[Ohrrpgce] slice lookup codes

Ralph Versteegen teeemcee at gmail.com
Wed Feb 22 00:03:11 PST 2012


On 22 February 2012 21:01, Ralph Versteegen <teeemcee at gmail.com> wrote:
> On 22 February 2012 07:31, James Paige <Bob at hamsterrepublic.com> wrote:
>> I was thinking about slice lookup codes. They do pretty much just what I
>> want them to do in an individual game, but they are pretty useless when
>> you export a collection of slices from one game and import it into
>> another game.
>>
>> Slice names are stored in the slicelookup.txt lump, so they are
>> game-specific.
>>
>> When a slice collection is exported, I would like to save the name of
>> the lookup code instead of the number. When a slice collection is imported,
>> I could look for matching names, use the existing code if possible, or
>> add new codes automatically if they don't exist.
>>
>> Right now, saving and export are the same, and loading and
>> importing are the same. If I make saving lookup codes as text a thing
>> that only happens in export, it means a split code path. If I make all
>> lookup codes saved as strings I am worried about possible undesired
>> side-effects.
>>
>> I suppose that saving could save BOTH the lookup code number and the
>> lookup code name, and then only the loading/importing code would need to
>> diverge... I also suppose that the divergence would actually be
>> relatively clean and simple, so it might not be a problem at all.
>>
>> I am just thinking out loud here, but if anybody has any thoughts on the
>> subject, feel free to speak up :)
>>
>> ---
>> James
>
> I think that both the code number and name should be saved, always
> (for non-special lookup codes). There would not need to be separate
> import/load code paths either: just verify that the lookup code is the
> same as the name in slicelookup.txt when loading. If the entry in
> slicelookup.txt doesn't actually blank, then reuse the same lookup

*doesn't actually exist

> number (since this might be important), otherwise assign a new number.

Also, I guess if there's a mismatch in Game, an error could be shown instead.



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