Map-mods

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cybersphinx
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Re: Map-mods

Post by cybersphinx »

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.

Edit: Possible solution in #2825.
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Iluvalar
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Re: Map-mods

Post by Iluvalar »

zydonk wrote:
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....)
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.
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vexed
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Re: Map-mods

Post by vexed »

cybersphinx wrote:
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.

Edit: Possible solution in #2825.
We will have proper mod support in master, and also proper map/mod support.

I see no point of doing anything but the disable option, since it fixes many other issues as well.

It was already noted, many times, that we don't support mapmods, and we don't support map packs either.
/facepalm ...Grinch stole Warzone🙈🙉🙊 contra principia negantem non est disputandum
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zydonk
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Re: Map-mods

Post by zydonk »

Iluvalar wrote:
zydonk wrote:
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....)
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.
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effigy
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Re: Map-mods

Post by effigy »

Doesn't 236 suffer the armor bug?
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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Iluvalar
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Re: Map-mods

Post by Iluvalar »

zydonk wrote: And where does that folder go, so WZ will rec it for what it is?
[probably my docs]/warzone2100-2.3.8/data/mods/multiplay/
Last edited by Iluvalar on 23 Jul 2011, 22:58, edited 1 time in total.
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NoQ
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Re: Map-mods

Post by NoQ »

effigy wrote:Doesn't 236 suffer the armor bug?
No, i think it was until 2.3.5
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effigy
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Re: Map-mods

Post by effigy »

NoQ wrote:
effigy wrote:Doesn't 236 suffer the armor bug?
No, i think it was until 2.3.5
You're right, "armor ignored" was fixed in 2.3.6.
This is why some features aren't implemented: http://forums.wz2100.net/viewtopic.php?f=30&t=7490&view=unread#p87241
cybersphinx
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Re: Map-mods

Post by cybersphinx »

Iluvalar wrote:Just unzip "old-1.10-balance.wz" into a folder "old-1.10-balance"
Easier workaround: Just rename the mod file from "old-1.10-balance.wz" to "old-1.10-balance".
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effigy
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Re: Map-mods

Post by effigy »

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
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Delphinio
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Re: Map-mods

Post by Delphinio »

effigy wrote: 1) map-mods of any sort won't work (even the vampiric NTW mod by Delphino)?
i never did a ntw map mod with vampires ^^.
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Iluvalar
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Re: Map-mods

Post by Iluvalar »

I dont know, but maybe some topic necromancer ?

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.

thx to cybersphinx for that :) .
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