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StringIDs for conversations - conflicts?


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#1
AmstradHero

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I'm curious about potential clashes with string IDs when creating a campaign add-in.  I didn't immediately adjust my module's stringID start and end, and so lots of my conversations have lines within them that have fairly low IDs (around 706 million).

My understanding is that StringIDs have to be unique across all enabled add-ins, which means that potentially my add-in could clash with someone else's add-in if they happen to have strings within the same ID range.  Is this correct?

I've since increased my module's start and end string ID to a different range, so if necessary, I can simply duplicate the existing conversations I have and reassign them in order to fix the problem.  I just don't want to do this if I'm misunderstanding how StringIDs work.

Modifié par AmstradHero, 02 janvier 2010 - 04:37 .


#2
Proleric

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That's how I understand it. When you make a new module, you're allocated a random range of string ids. We're told that the probability of conflict with another add-in is low that way.

The risk can be reduced still further by building without dependencies on other add-ins. If your module needs to use someone else's content, download it in Builder-to-Builder format. There is an option to reset the string ids on the imported objects to your module's range, eliminating any conflict.

Then you can advise players to turn off all other add-ins while playing your module.

Hopefully, in reality, some benign add-ins that enhance the player experience in a general way (similar to PRC for NWN) will still work, but the module builder doesn't have to accept any responsibility for that.

#3
AmstradHero

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Interesting. I wonder how random that "random" is.

Of course, now I'm in a real pickle because I'm going to have some content that's within my allocated StringID range, and some that's not because I changed it part way through. I guess I really AM going to have to move everything across to the new ID range.

Or just be a really rude mod maker and have used two different ranges for the one mod.  Neither solution is particularly desirable.

Modifié par AmstradHero, 02 janvier 2010 - 07:02 .


#4
Proleric

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AmstradHero wrote...
Or just be a really rude mod maker and have used two different ranges for the one mod...

I see your dilemma. The "rude" option is less work, and not wildly anti-social. It simply increases the probability of conflict with a general-purpose add-in slightly. Bearing in mind all the other conflict possibilities (such as duplicate resource names and scripts at cross-purposes) ,  that's maybe no big deal.

On the other hand, if you wanted to renumber the string ids for half the resources quickly, you could export them, then import them with the string renumbering option. (I'd make a backup first, of course!).

#5
FalloutBoy

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With random numbers that big, the chances of a string conflict are astronimically low.