Sun Jul 22, 2007 8:34 am by Rankor
As handy asI think XML scripting is, I think it has serious drawbacks when it comes to installing custom items that everyone should be able to access.
The reason is this: if everyone gets a scripted version of a ship, this means that each person who enables the mod script is going to have their own unique ID name and info numbers.
When you get a lot of players on the same server, you're going to run into ids conflicts and eventual crashes.
For example:
Player 1's ship has an ids name of 452760
Player 2's ship has an ids name of 534493
Player 3's ship has an ids name of 665994
The problem you see here is this, all three ships are the same ship.
When you hardcode a ship into the files, everyone gets the same ship with the exact same ids numbers.
You might get away with it for a short while, but eventually you're going to start running into conflict and crash problems.
Personally, I've noticed in my own files when I've used scripting (during testing) that I've often ended up with multiple entries of the same item. Every time I activated a mod script, the number of entries of the same item increased and this was even though I restored the backups. This eventually led to continuous crashes every time I attempted to even start a new game.
My only solution was to dig into those files and remove all the duplicate entries.
However, once I hardcoded the item into the game..the duplications ended and the game ran smoothly.