[Dev] SVN: james/501 Math Marauders: Now saves any changes you make to the map

James Paige Bob at HamsterRepublic.com
Fri Apr 11 13:48:58 PDT 2008


On Fri, Apr 11, 2008 at 01:39:02PM -0700, Brian Fisher wrote:
>    As soon as I pressed send, I realized maybe the issue here is that you
>    don't want the broken reference model at all - you want a completely
>    different model, that is a nearly identical mechanism... I guess what you
>    want is to say, I want an asset instance that uses assetID "blah" that
>    exists even if I don't have one on disk yet?

yes

>    so it solves bootstrapping, but at the same time lets you edit that
>    bootstrapped item if you want?

yes! :)

>    I imagine it would be something like:
>    MapPouch.AddBootstrapObjectForAssetID("default", value)
>    where maybe value is optional?

That would work

>    ... if that sounds good, what do you think of that name for it? basically
>    I want the name to be as clear as possible about what it does - it's
>    setting what value you should get for an asset of a particular id if it
>    doesn't exist on disk yet...

.AddBootstrapObjectForAssetID says to me that it will use value whenever 
the AssetID is "default" ... which doesn't sound right ot me. What about 
just .SetDefaultObject ?

---
James

>    On Fri, Apr 11, 2008 at 11:56 AM, James Paige <Bob at hamsterrepublic.com>
>    wrote:
> 
>      On Fri, Apr 11, 2008 at 11:50:15AM -0700, Brian Fisher wrote:
>      >    The error is bad there - but I think the correct solution is to
>      create a
>      >    new map in the editor that is connected to a file, and then edit
>      it. The
>      >    broken asset is really intended to be a "hey! you have a bad asset
>      >    reference" object and to be a bootstrapping device (i.e. you can
>      run it
>      >    long enough to create an asset)
>      >
>      >    basically it might be nice to have a "save as" mechanic, but I
>      don't see
>      >    how any such mechanic would be any less work than creating a new
>      asset in
>      >    the editor?
> 
>      It would be needed for something edited directly in the game window.
>      ---
>      James
> 
>      >    On Fri, Apr 11, 2008 at 11:31 AM, James Paige
>      <Bob at hamsterrepublic.com>
>      >    wrote:
>      >
>      >      I was running into problems when saving a not-yet-existing asset.
>      >
>      >      Basically, I have a map asset which I create like so:
>      >
>      >       map = AssetRef(BaseMap, "default")
>      >
>      >      So "data/default.map" does not exist anymore, but it correctly
>      uses the
>      >      _BrokenMap object when I play, so I have a map, but when I try to
>      call
>      >      map.asset_save() it crashes because map has no .asset_metadata
>      property.
>      >      (which makes sense, because this was not deserialized from disk)
>      >
>      >      So I have worked around the  problem by manually creating
>      default.map in
>      >      the editor, but is there some better way to say, "please save
>      this
>      >      asset to disk even though it was not loaded from disk"
>      >
>      >      You can reproduce the problem I was having by deleting
>      data/default.map,
>      >      running main.py, and clicking anywhere (which triggers the
>      >      .asset_save() call)
>      >
>      >      ---
>      >      James
>      >      On Fri, Apr 11, 2008 at 11:09:58AM -0700,
>      subversion at HamsterRepublic.com
>      >      wrote:
>      >      > james
>      >      > 2008-04-11 11:09:57 -0700 (Fri, 11 Apr 2008)
>      >      > 58
>      >      > Math Marauders: Now saves any changes you make to the map
>      >      > ---
>      >      > A   marauders/data/default.map
>      >      > U   marauders/locals.py
>      >      > U   marauders/main.py
>      >      > U   marauders/map.py
>      >      >
>      >      >
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