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I'm making a new set of Wolf file formats - any requests?
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AlumiuN
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PostPosted: Tue Jul 05, 2016 11:16 pm
   Subject: I'm making a new set of Wolf file formats - any requests?
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I'm (finally) starting work on a Rust-based Wolfenstein engine, and at the current stage I'm working on rewriting my file formats to be more powerful than the standard ones. In particular, I'm working on two formats:

- A package format to contain all (or at least the majority of) a game's files in a single package (with the option of compression)
- A flexible map format that doesn't have a hard-coded size or number of planes, and can be used to store map specific things (sprites, scripts, etc.)

I'm aware that it's unlikely to such much use for anyone beyond me, but I wanted to make sure before finalizing the formats that there's not something that might be useful that I've forgotten to add. As such, can anyone think of anything that they would find useful in these formats?
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PostPosted: Wed Jul 06, 2016 12:12 am
   Subject: Re: I'm making a new set of Wolf file formats - any requests?
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Maybe a system like Duke 3d's CON files where you can edit trivial things like ammo amounts and whatnot?

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AlumiuN
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PostPosted: Wed Jul 06, 2016 12:15 am
   Subject: Re: I'm making a new set of Wolf file formats - any requests?
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That can probably be done fairly trivially with a script (although in the case of things like ammo amounts, enemy health, etc. you'll be able to change those for individual objects in the editor itself without needing a script anyway).
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PostPosted: Wed Jul 06, 2016 7:57 am
   Subject: Re: I'm making a new set of Wolf file formats - any requests?
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I'd say include support for external picture files and audio files. You probably already are, though. Smile
AlumiuN
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PostPosted: Wed Jul 06, 2016 1:59 pm
   Subject: Re: I'm making a new set of Wolf file formats - any requests?
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Tricob wrote:
I'd say include support for external picture files and audio files. You probably already are, though. Smile


Is this in relation to the map format or the package format? The package format requires that all files are internal to a package (although they can be spread across multiple packages if you really want); the map format allows you to include images and sounds in the map file, either to override one of the default textures or to add a new one that's used by a script.
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PostPosted: Wed Jul 06, 2016 5:20 pm
   Subject: Re: I'm making a new set of Wolf file formats - any requests?
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It's in relation to the game itself, where the game uses SoundNumber1.WAV and SoundNumber2.WAV for Enemy #1, and so on.

Forgive my ignorance, but it's kind of lost on me how external files would be used with one map and not the rest of the game. I guess I'm just not thinking about it right. Confused
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PostPosted: Wed Jul 06, 2016 6:16 pm
   Subject: Re: I'm making a new set of Wolf file formats - any requests?
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Oh, right; in general those will be contained within a package rather than being all over the place (my ASM was particularly bad about this). With this system, each map will be its own file (contained within the a package file), and within that file you can include images and sounds that are relevant for that map only. For most Wolf purposes that's probably not that necessary, but I'm trying to have my format be as permissive with that sort of thing as possible.
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PostPosted: Mon Jul 11, 2016 7:43 pm
   Subject: Re: I'm making a new set of Wolf file formats - any requests?
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For anyone interested, the first draft of the file format is here. I've tried to be as unambiguous as possible, and tried to allow as much flexibility in the format as I can. It's quite a bit more complicated than the normal Wolf file format, but should hopefully be somewhat more robust.
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