All maps *MUST* have unique names!

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All maps *MUST* have unique names!

Postby Buginator » 22 Oct 2010, 06:34

I can't stress this enough!

  • Do not create maps that have the same name.
  • Do not convert 8 or 4 player maps to 7/6/5/3 players and leave the name the same!
  • All maps should have a version number in them, until the final map is done.

For example, MyMap should be MyMap-b1 for beta 1 (or whatever).
Then when you are done, and it is final just have it MyMap or MyMap-v1 (in case bugs slip in).

For people making maps, check your logs people, when warzone complains about something, there is a good reason for it, and you should fix the map in question.

You should always have gateways. Those are used to help the AI out on where to build things and other important stuff it does.

Once again, DO NOT just rename the wz file to a new name, that can and will break the game. You *must* recompile the map in FlaME with the new name!
and it ends here.
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Re: All maps *MUST* have unique names!

Postby Terminator » 22 Oct 2010, 13:20

Maps should have an internal map-name, & wz should display them by it(internal name), but not by filenames.

Int.Names could be changed in editor(flame?) - only.
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Re: All maps *MUST* have unique names!

Postby Zarel » 22 Oct 2010, 22:29

Terminator wrote:Maps should have an internal map-name, & wz should display them by it(internal name), but not by filenames.

Int.Names could be changed in editor(flame?) - only.

That's what it already does...

The only thing is that the filename also needs to match the internal name, otherwise it won't be sent when hosting games. It doesn't matter as long as you never hosts games, though.
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Re: All maps *MUST* have unique names!

Postby NoQ » 23 Oct 2010, 04:54

I don't mind, but i have already done it a lot of times (:
So i really really want to have MD5s checked, or at least file sizes (:
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Re: All maps *MUST* have unique names!

Postby effigy » 25 Oct 2010, 16:56

I've noticed when users update their maps on addons the filenames are always the same.

It's good that some users have been leaving us release notes in the map descriptions, but could we get map makers to recompile maps with a "-vx.x" (i.e., Visonary-v1.2) or whatever appended to their map name until a reliable way of distributing maps in-game is established?
This is why some features aren't implemented: http://forums.wz2100.net/viewtopic.php?f=30&t=7490&view=unread#p87241
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Re: All maps *MUST* have unique names!

Postby NoQ » 25 Oct 2010, 18:21

I don't mind, but i wonder how it will agree with the current map name length limit. It might be painful to shorten the names even further (:
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Re: All maps *MUST* have unique names!

Postby effigy » 25 Oct 2010, 18:34

Ah, sad but true :(

I think it's the best way for users to hack together a solution, much like personal IP ban lists for MP, though.
This is why some features aren't implemented: http://forums.wz2100.net/viewtopic.php?f=30&t=7490&view=unread#p87241
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Re: All maps *MUST* have unique names!

Postby NoQ » 25 Oct 2010, 19:12

Still, the question remains. Should i even try to remain and resubmit them? (:
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Re: All maps *MUST* have unique names!

Postby effigy » 25 Oct 2010, 19:54

Well, I think it's a partially a debate for each mapmaker to have with himself. Do the changes give players of the edited map advantage over players that have a previous version? Are the changes great enough to justify the time spent on recompiling 5+ plus maps and uploading them?

IMHO, for a few bad water triangles, probably not; for new cliffs, better advanced bases, then yes.

hmm...Maybe I should clarify a post above where I mention "in-game distribution." That is the problem is not distribution (though that's the intended effect), so much as verification.

I have to wonder if map name length is something we could get increased?
This is why some features aren't implemented: http://forums.wz2100.net/viewtopic.php?f=30&t=7490&view=unread#p87241
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Re: All maps *MUST* have unique names!

Postby Terminator » 25 Oct 2010, 22:01

Simple add a filter to maps-display list: if (filename != internal.map.name) { return f**you } =)
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Re: All maps *MUST* have unique names!

Postby NoQ » 26 Oct 2010, 07:04

Terminator wrote:Simple add a filter to maps-display list: if (filename != internal.map.name) { return f**you } =)
Hmm, i think this already works like this. Problem is about maps that have both similar filenames and similar internal names, but are still different.
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Re: All maps *MUST* have unique names!

Postby NoQ » 26 Oct 2010, 09:07

effigy wrote:Well, I think it's a partially a debate for each mapmaker to have with himself.
Looks like i've made it! (:
Just resubmitted all maps with version numbers (:
Well, actually, only those that ever had different versions (:
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Re: All maps *MUST* have unique names!

Postby Buginator » 29 Oct 2010, 04:00

effigy wrote:I have to wonder if map name length is something we could get increased?

If we break savegame compatibility...
(not out of the question, but, that is more work...)
and it ends here.
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Re: All maps *MUST* have unique names!

Postby effigy » 29 Oct 2010, 04:16

Buginator wrote:
effigy wrote:I have to wonder if map name length is something we could get increased?

If we break savegame compatibility...
(not out of the question, but, that is more work...)


Hmmm...isn't that broken every couple of releases anyway?
This is why some features aren't implemented: http://forums.wz2100.net/viewtopic.php?f=30&t=7490&view=unread#p87241
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Re: All maps *MUST* have unique names!

Postby Buginator » 31 Oct 2010, 04:26

effigy wrote:Hmmm...isn't that broken every couple of releases anyway?

Last time we broke it was for 2.3.0 release I think it was...
and it ends here.
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