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Old November 20, 2014, 04:38   #21
Carnivean
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The biggest problem with the edit files is not how to store the data, but how to edit it. Some kind of gui interface to edit the edit files would make this argument redundant, except for programming efficiency.
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Old November 20, 2014, 05:08   #22
Derakon
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Well, there are also issues like the edit files not really lending themselves to representing large numbers of non-binary attributes.
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Old November 20, 2014, 13:26   #23
Therem Harth
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Quote:
Originally Posted by Carnivean View Post
The biggest problem with the edit files is not how to store the data, but how to edit it. Some kind of gui interface to edit the edit files would make this argument redundant, except for programming efficiency.
Disagree strongly. GUIs for stuff like this are painful.
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Old November 20, 2014, 14:33   #24
Carnivean
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Originally Posted by Derakon View Post
Well, there are also issues like the edit files not really lending themselves to representing large numbers of non-binary attributes.
I guess, but if you disregard hand editing of the files, then you can choose any format for speed and completeness.

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Disagree strongly. GUIs for stuff like this are painful.
Given that GUIs have successfully formed the basis for game editors for years now, I'm confident that a GUI could easily handle editing Angband files. You could change almost any variable in Civ3, or create entire galaxies in Freelancer using a GUI. Reading lists from edit files and allowing multiple selection should be fairly straightforward.

That said, my original point is that it's the editor that makes the difference, not the data storage format.
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