File Extensions

Think this was discussed before on the SF developer list.

Any thought been given to place specific extension on predefined setups and saved games? Or even auto append any of the vassal file types

Right now it appears the norms are:
.mod - module
.mdx - module extension

when saved by designers

I was thinking the most common for saves would be .sav, and maybe give predefines .scn so that in the event a predefined is stored outside of a module any save game would not overwrite it

I believe we had this discussion already?

In order to allow file associations to work with windows and not interfere with other common suffixes, I believe we decided to go with 4 character suffixes that will hopefully be unique to VASSAL:

.vmod module
.vmdx extension
.vsav Save file

I think where mooted.

There was extensive discussion of the need, or not, to keep to 3 character suffixes, but I believe 4 characters was deemed acceptable.

Regards,
Brent.

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On 9/01/2008 at 3:28 PM Tim M wrote:


Brent Easton
Analyst/Programmer
University of Western Sydney
Email: b.easton@uws.edu.au


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Well 3 - 4 characters, Im not fussed :slight_smile: I just bring this up because again
as I see over in CSW someone having trouble with the files/extensions/zips.
Seems to crop up on a regular basis so would be good to implement. Make it
all go away


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Check out the “Standards” topic, that’s what we’re working toward Tim.

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Thus spake “Tim McCaron”:

Does anyone know what we need to do to set up the associations on Windows?
(Programatically—I know how to set them up by hand.)


J.


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Thus spake Joel Uckelman:

I think I found something:

today.java.net/pub/a/today/2004/ … tml?page=3


J.


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I’m not actually sure we need to worry about associations yet. Maybe just start with auto-assigning the extensions when someone goes to save a game or save a module etc. So when the save dialog pops up in the module editor, it automatically prompts to saves as *.vmod unless the user specifically overrides it.

Obviously the ultimate goal is to double click a save game and have it autoload the module; but that’s probably some some way down the track yet.