quote:
Originally posted by sinoth:
<STRONG>schm0:
As you guessed, material types are not included in the fdf-map format. Also missing is flow information (depth).</STRONG>
Depth is a toggle you can set in the init.
quote:
There is also the issue of multiple objects occupying a tile. For example, if a dwarf was standing on stairs they wouldn't get rendered properly.
Ok, minor issue solved by the fact that stairs would only be completely obscured by two dwarfs standing on both upper and lower ends of the stairs. But, you make a good point.
quote:
Also, although we haven't made use of it much yet, there are 'designation' and 'occupancy' flags in the memory that give a ton of information about a specific tile. These flags include details such as if a tile is muddy, if it is indoors/outdoor, dark/light, hot/cold. This type of detail just isn't possible through a screenshot.
Indoors and outdoors are kinda irrelevant, since the walls, ceilings and floors would define that for the viewer. Dark and light would be nice, but lighting isn't yet implemented in DF, nor in the 3D map viewer. Currently, if it *was* implemented, then the entire underground would be pitch black. And how would you represent hot or cold tiles?
quote:
Even with memory hacking, there is quite a bit of guess work that goes into rendering the map. For example, a boulder has no ground type associated with it (because in-game, you can't see the ground of a boulder tile). So the type must be guessed by looking at the tiles surrounding it. Trying to render an fdf-map in 3D would entail much more of this guesswork.
Still, it seems less of a hassle to create such an algorithm than "guessing" at which memory location holds what. The file size alone diminishes the amount of memory that DF takes up.
quote:
As far as file size goes, there isn't much difference between a 100k and 200k file. Even on dial-up, the difference in download speed is roughly 20 seconds.
Well, I guess it comes down to this: How much memory does DF use and how much space does an FDF-MAP take up? I'm sure they're drastically different.
quote:
You mentioned running DF and the viewer simultaneously. That argument is also in favor of a memory hacker. Remember that in order to get an fdf-map file, you have to pause your game and export the bitmaps, then run the bitmaps through SL's compressor. There is absolutely no way you could do this real-time. With a memory hacker, though, you could easily scan the memory once every few seconds and update the display accordingly. In this case, the smaller fdf-map file does not correlate into more FPS or faster load times.
[ January 02, 2008: Message edited by: sinoth ][/QB]
Well, with the extremely small file size of the FDF-MAP, I see no reason why Toady wouldn't implement a similar option in the not-so-near future to export a fortress directly to FDF-MAP. And SL and Markavian have already started work on making the map viewer work in three dimensions... which is where I see potential for the 3D map viewer and the DFMA.
I guess I'm just saying that there should be discussion of formats, and a compromise should be made. Perhaps Toady can implement some sort of hybrid map that exports pure data instead of a graphic, throwing in all the relevant information to which you refer but keeping the file size small.
(The reason for this as far as the file format is concerned: it's not about download speeds, but more about data crunching. It seems to me that it would be easier to wade through 500K of data than 1GB of memory.)
Perhaps the two formats can one day be so similar that they become compatible?