File Format Changes?

Project to create a new client based on new file formats and eventually a new 3D engine.

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Re: File Format Changes?

Postby lmame on Mon Aug 09, 2010 1:13 am

You could gain about 50% in size indeed but I'm not sure it would be "that" fast when you'll launch the client, unraring and accessing everything.
Or you mean several .rar files, like one per map, one for STBs and so on?
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Re: File Format Changes?

Postby Aukemon0NL on Mon Aug 09, 2010 2:16 am

rar is indeed a pain in the ass because it needs to be unrar everytime you start the game.
but indeed irose like will become really big.
I forgot about that xD
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Re: File Format Changes?

Postby lmame on Mon Aug 09, 2010 8:38 am

naRose's extracted client is about 1.8 GB.
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Re: File Format Changes?

Postby Raavi on Mon Aug 09, 2010 10:09 am

You could only extract the pieces that are needed
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Re: File Format Changes?

Postby lmame on Mon Aug 09, 2010 10:15 am

You need pretty much everything when you load a map.
Or at startup.

So that would mean one big extract at startup, and then one each time you load a map.
That would mean several .rar files or it'll be slow as hell.
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Re: File Format Changes?

Postby Raavi on Mon Aug 09, 2010 10:34 am

True yea, i think rar wouldnt be an option now.
For example look at titan, 1,7gb big (Not 100% sure but doesn't matter) and freaking fast on startup, somethin like they got would be great.
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Re: File Format Changes?

Postby Choseal on Mon Aug 09, 2010 1:10 pm

The check at the start is a pain in the ass, maybe it would be great if it would only check the files just once after each patch.
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Re: File Format Changes?

Postby PurpleYouko on Mon Aug 09, 2010 2:45 pm

@PurpleYouko:
You mean you're ok keeping those files formats as they are right now? Sorry for asking but I'm dead tired ^_^

Yeah that's the gist of it.
Most of the files work well the way they are already written.
CONs can be a real pain in the ass with the way they use LUA to talk to QSD but otherwise the files work quite well.
I think I would design NPC speech options a little differently if I had the chance to do it from scratch.

STB, STL, QSD, AIP, LTB all work pretty well I think but ZSC and CHR could use a complete overhaul. The way they are laid out is very annoying. It would be better if each entry had a single reference value that reads from a specific line in the STB. That way we could have one single ZSC entry that covers every single stb entry for an given item rather than about 10 lines for each one.
For example NARose currently has 16 versions of the squid sword in the weapons STB. They all use identical mesh and texture so a single ZSC entry could handle them all.

As for map files, the current IFO structure seem ridiculously overcomplicated. Surely it could be streamlined a lot. Monster spawns could be taken out altogether since they are controlled server side anyhow.
With a decent graphics engine we could also do away with the lightmaps in favor of dynamic shading from a single (or multiple) lightsource. The rose engine doesn't have this ability but the TrueVision SDK (that I mentioned at RZ) does have it.

A lot is going to depend on the client files themselves.
My feeling though is that we should design the client as the primary then adapt a server to work with it. Throw out the useless crap that rose has and replace it with state of the art stuff which is easily and freely available.

This could well lead into a full open source client/server project if all goes well. There really aren't any decent ones out there so this would be a first.
We would be up against Daimomin and really not a lot else.
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Re: File Format Changes?

Postby lmame on Mon Aug 09, 2010 3:06 pm

I see.
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Re: File Format Changes?

Postby Aukemon0NL on Mon Aug 09, 2010 3:11 pm

This is indeed true what purple says.
But we need to test some how if our client is working.
So we need some basic server files to test everything.
so I think move to osrose server files for now will be ok.
But anyway we need to think about how to create it and so on.
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