On Thu, Jul 08, 2010 at 03:57:01PM +1200, Ralph Versteegen wrote:
> On 7 July 2010 06:06, James Paige <[email protected]> wrote:
> > On Sat, Jul 03, 2010 at 10:05:26AM +1200, Ralph Versteegen wrote:
> >> If you look at r3615, you'll see I included some long winded
> >> instructions in IMPORTANT-nightly.txt, which you can't even apply if
> >> you're playing a passworded game. But it wouldn't be hard to fix this
> >> problem automatically: just ignore the gameover and loadgame settings
> >> if they are both zero. This will fix vastly more saved games than it
> >> breaks (where a script has intentionally zeroed those out), and it's
> >> only been a few weeks, so the chances of it actually breaking anything
> >> is near zero. However, you want to be able to identify saves that
> >> might be saved with a version exhibiting the bug
> >
> > That seems reasonable to me.
> >
> >> We could just increment the save file version number, but that's feels
> >> unnecessarily heavy-handed. Does it matter? We could add fixbits to
> >> avoid doing so.
> >
> > It was my intention that incrementing the save file version number was
> > something we could do often and easily, but right now I can't remember
> > if that is actually the case yet.
> 
> OK, here's my argument for fixbits: when switching between versions,
> or when other clients want to support RSAV (and IM has said that he
> wants to use the same save format for ohr++, and that he would like to
> continue working on it) it would be courteous to not increment the
> version number when it's not needed. We can still increment the
> version number when

Okay, that is a convincing argument for fixbits.

And now that I think about it, all the reasons that fixbits are better 
than verison incrementing in the RPG format apply to RSAV too.

Fixbits are just cleaner.

Although rather than a bitset field, I would favor nodes with short but 
reasonably descriptive names.

---
James
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