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Author Topic: Make Graphics packs easier by using a "g_init.txt" file for all graphics options  (Read 716 times)

PeridexisErrant

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Currently, switching graphics packs involves editing init files, and if all options were in a single file the process would be significantly easier. 
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 Donations here.

Dirst

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Currently, switching graphics packs involves editing init files, and if all options were in a single file the process would be significantly easier.
I like this idea, but a more general solution might be in order.  Two possibilities:

Option 1. Create object types for init settings and let the game load any arbitrary number of configuration files.

Code: [Select]
init_interface

[OBJECT:INIT]

[INIT:INTERFACE]

    [BIND:SELECT:REPEAT_NOT]
    [SYM:0:Enter]
    [SYM:0:Numpad Enter]
    [BIND:SEC_SELECT:REPEAT_NOT]
    [SYM:1:Enter]
    [SYM:1:Numpad Enter]
    [BIND:DESELECT:REPEAT_NOT]
    [KEY:z]
    ...

Code: [Select]
init_main

[OBJECT:INIT]

[INIT:MAIN]

    [SOUND:NO]
    [VOLUME:255]
    [INTRO:YES]
    [WINDOWED:YES]
    ...

and so on.

Option 2. Allow for an #INCLUDE type syntax to bring in the settings.

Code: [Select]
...
[INCLUDE:data/init/g_init.txt]
...

These aren't mutually exclusive, though there might not be much point in having both.
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PeridexisErrant

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I just think a general solution is overkill and would make the solution worse - the point of this is you can simply overwrite the files and never worry about how they're configured.  Complex inclusion syntax would either have to be incredibly standard - in which case just use G_init.txt, or we'd have the same problem again.
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I maintain the DF Starter Pack - over a million downloads and still counting!
 Donations here.