums.com/community/public/style_emoticons/<#EMO_DIR#>/wink.png)

[background=rgb(255, 255, 255)]Your statement would be true, if I were reading and writing to files consistantly, the method of loading and saving a player is the same regardless if you use INI or what you're calling Binary. It only makes changes to the data file twice, once on load and once on save, that's the only time it actually reads/writes any data. If it were searching through the INI file continually….that'd just be bad...very bad...but it would be equally as bad if it did it with a text file ![;)](http://www.touchofdeathforums.com/community/public/style_emoticons/<#EMO_DIR#>/wink.png)[/background]
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> That's plain text though, storing it in an *.ini file is not plain text and loads significantly slower than parsing lines from plain text. It is saved as plain text yes, BUT it needs to be searched through for the keys and whatnot every time you call a read/write. Plain text would just load it in a static order and be much faster as a result.

Stupid iPhone and not being able to edit a post…

Your statement would be true, if I were reading and writing to files consistantly, the method of loading and saving a player is the same regardless if you use INI or what you're calling Binary. It only makes changes to the data file twice, once on load and once on save, that's the only time it actually reads/writes any data. If it were searching through the INI file continually....that'd just be bad...very bad...but it would be equally as bad if it did it with a text file ![;)](http://www.touchofdeathforums.com/community/public/style_emoticons/<#EMO_DIR#>/wink.png)
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It used to process items and resources, but even that is useless with no one on the map. Unless you want items and resources to continue to spawn with no users; people could comment it out if they want, but I figure why bother running through even more loops if it can be avoided?
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> [www.samugames.com/eclipse/EORJ_ReleaseCandidate_1.zip](http://www.samugames.com/eclipse/EORJ_ReleaseCandidate_1.zip)

SOurce please <3 ![:D](http://www.touchofdeathforums.com/community/public/style_emoticons/<#EMO_DIR#>/biggrin.png)

good job ![:blink:](http://www.touchofdeathforums.com/community/public/style_emoticons/<#EMO_DIR#>/blink.png)
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He said he will release the source to this engine after the submissions for the Eclipse vb6 Developer position are done. He wants to make sure his features/code stay unique and are not taken by other people and used on their submissions for the position.
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> I never thought to hash the passwords
>
> The logic is essentially same, one uses windows API yes I'm aware of that but comparing the two together there is no difference outside of user preference.
>
> For consistency I can see wanting to use the old option however for debugging and development purposes I find it 100x easier this way as you can add an tweak variables in notepad ![;)](http://www.touchofdeathforums.com/community/public/style_emoticons/<#EMO_DIR#>/wink.png)
>
> Your statement would be true, if I were reading and writing to files consistantly, the method of loading and saving a player is the same regardless if you use INI or what you're calling Binary. It only makes changes to the data file twice, once on load and once on save, that's the only time it actually reads/writes any data. If it were searching through the INI file continually….that'd just be bad...very bad...but it would be equally as bad if it did it with a text file ![;)](http://www.touchofdeathforums.com/community/public/style_emoticons/<#EMO_DIR#>/wink.png)

That's like the argument concerning XML versus binary.. it's silly at best. SHA512 the passwords.
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To be fair, even XML is plain text that needs to be parsed. I personally feel that during the debug phase, XML is optimal, being able to change things on the fly but upon release of a game/application you should always convert to binary. Maybe you could add a Boolean in the source for something like that.
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Agreed Jeff, since this is an engine and the goal is for people to build upon it, I think using this style of storage would be the most beneficial for testing purposes and for people to create their own games, but you have an excellent idea, to use a boolean to toggle save methods! I like that! I must add it!
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I saw a screenshot of Prospekt online and I was inspired! I rather enjoyed the look of the fog of war, so I whipped one up quickly. It's toggleable per map under the map settings, so if the 'Vision Fog' checkbox is disabled, it will render the map normally, if it's enabled, it will render this mask over the screen giving the impression that you're walking with a light. Very useful for dungeons or if you're wanting to add something spooky to your game! I know I said I wasn't going to add any more features but I thought the public would enjoy this.

![](http://www.samugames.com/eclipse/EO21.png)

![](http://www.samugames.com/eclipse/EO22.png)
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That's by design - though I forgot to make it hide some other UI elements, I do however hate the placement of the Admin panel itself so I've fixed this to resize the window so that the admin panel no longer impedes on the map. This will be included in the next build, along with the new Lighting and Ability to Toggle Player Saves as Binary or .INI.
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another thing are you bring bk the direct blocks those were useful tobe able stand on a spot just block directions. ![:)](http://www.touchofdeathforums.com/community/public/style_emoticons/<#EMO_DIR#>/smile.png) it be nice to see it with yours. also the ui mostly dissapears except the user stats. some npcs hover over the black after effect. at lest when i tried it out.
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Sorry if I am mistaken but did you say there is no chance of spell casting npcs? If so thats too bad. Spell casting npcs IMO are one of those basic options I've always felt Eclipse lacked. Great looking engine either way though. I'm looking forward to the next release.
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