In the process of creating a GUI for the SM admin and group config files (link), I wrote a C# KV parser and writer for .NET. You can download binaries or source code from the project's tracker. Thanks to Kylegar messaging me, the parser has been vastly improved since 1.0.x, and now supports more relaxed KV syntax.
Long, long time ago I wrote some weapon damage calculator which had script parser with it. It was written in C# and there may be a link to it still on forums.
Long ago, in a far away forum... Oh wait, here it is. I take it you don't believe in commenting your code?
The sentence was "I take it you don't believe in commenting your code", not "I take it you don't believe in commenting your code."
"grammar" file explains everything. I guess that you know how to make simple tokenizers and LL parsers. If not, grab a book.
Or just use the tier1 KV parser with a simple filesystem (or just take it from leaked hl2 sourcecode). As I do.
Or just use the tier1 KV parser with a simple filesystem class (or just take it from leaked hl2 sourcecode). As I do.
Would you like to make a lua implementation of a KV parser? I guess that it could be handy soon. A native version might be handy for debugging in addition to the source c++ kv parser binding thing.
No thanks. I don't think anyone is using LUA. Side note: SourceMod supports KV parsing and writing out of the box.
You're completely and absolutely wrong. See GMod, see Fortress Forever. Regarding side note: SourceMod is for plugins and beside that, SourcePawn sucks.
I mean LUA in Empires, not the language in general. The only use for LUA in Empires that I can think of is for "plugins". You can write SourceMod extensions with C++.