View unanswered posts | View active topics It is currently Thu Jan 16, 2025 5:40 am



Reply to topic  [ 40 posts ]  Go to page 1, 2, 3  Next
 Compression idea 
Author Message
Banned
User avatar

Joined: Tue Feb 27, 2007 4:05 pm
Posts: 2527
Reply with quote
Post Compression idea
Note: tl;dr on the bottom.

This thread gave me an interesting suggestion to offer.

Most of the games content is derived from third-party or module-ized media distributed through a series of compressed archives. Apparently there is a frequent occurrence of one decompressor being favored over the others by the game engine. Not only that, but the nature of extractable archives mean that certain file structures may or may not be obeyed once the content is extracted.

So here is my suggestion: Data should consider utilizing his RTE module system in ways other games and software handle compressed archives. Blizzard has the MPQ system, and I wlll use that one as an example. Look at any Blizzard game for Windows. Its content is hidden by something called an MPQ file.

This file is just a compressed archive like any other, except it is in a proprietary format. The game can read from this MPQ even when the files are compressed, it saves space (although honestly not an issue for CC), and allows modularization of content. I think this is an idea Data should consider implementing.

The primary reason for this is ease of use. I realize most of you say "Eric! All you have to do is decompress a file!" But how many threads have we seen on "omg cannot install mods?" I've seen enough since I've been here to think it is justified.

Another reason for this that has come to my attention during this writing is file security. Something that has always been a hot topic in this forum is copying, modifying, or changing other peoples source files and re-releasing derivative work. Allowing a content creator to leave their files compressed and utilize the security features of a compressed format permits people to license their work as they see fit--and be guaranteed that this license will likely be utilized.

Anyway, tl;dr Data should make a way for the engine to read compressed archives as RTE modules because it would be easier to use and provide file security.


Sun Sep 13, 2009 12:46 pm
Profile YIM
DRL Developer
DRL Developer

Joined: Fri May 15, 2009 10:29 am
Posts: 4107
Location: Russia
Reply with quote
Post Re: Compression idea
I like it. It would make people unable to do a quick mod of base.rte to get bullet hoses, and that's a good thing, right?


Sun Sep 13, 2009 1:18 pm
Profile
Banned
User avatar

Joined: Tue Feb 27, 2007 4:05 pm
Posts: 2527
Reply with quote
Post Re: Compression idea
I hadn't even thought about that!


Sun Sep 13, 2009 1:44 pm
Profile YIM
User avatar

Joined: Thu Apr 12, 2007 11:35 pm
Posts: 64
Reply with quote
Post Re: Compression idea
No, that's a BAD thing. This complicates matters (and you know that means Data would delay some build at some point) and isn't something we need. People who cry "OMG HOW I INSTALL MODS" are idiots and should be ignored until they learn how to use a computer properly/learn to search the forums.

If I'm catching your drift correctly this also means we couldn't poke around in installed mods, including Base.rte. That'd mean we'd have even less incoming modders, and that we might miss a gem or two (imagine not having capnbubs, for example).

tl;dr: ♥♥♥♥ proprietary file formats. CC doesn't need them until it's finished, even then that's not an option. Support for zip files might be nice though.


Sun Sep 13, 2009 1:57 pm
Profile ICQ
Banned
User avatar

Joined: Tue Feb 27, 2007 4:05 pm
Posts: 2527
Reply with quote
Post Re: Compression idea
I didn't say it had to be proprietary. And I'm willing to bet that anyone who really wanted to be a third-part content creator for game wouldn't be locked out. The people who really care to make consistent quality work will be (and should be) more driven by the goal of creating quality content than being tripped up by content restrictions.

I'm not even advocating locking people out of content by and large, just giving content creators options and easing the process. Ignoring users based on skill level is not a viable business model, because all you are doing is excluding markets.

It doesn't have to be an all-or-nothing situation.


