{"id":949,"date":"2011-07-12T15:54:21","date_gmt":"2011-07-12T23:54:21","guid":{"rendered":"http:\/\/technofovea.com\/blog\/?p=949"},"modified":"2016-03-31T23:34:20","modified_gmt":"2016-04-01T06:34:20","slug":"configuration-confusion","status":"publish","type":"post","link":"http:\/\/technofovea.com\/blog\/archives\/949","title":{"rendered":"Configuration Confusion"},"content":{"rendered":"<p>Well, Source-descended games have me stumped. There&#8217;s a bunch of a variation in behavior between them (consider L4D2 campaign creation versus Portal 2&#8217;s map transitions) and I&#8217;m trying to find the right technique to make PackBSP work differently depending on what the user has selected&#8230; Even assuming I can correctly identify the features of what they picked.<\/p>\n<p>Sometimes that means little things like specifically looking for certain entities that aren&#8217;t listed in the FGD files. Other times it almost means changing what GUI a user will see. \u00c2\u00a0Creating completely different &#8220;editions&#8221; of PackBSP seems like it would lead to its own difficulties keeping everything updated, so I&#8217;m hoping to find some solution with the Spring framework. I considered the Apache Commons-Configuration library for a while, but I really do need the ability to swap out different code and wiring as opposed to key\/value settings.<\/p>\n<p>This gets a little weirder when you consider how to handle new mods. Should it limp along, treating &#8220;Mod X&#8221; as if it were the same as default Half Life? How easy would it be to add support for Mod X? How would the program recognize it if the authors did a revamp and released &#8220;Mod X 1.5&#8221;?<\/p>\n<p>Perhaps the best solution is to mostly divorce the detection of games from the identification of games. So the user sees that they can pick &#8220;Zombie Shooterz&#8221; as a game, but it is up to them to tell PackBSP to use the &#8220;Half Life 2 Episode 2&#8221; setting, or the &#8220;L4D2&#8221; setting, depending on what code-base the game is built from.<\/p>\n","protected":false},"excerpt":{"rendered":"<p>Well, Source-descended games have me stumped. There&#8217;s a bunch of a variation in behavior between them (consider L4D2 campaign creation versus Portal 2&#8217;s map transitions) and I&#8217;m trying to find the right technique to make PackBSP work differently depending on what the user has selected&#8230; Even assuming I can correctly identify the features of what [&hellip;]<\/p>\n","protected":false},"author":2,"featured_media":0,"comment_status":"closed","ping_status":"open","sticky":false,"template":"","format":"standard","meta":[],"categories":[4],"tags":[8],"_links":{"self":[{"href":"http:\/\/technofovea.com\/blog\/wp-json\/wp\/v2\/posts\/949"}],"collection":[{"href":"http:\/\/technofovea.com\/blog\/wp-json\/wp\/v2\/posts"}],"about":[{"href":"http:\/\/technofovea.com\/blog\/wp-json\/wp\/v2\/types\/post"}],"author":[{"embeddable":true,"href":"http:\/\/technofovea.com\/blog\/wp-json\/wp\/v2\/users\/2"}],"replies":[{"embeddable":true,"href":"http:\/\/technofovea.com\/blog\/wp-json\/wp\/v2\/comments?post=949"}],"version-history":[{"count":4,"href":"http:\/\/technofovea.com\/blog\/wp-json\/wp\/v2\/posts\/949\/revisions"}],"predecessor-version":[{"id":1022,"href":"http:\/\/technofovea.com\/blog\/wp-json\/wp\/v2\/posts\/949\/revisions\/1022"}],"wp:attachment":[{"href":"http:\/\/technofovea.com\/blog\/wp-json\/wp\/v2\/media?parent=949"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"http:\/\/technofovea.com\/blog\/wp-json\/wp\/v2\/categories?post=949"},{"taxonomy":"post_tag","embeddable":true,"href":"http:\/\/technofovea.com\/blog\/wp-json\/wp\/v2\/tags?post=949"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}