Joyce Posted November 7, 2012 Share Posted November 7, 2012 > **Player Data Storage**> > Converted to basic structured ini storage.> > This bothers me slightly, didn't we start using Binary because it's a crapload faster? Link to comment Share on other sites More sharing options...
Vus Posted November 7, 2012 Share Posted November 7, 2012 Looks nice Link to comment Share on other sites More sharing options...
Rob Janes Posted November 7, 2012 Author Share Posted November 7, 2012 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. Link to comment Share on other sites More sharing options...
tepe15 Posted November 7, 2012 Share Posted November 7, 2012 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. Link to comment Share on other sites More sharing options...
Joyce Posted November 7, 2012 Share Posted November 7, 2012 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) Link to comment Share on other sites More sharing options...
Rob Janes Posted November 7, 2012 Author Share Posted November 7, 2012 I never thought to hash the passwordsThe 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] Link to comment Share on other sites More sharing options...
Rob Janes Posted November 7, 2012 Author Share Posted November 7, 2012 > 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) Link to comment Share on other sites More sharing options...
tslusny Posted November 7, 2012 Share Posted November 7, 2012 > **Increased Server Performance**> > Maps with no active players will no longer process the map logic.1. There is already check for it in sub update map logic, other maps are just processing for despawning items etc. Link to comment Share on other sites More sharing options...
Rob Janes Posted November 7, 2012 Author Share Posted November 7, 2012 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? Link to comment Share on other sites More sharing options...
FinalRiku Posted November 7, 2012 Share Posted November 7, 2012 When you release your last build? (guilds etc…) Link to comment Share on other sites More sharing options...
Rob Janes Posted November 7, 2012 Author Share Posted November 7, 2012 > When you release your last build? (guilds etc…)[www.samugames.com/eclipse/EORJ_ReleaseCandidate_1.zip](http://www.samugames.com/eclipse/EORJ_ReleaseCandidate_1.zip) Link to comment Share on other sites More sharing options...
MrPerfecTR Posted November 7, 2012 Share Posted November 7, 2012 > [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) Link to comment Share on other sites More sharing options...
Ertzel Posted November 7, 2012 Share Posted November 7, 2012 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. Link to comment Share on other sites More sharing options...
Mal Posted November 7, 2012 Share Posted November 7, 2012 > 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. Link to comment Share on other sites More sharing options...
Rob Janes Posted November 7, 2012 Author Share Posted November 7, 2012 Hear, hear Bud! Link to comment Share on other sites More sharing options...
FinalRiku Posted November 7, 2012 Share Posted November 7, 2012 > [www.samugames.com/eclipse/EORJ_ReleaseCandidate_1.zip](http://www.samugames.com/eclipse/EORJ_ReleaseCandidate_1.zip)thx!! Link to comment Share on other sites More sharing options...
JeffSventora Posted November 7, 2012 Share Posted November 7, 2012 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. Link to comment Share on other sites More sharing options...
Rob Janes Posted November 8, 2012 Author Share Posted November 8, 2012 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! Link to comment Share on other sites More sharing options...
Rob Janes Posted November 8, 2012 Author Share Posted November 8, 2012 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) Link to comment Share on other sites More sharing options...
Geonode Posted November 8, 2012 Share Posted November 8, 2012 Great addition Rob, this could go great with dungeon, underground or dark caves.For the love of Talos, stop quoting entire posts. Link to comment Share on other sites More sharing options...
DMF Posted November 8, 2012 Share Posted November 8, 2012 not sure if its a bug but when mapeditor opens your ui and chat box vanish. looking good so far ![:)](http://www.touchofdeathforums.com/community/public/style_emoticons/<#EMO_DIR#>/smile.png)! Link to comment Share on other sites More sharing options...
Rob Janes Posted November 8, 2012 Author Share Posted November 8, 2012 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. Link to comment Share on other sites More sharing options...
DMF Posted November 8, 2012 Share Posted November 8, 2012 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. Link to comment Share on other sites More sharing options...
Rob Janes Posted November 8, 2012 Author Share Posted November 8, 2012 Directional blocking is a bit trickier with 8 way movement, mainly because I will need to add 4 new directions to the directional blocking code; it's just time consuming that's all. Not saying I won't add it back in though someday. Link to comment Share on other sites More sharing options...
Zetasis Posted November 8, 2012 Share Posted November 8, 2012 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. Link to comment Share on other sites More sharing options...
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