But it's a map-mod. It's impossible to include a map-mod currently: map-mods only work when packed into separate .wz files.AuberForest
I think it's an old bug on the game side (trees hanging above the ground not only sometimes happens, but is also anisotropic: on a symmetric map, symmetric trees may have different heights).correct placement of tree heights
MIH-XTC wrote:I have 7 maps I would like to submit for consideration to be released/bundled with 3.1.3 but 6 of them use non-standard tile sets. NoQ mentioned above map mods won't work with stock maps? Do you think it is frowned upon to have stock maps that deviate from the original wz? Where should I upload them for review? I'm only allowed to attach 3 files per post. Also, how do I upload addons to the addon section?
vexed wrote:The best way to do this is have a map thread, with your maps.
Then, each post would have the map in question, and the license, and screen pics of said map.
Once that is done, hopefully the community would give feedback.
After that, you can register for an account on addons.wz2100.net, and upload them there, with links back to your map's thread.
Oh, it is way too late to get anything into 3.1.3, we usually wait months, if not longer to get good, solid feedback before they are added.
NoQ wrote:Inclusion of map-mods into base game has technical problems; nobody minds, just impossible. A mod is something that modifies the stats. A map-mod is a map that modifies the stats while loaded. However, a built-in map is always loaded as part of mp.wz. It means that a mod inside a built-in map would affect all other maps. It becomes very clear to you if you understand how physfs work: just unpack your map on top of base.wz and mp.wz and see what happens. A regular map would only add files, a map-mod would overwrite files.
This problem would be eliminated by the new map format, at least for the tilesets, other stuff still cannot be modded in a stock map. If we are to include a map with a custom tileset now, we need to carefully merge the custom textures and decals into one of the existing three tilesets and re-make the map to use the new merged tileset, and it is no longer a map-mod after this is done.
Another approach is to create a special map folder for default maps inside the game installation and store default maps as .wz files in this folder.