In response to Alathon
Alathon wrote:
and all-around prone to error.
I agree with the inefficient and non-flexible part. But it is not prone to error unless you have an incompetent coder on your team.

While it may technically work, it doesn't work very well at all
Works fine for my purposes

its a bad idea to promote such a system to someone.
I asked why it was being done the way it was and told them how I was doing it, didn't necessarily say it's the best method out there. I just like to avoid using other people's libraries as much as possible.

If you have a 300x300 town, and all other areas in your game are only, say, 150x150 then you're wasting 150x150 turfs per z-level.

Good point, never thought of that. But does it really have a huge impact on server resources? More so than adding an entire library of procedures to handle dynamic map placement?

If you have two 50x50 maps, but your biggest is 300x300, then theres no reason the two 50x50 maps can't be on the same z-level

Never said you couldn't. I do this all the time, manually. See above comment.


I'll strongly advise against EVER using defines like you are, as well. Its going to be a mess down the road, to be blunt.

I fail to see the logic behind this at all. As long as you clearly define what purpose your defines have and keep them organized, they're not that messy at all. Defines and constants are a wonderful feature that is widely overlooked by most DM writers.
In response to Zagreus
Zagreus wrote:
its a bad idea to promote such a system to someone.
I asked why it was being done the way it was and told them how I was doing it, didn't necessarily say it's the best method out there. I just like to avoid using other people's libraries as much as possible.

Well, YOU like to, but really in essence you're also suggesting to others to avoid libraries by the above suggestion.

If you have a 300x300 town, and all other areas in your game are only, say, 150x150 then you're wasting 150x150 turfs per z-level.

Good point, never thought of that. But does it really have a huge impact on server resources? More so than adding an entire library of procedures to handle dynamic map placement?

Well, procedures don't just "take up resources", of course. They just take the required cpu time and memory when ran, the rest of the time they're just calm bytecode residing in your DMB file.
Objects however take up space, memory (nothing that can be considered "dangerous" of course) as long as they exist, and well, make you closer to that object limit. :P


I'll strongly advise against EVER using defines like you are, as well. Its going to be a mess down the road, to be blunt.

I fail to see the logic behind this at all. As long as you clearly define what purpose your defines have and keep them organized, they're not that messy at all.

I agree with Alathon. I also love #defines, but they're not for this, at least not the way you've put it. Is what you've posted the "organized" form? Because that IS very messy.

Defines and constants are a wonderful feature that is widely overlooked by most DM writers.

Yes, well, might wanna add most DM writers also overlook things such as not using 'usr' in a proc, using 'src', using lists, using object inheritances (the list goes on :p)...
But if you take a look around, #defines are used sometimes by the more competent coders. They're very nice and useful, but not for this stuff. They're for shortening code, repeating code automatically in certain ways, behaving as procs (for things too small/simple to be actually made into a proc), naming values, choosing settings (in Dream Maker and in libraries), and stuff like that.
In response to Kaioken
Kaioken wrote:
Is what you've posted the "organized" form? Because that IS very messy.

What about that sample looked organized? I just wrote that up on the fly so folks could get the general idea. I'm not about to publish my exact system for Z-level handling knowing how many people just copy stuff off of these forums.

As for what defines and constants should and should not be used for, I'll just have to state that I disagree and ignore anything else you say on the subject, as it's obvious you are specifically scanning every thread on these forums for an argument to start, I don't want to get into that any more.

I'm sick and tired of seeing five mile long threads going back and forth over how some person doesn't agree with the way that the other person is handling something in their game.

I proposed a workaround solution. Someone claimed it was inefficient, I agreed (Even though I've never even seen the alternative library), case closed.

Even when I ask to keep a topic free of arguments (that whole scripting vs programming thing), knowing full well that you would be all over it if I didn't, you still attempt to start another argument.

In response to Zagreus
Zagreus wrote:
Kaioken wrote:
Is what you've posted the "organized" form? Because that IS very messy.

What about that sample looked organized?

Nothing. If you haven't noticed, thats the whole point. Well, the whole approach is pretty messy itself.

As for what defines and constants should and should not be used for, I'll just have to state that I disagree and ignore anything else you say on the subject, as it's obvious you are specifically scanning every thread on these forums for an argument to start, I don't want to get into that any more.

Ah, but of course I am. Theres nothing I like more than useless, repeating chain-posts! :)

I'm sick and tired of seeing five mile long threads going back and forth over how some person doesn't agree with the way that the other person is handling something in their game.

I proposed a workaround solution. Someone claimed it was inefficient, I agreed (Even though I've never even seen the alternative library), case closed.

Uh, you didn't quite agree with Alathon. At any case, I just came to strengthen his point. Whats your problem?

Even when I ask to keep a topic free of arguments (that whole scripting vs programming thing)

Ah, sure, you explicitly stated you knew people could comment on that at the other topic but you posted it anyway. So basically you've kinda invited an argument, but ASKED for people not to argue it? :P

Also, you might wish to check up on the definition of 'argument', as there is none here. At least there wasn't until your most recent post. ;O

Basically, don't fuss about this stuff. Not everybody has to agree with you, or like your methods. If you post wrong stuff, people will (er, should :d) correct em. Get over it, and have a good day.
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