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James Bunting
Posts: 1308 |
19 May 2004 10:31 (UK time)
One of the major features in M2 is its unique approach to game data storage. M2 uses a relational database to store pretty much everything (expect maps) in a single database. The current database format is Access 97. The information stored includes: <ul> <li>Game Object Types (like races,projectiles and sprites etc in M1)</li> <li>Map lists</li> <li>Various text captions including menu data (could be a seperate file)</li> </ul> This is great because it allows anybody to simply open the databese and play with the values. It will even be possible to use language ports. The database can then be renamed and distributed as a mod. There will most likely be some basic forms in the database but hopefully a dedicated fan will create a neat little editor in VB or something? Feel free to post comments and ask questions about this. James. You need to login to create posts in this thread. |
GAU-8 vs Life
Joined: 02 June 2004 Posts: 65 |
03 June 2004 13:02 (UK time)
How will Meteor2 handle databases when in the meny system? I mean, will it be possible to just load a database like you load a maplist in M1.2 or mod in Half-Life? Maps, "objects", textures and other stuff mentioned in the "mod base" would then load up without the need of a whole new set of directories outside the Meteor 2 file. Made a PCX in "Wally" a few minutes ago! It worked! Will it be possible to use Wally in the new sector based map texturing? Kim Nilsson You need to login to create posts in this thread. |
James Bunting
Posts: 1308 |
12 June 2004 21:51 (UK time)
Not sure about the standard database file stuff now, its all changing around. It could use its own data files after all, its all about requirements and portability. The data definitions remain the same. Either way you will be able to make a group, wad, pak or however you like to put it so that mods can be distributed. The standard version (normal game) will most likely have an M1 style folder structure (it will come unzipped). You need to login to create posts in this thread. |
JohnWE
![]() Joined: 13 October 2003 Posts: 52 |
07 July 2004 02:56 (UK time)
Well, I've worked quite a bit in VB, so I might be able to come up with something. I'm not sure what you have in mind, but I believe I know how to interface with databases. You need to login to create posts in this thread. |
James Bunting
Posts: 1308 |
07 July 2004 10:31 (UK time)
Don't worry it all changed as suggested. It now uses a M1 style folder structure (there are of course some differences) and <b>all of the editors are built in</b> but just like in M1 there is no clear way of seeing how it all links together. Interestingly the file formats are all text based except the maps which are binary. ============================================================= For example here is a sprite file... [id] id=JbGames Sprite version=1 generator=Meteor 2 v0.0 [info] name=Chinook Helicopter NumFrames=1 NumSubs=2 [sub0] name=Front rotor xp=-74 yp=-64 rotate=60 ImageName=objects\allies\ChinookRotor01_01.pcx [sub1] name=Rear rotor xp=-75 yp=26 rotate=-60 ImageName=objects\allies\ChinookRotor01_01.pcx [frame0] DisplayTime=-1 ImageName=objects\allies\ChinookHelicopter01_01.pcx ============================================================= And here is an object file... [id] id=JbGames Object version=1 generator=Meteor 2 v0.0 [info] desc=GAV ObjectClass=2 side=1 hp=40 ArmourResist=5 sight=150 speed=30 MaxHeight=20 PassableType=1 DefaultAiType=1 StillSpriteName=objects\enemy\GAV_Moving.spr MovingSpriteName=objects\enemy\GAV_Moving.spr WastedSpriteName= DestroyedSoundName=contact\boom RandomSoundName=blank DropPowerUpName= DropPowerUpName2= NumMounts=3 [WeaponMount0] x=-2 y=-7 WeaponName=HandPulseCannon.wpn [WeaponMount1] x=25 y=-7 WeaponName=HandPulseCannon.wpn [WeaponMount2] x=9 y=-18 WeaponName=HandRocketLauncher.wpn ============================================================= This leaves things open so that people can make their own editors if they like. Perhaps something that lets people edit stuff in a sort of tree view, perhaps it could even detect what is not used etc? You need to login to create posts in this thread. |
Agent Nightfire
![]() Joined: 21 August 2004 Posts: 223 |
22 August 2004 01:05 (UK time)
Do you save in the data system? You need to login to create posts in this thread. |
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