Nestharus
o-o
- Reaction score
- 84
Newsletter 3?
Status on Documentation
I have some good news for everyone! Documentation for The Saver 1.0 is almost done!!!! I'm talking about the actual engine, not the tutorials for building your own : P
Right now it's around 80% complete! I say this because there are still new commands being added in as they are needed. The number might go down, but the current documentation on the website is 90% complete (there are almost no empty places now! ^_^)
You need to understand how long this has been taking me, heh... I have to literally color code every word, format every thing, etc etc... and create hyperlinks to anything I reference.
Status on the New Compression System
Well, it's looking pretty nasty >< and I'm not sure how I'm going to do this, honestly.
I'll give you all the idea I have:
Take the huge number right and convert that into base 2. We do this so we can divide out large numbers like 1,000,000 and make that just one value =). So, do some division into base 10 (with this, there will be no 0s because of the division ^_^, so we save some space). After that, convert into whatever base is wanted =). The default case is base 80. From my tests, this can send a normal 8 character code into a 4-6 character code which is a MAJOR improvement.
Encryption and Sequencing Security
I've decided to make a new mode for Encryption and Sequencing, well, hmm..
The first model of it would allow a vast amount of encryption keys and a vast amount of sequencing keys. From there, any of these could be paired, so you would just multiply them together to see how many possibilities you had. For example, encryption key 10 could be paired with encryption key 1. Now, this is good and all, but it takes up more space (3-4 characters to be precise if you're going for the 6400, 6400 command). Now, when I developed my new condension mode to make them both only take up 1 character together (it'll be even less when this new compression system is fully working), I made it so that sequence key 1 had to be paired with encryption key 1, etc. Overall, you are left with 80 unique possibilities (80 unique encryptions and 80 unique sequences). This is a pretty vast pool and it takes up such little space that you might as well use it. I was thinking of making a mode of constricting the major ones, or anything, almost like a boolean. If you want them to be able to pair with anything (taking up more space), you could set the compression setting to false. If not, set it to true. Less than 1 character is more than worth it, atleast to me : P
Now, this rose up questions about the Anti-Cheat Stealth Corruption System. With a few minor changes, I could make 2-3 of them fit into 1 character. I don't know, just some thoughts =).
Promotion
I'm starting to advertise the save/load engine all around b.net, different forums, etc as it nears completion.
Now, here's what I'm wondering. How many people are actually going to use it? Most maps have their own save/load engines that the authors built. A few use engines like Acehart's. When looking at mine, it already has 13 commands, 3 areas, and a few in-game commands. When it's finnished, it'll probably have around 30. I already added in 3 or 4 more (they aren't in the documentation yet). Keep in mind that most of the commands in the documentation right now have to do with saving, security, and setting up. There are no commands up there for loading right now...
This gives rise to a question: Who wants to learn such a large engine with so many commands?
I'm trying to make the documentation so clear that anyone would be able to learn it. A lot of the commands aren't even needed, they just give you more options and easier ways to do things. Oh well, just some thoughts.
A BackBone System in the Save/Load Engine is Doubtful
One of the main things that makes the save/load engine work is a trigger that copies another trigger. I'm not sure it's going to work, I've never done this before and I've never seen it done. When the map maker runs the command, it literally copies the trigger that the command is from.
Now, I'm going to be testing it out soon (yes, the save/load engine is not even able to be tested yet as it's not complete yet), and hopefully it'll work. If it doesn't, I'll have to do some redoing.... well, I'll have to figure out another way to do something...
Tutorials
In all honesty, how many people want the tutorials on how save/load engines work so they can build their own?
How many people want the code to this one when it's done? And how many people want full explanations of every system in this engine?
I'm just asking because those tutorials are going to take me a very long time to do and I want to see if anyone will even read them. If nobody's going to use them, I'm not going to do them.
Ok, this newsletter is officially done : P
Status on Documentation
I have some good news for everyone! Documentation for The Saver 1.0 is almost done!!!! I'm talking about the actual engine, not the tutorials for building your own : P
Right now it's around 80% complete! I say this because there are still new commands being added in as they are needed. The number might go down, but the current documentation on the website is 90% complete (there are almost no empty places now! ^_^)
You need to understand how long this has been taking me, heh... I have to literally color code every word, format every thing, etc etc... and create hyperlinks to anything I reference.
Status on the New Compression System
Well, it's looking pretty nasty >< and I'm not sure how I'm going to do this, honestly.
I'll give you all the idea I have:
Take the huge number right and convert that into base 2. We do this so we can divide out large numbers like 1,000,000 and make that just one value =). So, do some division into base 10 (with this, there will be no 0s because of the division ^_^, so we save some space). After that, convert into whatever base is wanted =). The default case is base 80. From my tests, this can send a normal 8 character code into a 4-6 character code which is a MAJOR improvement.
Encryption and Sequencing Security
I've decided to make a new mode for Encryption and Sequencing, well, hmm..
The first model of it would allow a vast amount of encryption keys and a vast amount of sequencing keys. From there, any of these could be paired, so you would just multiply them together to see how many possibilities you had. For example, encryption key 10 could be paired with encryption key 1. Now, this is good and all, but it takes up more space (3-4 characters to be precise if you're going for the 6400, 6400 command). Now, when I developed my new condension mode to make them both only take up 1 character together (it'll be even less when this new compression system is fully working), I made it so that sequence key 1 had to be paired with encryption key 1, etc. Overall, you are left with 80 unique possibilities (80 unique encryptions and 80 unique sequences). This is a pretty vast pool and it takes up such little space that you might as well use it. I was thinking of making a mode of constricting the major ones, or anything, almost like a boolean. If you want them to be able to pair with anything (taking up more space), you could set the compression setting to false. If not, set it to true. Less than 1 character is more than worth it, atleast to me : P
Now, this rose up questions about the Anti-Cheat Stealth Corruption System. With a few minor changes, I could make 2-3 of them fit into 1 character. I don't know, just some thoughts =).
Promotion
I'm starting to advertise the save/load engine all around b.net, different forums, etc as it nears completion.
Now, here's what I'm wondering. How many people are actually going to use it? Most maps have their own save/load engines that the authors built. A few use engines like Acehart's. When looking at mine, it already has 13 commands, 3 areas, and a few in-game commands. When it's finnished, it'll probably have around 30. I already added in 3 or 4 more (they aren't in the documentation yet). Keep in mind that most of the commands in the documentation right now have to do with saving, security, and setting up. There are no commands up there for loading right now...
This gives rise to a question: Who wants to learn such a large engine with so many commands?
I'm trying to make the documentation so clear that anyone would be able to learn it. A lot of the commands aren't even needed, they just give you more options and easier ways to do things. Oh well, just some thoughts.
A BackBone System in the Save/Load Engine is Doubtful
One of the main things that makes the save/load engine work is a trigger that copies another trigger. I'm not sure it's going to work, I've never done this before and I've never seen it done. When the map maker runs the command, it literally copies the trigger that the command is from.
Now, I'm going to be testing it out soon (yes, the save/load engine is not even able to be tested yet as it's not complete yet), and hopefully it'll work. If it doesn't, I'll have to do some redoing.... well, I'll have to figure out another way to do something...
Tutorials
In all honesty, how many people want the tutorials on how save/load engines work so they can build their own?
How many people want the code to this one when it's done? And how many people want full explanations of every system in this engine?
I'm just asking because those tutorials are going to take me a very long time to do and I want to see if anyone will even read them. If nobody's going to use them, I'm not going to do them.
Ok, this newsletter is officially done : P