Map-mods
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cybersphinx
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Re: Map-mods
Unfortunately the current implementation also provides unparalleled ability for people not to load savegames with mods.
We want information... information... information.
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effigy
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Re: Map-mods
#2735 links to #2574 which suggests the save game issue started before the current mapmod support, correct?cybersphinx wrote:Unfortunately the current implementation also provides unparalleled ability for people not to load savegames with mods.
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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cybersphinx
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Re: Map-mods
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.
We want information... information... information.
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effigy
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Re: Map-mods
oh... hmm...
R.I.P. mapmod support
... you were a dear friend :'-(
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
No map mods will just don't work when theier broken support gets reverted.
Nightly builds available here see buildbot for more infos about them
Lobby Server: here and here
SharpFlame the new WZ Map Editor
Lobby Server: here and here
SharpFlame the new WZ Map Editor
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Iluvalar
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Re: Map-mods
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 .
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 .
Heretic 2.3 improver and proud of it.
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Fastdeath
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Re: Map-mods
See #2825
Nightly builds available here see buildbot for more infos about them
Lobby Server: here and here
SharpFlame the new WZ Map Editor
Lobby Server: here and here
SharpFlame the new WZ Map Editor
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effigy
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Re: Map-mods
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) 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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Fastdeath
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Re: Map-mods
1) Yes, but dont know whats special with the Delphinio's mod.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?
.. Yes, Yes, Yes, Yes, Yes
Nightly builds available here see buildbot for more infos about them
Lobby Server: here and here
SharpFlame the new WZ Map Editor
Lobby Server: here and here
SharpFlame the new WZ Map Editor
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effigy
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Re: Map-mods
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.
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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vexed
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Re: Map-mods
We never had proper mapmod support. That is the problem. We just had hacks.effigy wrote:Nice answers Fastnot 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.
/facepalm ...Grinch stole Warzone

contra principia negantem non est disputandum
Super busy, don't expect a timely reply back.
Super busy, don't expect a timely reply back.
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NoQ
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Re: Map-mods
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.vexed wrote:We never had proper mapmod support. That is the problem. We just had hacks.
Maps | Tower Defense | NullBot AI | More NullBot AI | Scavs | More Scavs | Tilesets | Walkthrough | JSCam
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Iluvalar
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Re: Map-mods
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
.
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
Heretic 2.3 improver and proud of it.
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effigy
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Re: Map-mods
I assume "hacks" is an economic term when attempting to improve old code.vexed wrote:...
We never had proper mapmod support. That is the problem. We just had hacks.
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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zydonk
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Re: Map-mods
What are you talking about?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.
(As for playing the 1.10 mod - I do so because it gives better gameplay than the vanilla. Try it yourselves and see....)