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  #301  
Old June 9th, 2005, 02:28 PM
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Default Re: Devnull Mod Gold: updates and discussion

I think it is. If para only changed existing components, and didnt messed up the order of them within the game files, it will work. If he added new components and added them at the bottom, it will work as well. If he pasted them in between, it wont. Somehow SE4 is made up really weird, it remember the number of components instead of the name, for example if you had a ship with 5 lvl 5 anti-proton beams and those were component numbers 150, then SE4 will always call for number 150 component. Now if a new component was entered before the antiproton beam, its number will have changed to 151..
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  #302  
Old June 9th, 2005, 03:00 PM
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Default Re: Devnull Mod Gold: updates and discussion

It does allow multiple components to exist with the same name though, such as different versions of a component based on the racial traits you possess. The game could store some sort of checksum of the data fields for each component and throw everything into a hash table, alleviating the need to store an array-type index. Unfortunately, this scheme would be broken by modifying the values of any item.

Anything other than an array-type (or hash table) data structure would probably lead to horribly slow access times. Imagine having to potentially scan through the entire list to load the pictures for each component shown in the ship design window. Or worse, the component display sections when viewing a ship design's details. You could reduce this by checking each item you need displayed for every item accessed in the list, but it still won't be pretty.

There could be a balance tree storing the components by names, allowing multiple items to exist with the same name. This would allow for far more rapid access times (on the order of the length of the longest component name), but it would be tricky to properly handle multiple components with the same name. How do you differentiate between them while still allowing the data fields (and the name itself) to be changed and maintain savegame compatibility? You could disallow name changes, which is probably ok. But if you allow other fields to be changed, you can't very well use them to differentiate between different components with the same name. Since the tree would have to be rebuilt after reloading the game, we are back to a scheme of ordering components with identical names by position in the file. They at least would have to be kept in the same order, with any new copies added after their position in the file.

You could have some fancy "array" that is indexed by component name, but you run into the same problem for components of the same name.
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  #303  
Old June 9th, 2005, 04:08 PM
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Default Re: Devnull Mod Gold: updates and discussion

yeah, still i think the "apply number to component" idea is pretty much the worst, isnt it ?
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  #304  
Old June 9th, 2005, 05:14 PM

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Default Re: Devnull Mod Gold: updates and discussion

1.71 is now listed. Thank you PBW admin!
1.70 should upgrade to 1.71 though I have not tried it.
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  #305  
Old June 13th, 2005, 04:11 AM

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Default Re: Devnull Mod Gold: updates and discussion

Quote:
parabolize said:
1.71 is now listed. Thank you PBW admin!
1.70 should upgrade to 1.71 though I have not tried it.
Could anybody point me on that? Where is 1.71 listed?
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  #306  
Old June 13th, 2005, 04:29 AM
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Default Re: Devnull Mod Gold: updates and discussion

It is a mod option when creating a new game.
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  #307  
Old June 13th, 2005, 04:41 AM

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Default Re: Devnull Mod Gold: updates and discussion

I see, it is a PBW thing only.
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  #308  
Old June 13th, 2005, 05:32 AM
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Default Re: Devnull Mod Gold: updates and discussion

I'm not sure what you mean. You can download it from PBW or from SEnet.

Quote:
parabolize said:
If there is to be a chance to get 1.71 on the SE4 deluxe CD I need to send it now. I tested everything and uploaded to pbw and se.net. I might make a 1.72 but I would like to see the Devnull Mod in good condition on the CD.

Download
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  #309  
Old June 13th, 2005, 04:05 PM

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Default Re: Devnull Mod Gold: updates and discussion

Thanks. I was just not aware of these download sources. I am still looking at malfador's mod page and there is still 1.70 listed.
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  #310  
Old June 13th, 2005, 05:29 PM
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Default Re: Devnull Mod Gold: updates and discussion

That page is out of date.
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