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Daimonin Forum  |  Development  |  Arches  |  Topic: Naming Conventions & RAI Project « previous next »
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Topic: Naming Conventions & RAI Project  (Read 3903 times)
smacky
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« Reply #60 on: April 03, 2007, 07:36:30 pm »

Hm, ok yes and no. The relevant posts are a couple of pages back: http://www.daimonin.net/index.php?name=PNphpBB2&file=viewtopic&p=38492

It seems that we both suggested this. I would note thought that I acknowledge that y = 9 was the simplest answer although suggested x = 0 as the more 'technically' correct. Although at that point I was a little more resigned to RAI so was looking for sensible ways to change things if change had to happen.

But it's more the point that
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It should be moon_bracers.101 (for now, at least. Later it will probably need to be moon_bracers.001, but that'll be RAI's job)

It seems to be asking for touble to change existing arch and image names retrospectively and even worse to commit new arches and images under one set of conventions, planning to refit them to another set of conventions in the future.

I dunno, I'm keen on people developing a better naming system for future arches, although it's worth noting that the current system, while it has it's quirks (which any system will have) seems to work perfectly well. So possibly even nothing is needed after all? But what seems to actually be happening is some incomplete conventions get put on the wiki and everyone is told to follow them, no-one does for whatever reason, and we are told everything will one day be changed by RAI.
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longir
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« Reply #61 on: April 04, 2007, 05:56:30 am »

hence bracers_moon  existing items:  bracers_ac, bracers_minor_dex, bracers_sm_con, etc.  item_descriptor which happens to follow RAI.
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DM
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smacky
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« Reply #62 on: April 04, 2007, 09:55:07 am »

I'm confused. I don't object to the name part, just the xyz bit which seems to (possibly be planned) to be changing. And RAI can't take credit for the name part because it was already like that.
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grommit
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« Reply #63 on: April 04, 2007, 10:09:38 am »

IMO, you  should object to the name part if you have any interest at all in standards. Remember the problems caused by the submission of frost_giant when everything else was giant_something?
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smacky
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« Reply #64 on: April 04, 2007, 11:02:35 am »

Well yes, but Longir posted 'bracers_foo' not 'foo_bracers' which is equivalent to 'giant_foo' rather than 'foo_giant'.
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grommit
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« Reply #65 on: April 04, 2007, 12:27:55 pm »

Yes, I would agree with what Longir posted. I thought they were called moon_bracers because that's what you quoted. That's all my post was about.
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smacky
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« Reply #66 on: April 04, 2007, 01:18:26 pm »

:idea: Got it! I missed this. Yes the bit I quoted from Uni said moon_bracers not bracers_moon. That's why I was confused by Longir's post. The wiki does have it Longir's way round, so that's good.
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StFear
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« Reply #67 on: April 04, 2007, 01:39:44 pm »

ok just for info but what happened when the name was bracer_moon instead moon_bracer? did server reognize the name backwards maybe?  "Selling bracer moons 500g Smiley" or something far more complex then that?
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grommit
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« Reply #68 on: April 04, 2007, 03:39:23 pm »

StFear - there are two different things here: the way files and objects are named internally (bracers_moon) and the plain language name that players see and use ("moon bracers"). The name you see will be somewhere inside the definition of the object in the code.
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« Reply #69 on: April 04, 2007, 05:07:07 pm »

aahh i see thx Smiley still very new to all this just trying to gather as much info as possible Smiley
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longir
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« Reply #70 on: April 04, 2007, 06:33:43 pm »

after a brief discussion with Uni, for those extremely rare (except for him) occassions when an item has 10 or more frames per animation sequence (z > 9), to continue next in sequence would be xya, xyb, etc.  The standard limit is 3 frames per animation sequence.  That makes 72 total frames for a mob.  To give an idea of the consumption:  72 x 1kb = 72kb per mob x 20 mobs = 1MB in gfx alone for the first part of OOP.
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