Long sprite names

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Xeotroid
Posts: 385
Joined: Sat Jun 23, 2012 7:44 am
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Location: Czech Rep.

Re: Long sprite names

Post by Xeotroid »

Sorry about necroing a four year old post, but I wasn't sure if a new feature suggestion would be a good idea since it would be mostly a duplicate. However, could a different approach work? Instead of trying to implement long sprite names in the States block or using folder paths as sprite name parts, what if the States block stayed the same, but the namespace where to look for sprites was customisable using an actor property?

Think of a folder structure like this:

Code: Select all

sprites
├spacelab
│├BOOKA0.png
│└BOOKB0.png
└medieval
 ├BOOKA0.png
 └BOOKB0.png

Then, in the actor definition, a SpriteNamespace property could be used that specifies the folder to look in, in this case either "sprites/spacelab" or "sprites/medieval", eg.:

Code: Select all

Default {
	SpriteNamespace "sprites/spacelab";
}
States {
Spawn:
	BOOK A -1;
	Stop;
}
Perhaps the "namespace" could be limited to the sprites folder, and the property would translate to an index offset for the list of sprites?
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Graf Zahl
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Re: Long sprite names

Post by Graf Zahl »

Sorry, but the way sorites are looked up does not allow any of this. We'd had to change the entire sprite loader to do it. That's not really worth it.
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Xeotroid
Posts: 385
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Location: Czech Rep.

Re: Long sprite names

Post by Xeotroid »

Understood, it was worth a shot at least.
I guess then the different syntax suggestions are irrelevant, because the issue doesn't really concern how the States block is written, right? Is it also why with MODELDEF it's possible for two actors with two different models to share the same frame names without issues – because models are loaded and organised completely differently?
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Graf Zahl
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Location: Germany

Re: Long sprite names

Post by Graf Zahl »

If it was that easy the feature would have been done long ago...

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