Uk.Cobra Posted May 1, 2006 Share Posted May 1, 2006 The main game is the same as the demo, don't get your hopes up :-/. ← hmm how do you know Quote Link to comment Share on other sites More sharing options...
emp7re Posted May 1, 2006 Share Posted May 1, 2006 The differing \ marks comment in and out the code. There is no real preformance boost between the demo and the full version. Same with graphics and options contained within. Quote Link to comment Share on other sites More sharing options...
zwitherow Posted May 1, 2006 Share Posted May 1, 2006 those locations do not exist in the demo or the full version.. im almost certain that those are paths inside of the .bundle file.. but we wont know until we have the SDK, provided it comes with the unpacker \ is not a comment mark for XML Quote Link to comment Share on other sites More sharing options...
Dannik Posted May 1, 2006 Share Posted May 1, 2006 \ is not a comment mark for XML← I haven't coded since Turing, which is why I was purely guessing that the \ may be some form of commenting out code. Quote Link to comment Share on other sites More sharing options...
MadMike Posted May 1, 2006 Share Posted May 1, 2006 The differing \ marks comment in and out the code. There is no real preformance boost between the demo and the full version. Same with graphics and options contained within. ← How do you know this? Mike Quote Link to comment Share on other sites More sharing options...
stevenmu Posted May 1, 2006 Share Posted May 1, 2006 I've used XML with comments recently and iirc correctly the comment marker was something similar to html, e.g. <!-- Comment goes here --> I'm not sure what affect the '/' vs the '\' would have, I'm very probably wrong here but I think that in general C file/stream APIs can use either for valid file paths. Another possibility is that '\' is to be used for files which exist in the windows file system and '/' for ones which are embedded in larger resource files. I know that doesn't really add much to the discussion either way, sorry, but there's just too many variables, without having worked on the game code ourselves we have no chance of figuring out the effect of not having these files. Quote Link to comment Share on other sites More sharing options...
[RS]Stalker Posted May 1, 2006 Share Posted May 1, 2006 To sum up my knowledge on this subject: Quote Link to comment Share on other sites More sharing options...
Roceh Posted May 1, 2006 Share Posted May 1, 2006 These xml files will be in the quick.bundle in the bundles directory. Its very common for devs to have all the files in the normal windows filesystem while their developing the game, so they can easily change them, add new files, etc. However when a game is released they tend to pack up these files into a single file, like a zip file for quake 3 (.pk3 is a zip renamed). For a few of reasons: 1. They can validate this entire structure has not been changed (i.e. hacked), 2. It is a little faster to read things from one big file, rather than lots of little ones. 3. Stops people modding the game until the tools are released. Whenever the game sees a reference to a file it will first look in its bundle file to see if it exists in there, if not it will look in the normal game directory. So these xml files are most likely in the 500meg bundle file. Quote Link to comment Share on other sites More sharing options...
Logos Posted May 1, 2006 Share Posted May 1, 2006 Having that many missing files doesn't cause games to run crappily; it causes games not to run at all. I'm sure the files referenced are there IF they're actually needed, just not in those paths. Quote Link to comment Share on other sites More sharing options...
Striker-1991 Posted May 1, 2006 Share Posted May 1, 2006 (edited) These xml files will be in the quick.bundle in the bundles directory. Its very common for devs to have all the files in the normal windows filesystem while their developing the game, so they can easily change them, add new files, etc. However when a game is released they tend to pack up these files into a single file, like a zip file for quake 3 (.pk3 is a zip renamed). For a few of reasons: 1. They can validate this entire structure has not been changed (i.e. hacked), 2. It is a little faster to read things from one big file, rather than lots of little ones. 3. Stops people modding the game until the tools are released. Whenever the game sees a reference to a file it will first look in its bundle file to see if it exists in there, if not it will look in the normal game directory. So these xml files are most likely in the 500meg bundle file. ← Yep, you got it. I was looking at the bundle yesterday, esp. for a solution to extract it I does look like a nice vfs archive not even compressed just "bundled". It's starting with a lookup table and then the archived files. Edited May 1, 2006 by Striker-1991 Quote Link to comment Share on other sites More sharing options...
tangovictor Posted May 1, 2006 Share Posted May 1, 2006 (edited) Stalker,May 1 2006, 07:55 AM] To sum up my knowledge on this subject: ← I'm not confused so much as baffled by people's logic and lack thereof.... Edited May 1, 2006 by tangovictor Quote Link to comment Share on other sites More sharing options...
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