The number of teams is pretty big in bygfoot. There are around 22 teams per league, 5 leagues per countries and more and more countries. Thus, the save files becomes really big, and the histories features increases their size each week.
I suggest the number of avaible teams can be restricted. For example, only the first league in each country, except in the country of the player's team can be simulated. Then, you can add how much new countries you want, without increasing the load/save time.
Team number restrictions
Re: Team number restrictions
hm.. i don't understand. why should the number of country files have anything to do with save/load time? when you save or load a game, country files aren't even touched.arnaudus wrote:I suggest the number of avaible teams can be restricted. For example, only the first league in each country, except in the country of the player's team can be simulated. Then, you can add how much new countries you want, without increasing the load/save time.
or do you think all the countries are loaded although the user plays only in one of them? that is not the case, only the teams from the country the user selected are loaded.
gyözö
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Sorry, I didn't refer to "country files", but rather to "leagues into the save files".
A save file contains 178 team descriptions (at least in Bygfoot 1.7) (<=> 3560 players). Load/save remains rather slow (it is logical). Using bygfoot on an old computer can be problematic just because of the load/save system! In the other hand, consider the situation of bygfoot 3.0, which will allow network game. Then, load/save is not a problem, since the server is never closed, theoretically. Moreover, it may let more than 178 players to play against each other (consider that this server will be a pentium 8 when bygfoot 3.0 will be released).
My suggestion was not clear (it is usual for me). I suggest that, at the beginning of the game, the user can choose how many teams will be considered. Maybe something like:
1 2 3 4 5
England [x] [x] [ ] [ ] [ ]
France [x] [x] [x] [ ] [ ]
Germany[x] [x] [x] [ ] [ ]
Poland [ ] [ ] [ ] [ ] [ ]
...
A save file contains 178 team descriptions (at least in Bygfoot 1.7) (<=> 3560 players). Load/save remains rather slow (it is logical). Using bygfoot on an old computer can be problematic just because of the load/save system! In the other hand, consider the situation of bygfoot 3.0, which will allow network game. Then, load/save is not a problem, since the server is never closed, theoretically. Moreover, it may let more than 178 players to play against each other (consider that this server will be a pentium 8 when bygfoot 3.0 will be released).
My suggestion was not clear (it is usual for me). I suggest that, at the beginning of the game, the user can choose how many teams will be considered. Maybe something like:
1 2 3 4 5
England [x] [x] [ ] [ ] [ ]
France [x] [x] [x] [ ] [ ]
Germany[x] [x] [x] [ ] [ ]
Poland [ ] [ ] [ ] [ ] [ ]
...
Re: XML file
So one idea : why don't zip the xml file ? it's text and it's size can be divide by two -yes it don't resolve the problem about load/save time but it's an idea... More over, why don't split save data into two files, one for team, one for history. We could load history into background ? Maybe complex ?arnaudus wrote:The number of teams is pretty big in bygfoot. There are around 22 teams per league, 5 leagues per countries and more and more countries. Thus, the save files becomes really big, and the histories features increases their size each week.
I suggest the number of avaible teams can be restricted. For example, only the first league in each country, except in the country of the player's team can be simulated. Then, you can add how much new countries you want, without increasing the load/save time.
Geovah - geovah@jabber.sk- (yes i'm french...)
Re: XML file
my dear geovah, i wonder how you managed to avoid noticing that bygfoot 1.7.3 save files have '.zip' prefixes and if you unpack them, you see there are three separate files inside.GeoVah wrote:So one idea : why don't zip the xml file ? it's text and it's size can be divide by two -yes it don't resolve the problem about load/save time but it's an idea... More over, why don't split save data into two files, one for team, one for history.
this is a bit problematic because what would then happen if the user clicks on show history right after loading (and during the loading of the histories in the background)? to make this work would probably involve complicated things like multithreading with mutexes and stuff, and i don't know one bit about those.We could load history into background ? Maybe complex ?
gyözö
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this could be implemented in 1.9. but not in 1.7, because things aren't that flexible in 1.7.arnaudus wrote:My suggestion was not clear (it is usual for me). I suggest that, at the beginning of the game, the user can choose how many teams will be considered.
gyözö
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