vexed wrote:We never had proper mapmod support. That is the problem. We just had hacks.
You might even say that we never had proper mod support, just a hack bolted onto the piece of crap that is rebuildSearchPath. And now trying to bolt on more stuff, it breaks.
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 .
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....)
Just unzip "old-1.10-balance.wz" into a folder "old-1.10-balance" and load your game please. Rename into "ld-1.10-balance.zip" if it'sn ot reconized before.
vexed wrote:We never had proper mapmod support. That is the problem. We just had hacks.
You might even say that we never had proper mod support, just a hack bolted onto the piece of crap that is rebuildSearchPath. And now trying to bolt on more stuff, it breaks.
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 .
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....)
Just unzip "old-1.10-balance.wz" into a folder "old-1.10-balance" and load your game please. Rename into "ld-1.10-balance.zip" if it'sn ot reconized before.
And where does that folder go, so WZ will rec it for what it is?
Incidentally, I've read through #2825. I reckon it's better to stick with v236 - the last release that worked. And my advice, for what it's worth, is to revert to the 236 status until a "clean" solution is found.
vexed wrote:
We will have proper mod support in master, and also proper map/mod support.
Is "proper" support fleshed out somewhere?
One thing I would like to see is MapMod:JingleFritz in the lobby. It could follow the wz version similar to what we have now when a game is hosted with a autoload or multiplayer mod.
This is why some features aren't implemented: http://forums.wz2100.net/viewtopic.php?f=30&t=7490&view=unread#p87241
Up.
I guess i'll give news... AFAIK, the map-mod system in 2.3-git have been modified. we'll need more tester to confirm but the odd behaviors seem solved.