Map-mod support!
Map-mod support!
So, yeah. I'm guessing most of you know about map-mods. If not, here's a summary: They make Warzone crash when you try to join an MP game, and they install their mod onto every map you have whether you like it or not.
This patch adds proper support for map-mods. Not only are these two bugs fixed, but map-mods are supported properly, now, so you can have maps with embedded tilesets, maps with new tech trees, whatever you want. And you can test mods by bundling them inside a map and hosting it, no need to tell your testers to download your mod anymore!
http://developer.wz2100.net/ticket/2610
https://github.com/Zarel/warzone2100/co ... pmodloader
Comments?
This patch adds proper support for map-mods. Not only are these two bugs fixed, but map-mods are supported properly, now, so you can have maps with embedded tilesets, maps with new tech trees, whatever you want. And you can test mods by bundling them inside a map and hosting it, no need to tell your testers to download your mod anymore!
http://developer.wz2100.net/ticket/2610
https://github.com/Zarel/warzone2100/co ... pmodloader
Comments?
Re: Map-mod support!
Here we go making maps with embedded viruses! :nexus_laugh:
Great great great great great! Mmm ... what other sort of comments do you expect? I'm especially glad about textures; custom features should be possible as well (?) I had a dream of making a rockies map with white urban-like buildings on it ...
Great great great great great! Mmm ... what other sort of comments do you expect? I'm especially glad about textures; custom features should be possible as well (?) I had a dream of making a rockies map with white urban-like buildings on it ...
Maps | Tower Defense | NullBot AI | More NullBot AI | Scavs | More Scavs | Tilesets | Walkthrough | JSCam
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Re: Map-mod support!
Very very nice. A solution for the games biggest annoyance. I hope this is implemented.
Re: Map-mod support!
YES!!! thank you
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Re: Map-mod support!
Merged into master.
Re: Map-mod support!
Nice, Zarel!
-Choosing from AIs and mods on the game start screen
-Send mods the same way maps are sent
Of course, even after we get those, the custom tileset support would still be very useful.
This will have to do until we get these 2 FPIs:Zarel wrote:This patch adds proper support for map-mods. Not only are these two bugs fixed, but map-mods are supported properly, now, so you can have maps with embedded tilesets, maps with new tech trees, whatever you want. And you can test mods by bundling them inside a map and hosting it, no need to tell your testers to download your mod anymore!
-Choosing from AIs and mods on the game start screen
-Send mods the same way maps are sent
Of course, even after we get those, the custom tileset support would still be very useful.
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Re: Map-mod support!
I assume that the custom tilesets will be in /texpages/tertilesxxx/subfolders in the mod structure?
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Re: Map-mod support!
For 2.3, see e.g. the Ariza or Aurora maps. A full master tileset is ~30 MB though, which is too large to up/download for people with slow connections.
Re: Map-mod support!
But when just a few textures need to be adjusted, the map size becomes sensible (unlike old times, where we had to include a full set of tiles anyway, unless we're making a bad map-mod). It is also possible to add a few effects by making custom decals, which are even smaller.
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Re: Map-mod support!
If I understand correctly this should allow map makers to include scripts that prevent rushing.
Re: Map-mod support!
Maybe even turning VTOL into ground units, and turning all turrets into howitzers.Safety0ff wrote:If I understand correctly this should allow map makers to include scripts that prevent rushing.
This is why some features aren't implemented: http://forums.wz2100.net/viewtopic.php?f=30&t=7490&view=unread#p87241
Re: Map-mod support!
I have a mod called toughtruckV02 to softly discourage truck rushing on small map. I'll also show people how to change the starting power. If you have another idea that is actually modable like giving wheels only at T2 ^^ (even if i feel that rushing is really part of the game, and we should not do that) I am volonteer to give a try and make the mod. ~~~~Safety0ff wrote:If I understand correctly this should allow map makers to include scripts that prevent rushing.
Heretic 2.3 improver and proud of it.
Re: Map-mod support!
+1Preternatural wrote:what would be great is some sort of icon in the lobby to indicate whether a map includes a mod or whether it is a vanilla map. (similar to no vtol, no cyborg icons)
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Re: Map-mod support!
+1cybersphinx wrote:For 2.3, see e.g. the Ariza or Aurora maps. A full master tileset is ~30 MB though, which is too large to up/download for people with slow connections.
my speed is limited to 30 kbps, 30MB files could take up to 15 to 20 minutes, they'll kick me instead of waiting
+2Preternatural wrote:what would be great is some sort of icon in the lobby to indicate whether a map includes a mod or whether it is a vanilla map. (similar to no vtol, no cyborg icons)