Sun Sep 13, 2009 2:00 pm
Profile YIM
User avatar

Joined: Wed Jan 07, 2009 10:26 am
Posts: 4074
Location: That quaint little British colony down south
Reply with quote
Post Re: Compression idea
Also, I like being able to do quick edits of a mod to see if my suggestions have a vague chance of working before posting... and, y'know, being able to do other quick stuff on other people's stuff. Makes up a pretty big fraction of replayability, and I'd prefer it stayed possible.

And besides, any time code was stolen it was pointed out and mocked within the first page.


Sun Sep 13, 2009 2:05 pm
Profile WWW
User avatar

Joined: Thu Apr 12, 2007 11:35 pm
Posts: 64
Reply with quote
Post Re: Compression idea
ProjektTHOR wrote:
I didn't say it had to be proprietary. And I'm willing to bet that anyone who really wanted to be a third-part content creator for game wouldn't be locked out. The people who really care to make consistent quality work will be (and should be) more driven by the goal of creating quality content than being tripped up by content restrictions.

I'm not even advocating locking people out of content by and large, just giving content creators options and easing the process. Ignoring users based on skill level is not a viable business model, because all you are doing is excluding markets.

It doesn't have to be an all-or-nothing situation.


Well, in that case, we might still have to wait for Data to release a 'mod maker' kind of program for CC. And I really doubt that would be pretty. Perhaps being able to decompress/decompile the mod to what it looked like before conversion would work. Better yet, have support for the old .rte folders and the new .rte files. (I assume that'd be the file extension, or something like it.)

I like the idea of protecting a modder's work, but that also means that if they ♥♥♥♥ something up, I can't fix it. In that case I can't even change something to fit my own preferences/playing style.
Worse, if somebody makes another mod with 'sharp aim for bomb drops' or similar, there's no way I can change it for gamepad use if it's protected.
Power to the modders and such is nice, but I really don't like the idea of allowing some of them to do stupid ♥♥♥♥ which we can't fix (even if we want to).

Overall, as long as CC remains backwards compatible (hah!) with .rte folders, and the presumed .rte files can be decompressed/decompiled (if not protected), then I'm okay with the idea of this...for the most part.


Sun Sep 13, 2009 2:10 pm
Profile ICQ
happy carebear mom
User avatar

Joined: Tue Mar 04, 2008 1:40 am
Posts: 7096
Location: b8bbd5
Reply with quote
Post Re: Compression idea
ProjektTHOR wrote:
Something that has always been a hot topic in this forum is copying, modifying, or changing other peoples source files and re-releasing derivative work.

In my experience, not only does file security such as this not work, it tends to backfire. People will respect those who give them respect, and locking up your source code just leads to resentment. Plus, they'll just decompress the mod eventually. Look at Spore, it was heavily locked up with DRM and I believe it won a world record for the most pirated game ever (or at least in 2008). Better to avoid this bumpy avenue and keep mods easily modified.

The idea is good, but I believe it should be just as simple as a renamed .7z, such as Spring's .sd7 files. This allows for drag-and-drop functionality while retaining easy modification and openness.

EDIT: That reminds me, I should release everything under CC 3.0...


Sun Sep 13, 2009 2:17 pm
Profile
Banned
User avatar

Joined: Tue Feb 27, 2007 4:05 pm
Posts: 2527
Reply with quote
Post Re: Compression idea
The game isn't open-source, though. While I admire any project that adheres to the GPL and similar licenses, Datarealms is not one of those companies. The game is clearly closed-source, and the only reason the content the community creates is "open source" is because there is no other alternative. My issue is less with the piracy of the game, and more with the portability of the game.

And Midna, the fact of the matter is that the content belongs to the creator, regardless of license (unless released in the public domain). It should be up to the creator to dictate what is done with their code, not some boy on the forum who wants to do willy-nilly with someone elses work. Let that be up to the content creators to decide.

Unfortunately, everyone here seems to have completely missed the point and is concentrating on the lolsecurity argument, and isn't focusing on the drag-and-drop modularity that I think is the most important idea. Arg.


