Quote:
Originally Posted by DirtyHarry3033
Quote:
Originally Posted by ref
The main reason for that I think is to have more flexibility, when SH3/4 loads it indexes all root nodes in the library directory, thus making possible to reference any object without having to know it's exact location, the drawback is what you mentioned, but it is easelly avoided taking minimal precautions. It would have been nice if the Devs mentioned it... It could have avoided a lot of headackes.
Ref
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Hmm, OK I can see that. Say at some point they want to add "Diveplanes.dat" with every conceivable data regarding diveplanes, so they actually work instead of being just eye-candy. All they have to do is write a few hundred lines of code to handle all the data and they can skip the dozen or so lines needed to open the exact filename "Diveplanes.dat", read the contents then close it. Just read every file ending in .dat in the library folder with one block of code, no matter if it contains duplicate or conflicting data, and it becomes a bit simpler to add new nodes.
My prob I guess is I do business programming, the only place I should read info on open orders is for instance, "Orders.dat". Accounts Payable info should be read only from "Payables.dat" and so on.
All hell would break loose if I read payables data from any file that had payables data in it, for instance "Copy of Payables.dat" that I made 6 months ago when testing some changes  Guess my mindset just isn't right for working with games
So it was my bad!!! :rotfl::rotfl::rotfl:I've learned something, and any day you learn something is a good day, right?
DH
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Please understand that I don't disagree completelly with your point of view, but if the devs had made the engine so rigid, then more than half of the mods made for the sim would have been imposible to achieve without changes to the source code.
Ie, if I want to make a new set of diveplanes, then I would have to include them in
diveplanes.dat, making very difficult to make compatible mods, instead with their approach I can made my new diveplanes and put them into
Ref_diveplanes.dat and distribute this file with my mod making it compatible with any other existing diveplane mods.
Ref