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Reserved Ranges in 2DA Files


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#1
FollowTheGourd

FollowTheGourd
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Hi,

Maybe it's well-hidden on the wiki, but has anybody started carving up the 2DA space yet? Maybe it's too early to even know which values are safe to use and which might be taken for DLC and the like, but I'm interested in M2DA_base in particular.

I've created a separate M2DA file to extend it with some of my own custom 2DA files (that have nothing to do with adding to the game's pre-existing 2DAs), but I can see that causing conflicts if we don't reserve ranges as was done in NWN2. We might want to reserve M2DA prefixes, but I'm assuming that's easier to manage informally.

Maybe I should just stake a claim on the toolset wiki, but I'd be interested to hear what more experienced people have to say on it, or even better what BioWare's future plans are. Right now the best I could do is just choose a high number outside of any special ranges and cross my fingers.

It could be I'm missing something fundamental about M2DAs, but my understanding is that you still need to worry about the IDs, just not about having to keep creating monolithic 2DA files.

Modifié par FollowTheGourd, 04 décembre 2009 - 02:58 .


#2
BryanDerksen

BryanDerksen
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Note also that (at least as far as I'm aware) 2DAs in an addin's override directory are only loaded into memory when the addin is actually in use. So if two different builders are working on stand-alone adventures that will only ever be played one at a time they could overlap their 2DA IDs without causing any confusion. The situation where care needs to be taken is with addins that extend core (and thus are always loaded into memory), or are otherwise used alongside multiple different addins (for example every addin that added new content to the Single Player module would need to take care not to reuse each others' 2DA IDs). So not all modders will need to worry about these ranges in all situations.