Map-mods

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cybersphinx
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Re: Map-mods

Post by cybersphinx »

Unfortunately the current implementation also provides unparalleled ability for people not to load savegames with mods.
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effigy
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Re: Map-mods

Post by effigy »

cybersphinx wrote:Unfortunately the current implementation also provides unparalleled ability for people not to load savegames with mods.
#2735 links to #2574 which suggests the save game issue started before the current mapmod support, correct?

Seems we're jumping the gun by removing that support.
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: Map-mods

Post by cybersphinx »

I'm not sure what #2574 is about, I couldn't get the 1.10 mod to run in 2.3.7 at all. The problem in 2.3.8 though is definitely the mapmod support, reverting that change makes it work.
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effigy
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Re: Map-mods

Post by effigy »

oh... hmm...

R.I.P. mapmod support

... you were a dear friend :'-(
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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Fastdeath
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Re: Map-mods

Post by Fastdeath »

No map mods will just don't work when theier broken support gets reverted.
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Iluvalar
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Re: Map-mods

Post by Iluvalar »

map-mod was making people kicked from other games all the time in 2.3.7 .

In the test i've runned all you need to do is to load the mod as usual before reloading your game in 2.3.8 .
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Fastdeath
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Re: Map-mods

Post by Fastdeath »

See #2825
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effigy
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Re: Map-mods

Post by effigy »

So, when 2.3.9 is released:

1) map-mods of any sort won't work (even the vampiric NTW mod by Delphino)?

2) We won't be auto-kicked for cheating if we have a mapmod in our map folder?

3) We will be able to play mods in MP and skirmish if we load them from the command line (beyond most users, imo)

A) Will the autoload folder still work?

B) if a MP game is hosted with a mod will we see the name of the mod in the lobby?
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: Map-mods

Post by Fastdeath »

effigy wrote:So, when 2.3.9 is released:

1) map-mods of any sort won't work (even the vampiric NTW mod by Delphino)?

2) We won't be auto-kicked for cheating if we have a mapmod in our map folder?

3) We will be able to play mods in MP and skirmish if we load them from the command line (beyond most users, imo)

A) Will the autoload folder still work?

B) if a MP game is hosted with a mod will we see the name of the mod in the lobby?
1) Yes, but dont know whats special with the Delphinio's mod.
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effigy
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Re: Map-mods

Post by effigy »

Nice answers Fast :) not as nice as proper mapmod (or mod in general) support, though ;)

I think Delphino's mod was the one most famous for confusing new users as to why they were "all of a sudden" getting kicked from games <2.3.8.
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: Map-mods

Post by vexed »

effigy wrote:Nice answers Fast :) not as nice as proper mapmod (or mod in general) support, though ;)

I think Delphino's mod was the one most famous for confusing new users as to why they were "all of a sudden" getting kicked from games <2.3.8.
We never had proper mapmod support. That is the problem. We just had hacks.
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Re: Map-mods

Post by NoQ »

vexed wrote:We never had proper mapmod support. That is the problem. We just had hacks.
It was good enough. The question now is rather if we care more about skirmish players or about online players, for i myself would definitely prefer current map-mod support, even though i understand the situation.
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Re: Map-mods

Post by Iluvalar »

I must humbly admit that it's Zarel's fix not mine.

And hey ! this have nothing to do with kicking single player skirmishers our of the community. That's just about telling them : "sorry, you'll need to extract your mod prior to loading it." That's it ! They do not suffer more then that. An once in a release unzip. Hey ! I bet we could even just unzip the mod for them in the next release XD .
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effigy
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Re: Map-mods

Post by effigy »

vexed wrote:...
We never had proper mapmod support. That is the problem. We just had hacks.
I assume "hacks" is an economic term when attempting to improve old code.

I hope we see similar on-the-fly loading of mods in MP and skirmish master games. My worry here is that not only will 2.3 never get "proper" mapmod support, it won't have it's work around either.
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: Map-mods

Post by zydonk »

Iluvalar wrote:I must humbly admit that it's Zarel's fix not mine.

And hey ! this have nothing to do with kicking single player skirmishers our of the community. That's just about telling them : "sorry, you'll need to extract your mod prior to loading it." That's it ! They do not suffer more then that. An once in a release unzip. Hey ! I bet we could even just unzip the mod for them in the next release XD .
What are you talking about?

(As for playing the 1.10 mod - I do so because it gives better gameplay than the vanilla. Try it yourselves and see....)
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