Sun Sep 13, 2009 3:44 pm
Profile YIM
User avatar

Joined: Sat Nov 03, 2007 9:44 pm
Posts: 1916
Location: Flint Hills
Reply with quote
Post Re: Compression idea
As long as there's a free and easy means of compressing/decompressing the files, this sounds excellent.

But the problem with being able to release mods that have safety features is that it will be harder for modders to learn by observation, and more simple/dumb questions will need to be asked and answered.
And as allstone said, I too like to tinker around with other people's mods in my personal use, and this would mostly ruin that bit of fun.

I think the compression idea is definitely good, but implementing the security features mentioned would restrict disproportionately to the small problem.


Sun Sep 13, 2009 5:14 pm
Profile
happy carebear mom
User avatar

Joined: Tue Mar 04, 2008 1:40 am
Posts: 7096
Location: b8bbd5
Reply with quote
Post Re: Compression idea
Duh102 wrote:
simple as a renamed .7z, such as Spring's .sd7 files.


@Thor:
True, the game isn't open source. Never has been. However, the data files always have been. Data has had plenty of time to decide to compress and encode all data files, but he has been going the other direction, taking out the hard coded functions and exposing them to modification. To me, that says something significant.


Sun Sep 13, 2009 5:43 pm
Profile
User avatar

Joined: Fri Dec 22, 2006 4:20 am
Posts: 4772
Location: Good news everyone!
Reply with quote
Post Re: Compression idea
viewtopic.php?f=4&t=15744

Well, anyway, I think it would work if Data made a program to browse and edit the files, or decompress them.
Both would take a long time.

I don't know about images but if Data made an editor that was made specifically for Cortex Command I'm sure programming it would be much easier.
I'd imagine you could have modules that you can click to add in the code for a heave coalition clone, or a dreadnought. (No more mod template hassles.)
A lot of things could really work out.

But, again, time is money.


Sun Sep 13, 2009 6:14 pm
Profile WWW
Banned
User avatar

Joined: Tue Feb 27, 2007 4:05 pm
Posts: 2527
Reply with quote
Post Re: Compression idea
Duh102 wrote:
Duh102 wrote:
simple as a renamed .7z, such as Spring's .sd7 files.


@Thor:
True, the game isn't open source. Never has been. However, the data files always have been. Data has had plenty of time to decide to compress and encode all data files, but he has been going the other direction, taking out the hard coded functions and exposing them to modification. To me, that says something significant.
I'm sorry, what? Explain to me in the EULA where it says his stuff is open source.

The lack of security features does not mean that it is permissible to pilfer at will. If you can point out where Data explicit states the copyright status of his data files, I will rescind that, but in the absence of a clear license, the artist maintains full and complete ownership. It's not open source because the owner doesn't say it's closed. You got it backwards.


Sun Sep 13, 2009 7:49 pm
Profile YIM

Joined: Sat Jan 13, 2007 11:04 pm
Posts: 2932
Reply with quote
Post Re: Compression idea
Cool story bro.
You don't own this place nor you play the game either. So why do you care?
Is you epenor too small? Need an indie game forum to inflate it?

Too bad, we suck at that, find another place.


Sun Sep 13, 2009 9:10 pm
Profile
happy carebear mom
User avatar

Joined: Tue Mar 04, 2008 1:40 am
Posts: 7096
Location: b8bbd5
Reply with quote
Post Re: Compression idea
ProjektTHOR wrote:
It's not open source because the owner doesn't say it's closed. You got it backwards.

Point conceded. And I doubt prom would take stealing his artwork for any other project lightly.

EDIT: Nummy, shut up already :roll:
Legality is not to be taken lightly.


Sun Sep 13, 2009 9:13 pm
Profile
Display posts from previous:  Sort by  
Reply to topic   [ 40 posts ]  Go to page 1, 2, 3  Next

Who is online

Users browsing this forum: No registered users


You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum
You cannot post attachments in this forum

Search for:
Jump to:  
Powered by phpBB © 2000, 2002, 2005, 2007 phpBB Group.
Designed by STSoftware for PTF.
[ Time : 0.046s | 14 Queries | GZIP : Off ]