Maps with mods

Discuss the future of Warzone 2100 with us.
DvDmanDT
Rookie
Rookie
Posts: 20
Joined: 13 Apr 2012, 16:51

Maps with mods

Post by DvDmanDT »

Hi all.

Currently if a map contains a mod it'll contaminate the entire game. From what I gather, this is a known behavior. My first question would be this, is it considered desirable behavior?

Personally, I would say no, not in a million years.This allows malicious people (or unaware mapmakers such as myself) to create maps which alters peoples games by just having them join a lobby game. It also doesn't really make sense, if there's a mod in a map, it probably belongs to that particular map and might not make sense at all for other maps. NoQ suggested to add MP challenges in another thread which works around some of the problems (and is an awesome idea!), but not the malicious user problem.

I think I understand why this is happening: Warzone currently adds all maps/*.wz files to its virtual filesystem at startup. I guess this has several advantages, but again, it has some huge drawbacks as well. The above problem would go away if the map.wz was added to the virtual FS at host-time. Ofcourse, there are issues with that as well, such as building the list of maps.

If the WZ team agrees that this is a problem, then I might be willing to try to fix it and provide a patch (assuming someone can point me in the right direction). But let's discuss it first.
  • Is it a problem?
  • Are there alternatives to solving the above problems?
  • Does WZ actually load the mod stuff at startup or on game host/start?
User avatar
Iluvalar
Regular
Regular
Posts: 1828
Joined: 02 Oct 2010, 18:44

Re: Maps with mods

Post by Iluvalar »

It was solved by Zarel in 2.3.8 . Mapmods dont do that anymore. Still, I believe we all agree mods should be loadable outside the map and shared the same way sooner or later.
Heretic 2.3 improver and proud of it.
DvDmanDT
Rookie
Rookie
Posts: 20
Joined: 13 Apr 2012, 16:51

Re: Maps with mods

Post by DvDmanDT »

In 3.1b7, I have a map in which I included a modified nullbot. Now that same modified nullbot is available in all maps, so no, it's not fixed?
User avatar
NoQ
Special
Special
Posts: 6226
Joined: 24 Dec 2009, 11:35
Location: /var/zone

Re: Maps with mods

Post by NoQ »

An extra AI doesn't break the game. It just looks weird.
Already explained in the other thread.
DvDmanDT
Rookie
Rookie
Posts: 20
Joined: 13 Apr 2012, 16:51

Re: Maps with mods

Post by DvDmanDT »

If I add several .ai files to my map, it'll make me unable to select Semperfi in it or any other map. That's a problem?
User avatar
NoQ
Special
Special
Posts: 6226
Joined: 24 Dec 2009, 11:35
Location: /var/zone

Re: Maps with mods

Post by NoQ »

DvDmanDT wrote:If I add several .ai files to my map, it'll make me unable to select Semperfi in it or any other map. That's a problem?
No, it just looks weird. Note: i have already agreed that something needs to be done 10 hours ago.

A problem is when two players try to play a multiplayer game and fail because one of them has some data file modified by one of the maps, and they don't know which one. This sort of problems is fixed.
DvDmanDT
Rookie
Rookie
Posts: 20
Joined: 13 Apr 2012, 16:51

Re: Maps with mods

Post by DvDmanDT »

If my map includes a bot called 'mybot' and you have a mod with another 'mybot' and you host a regular map that I join, won't my game think I have the mod and let us start the game that'll just desynch instead of notifying me that I need to install a mod?

I suppose it might not be too much of an issue as much as it can be annoying to have stuff show up where it shouldn't.

The post you linked was what I was referring to in my first post BTW, and I really like it, I'm just not sure it solves all problems. :)
User avatar
NoQ
Special
Special
Posts: 6226
Joined: 24 Dec 2009, 11:35
Location: /var/zone

Re: Maps with mods

Post by NoQ »

DvDmanDT wrote:If my map includes a bot called 'mybot' and you have a mod with another 'mybot' and you host a regular map that I join, won't my game think I have the mod and let us start the game that'll just desynch instead of notifying me that I need to install a mod?
The AI is only run on host. The set of AIs that guests have doesn't matter. They don't need to have the current AI at all.
DvDmanDT
Rookie
Rookie
Posts: 20
Joined: 13 Apr 2012, 16:51

Re: Maps with mods

Post by DvDmanDT »

Nice, in that case it's less of a problem than I thought. :)

The way I see it, it's still annoying and potentially confusing, even if it doesn't break anything (which I'm still not certain off). You've already had to spend time fixing some of the symptoms which developed from this issue, what I want to discuss is fixing the actual cause.

NoQ: You propose a feature and a possible implementation. I fully support the proposed feature, I'm just saying there might be another way to implement it which might save alot of headache in the long run.
User avatar
NoQ
Special
Special
Posts: 6226
Joined: 24 Dec 2009, 11:35
Location: /var/zone

Re: Maps with mods

Post by NoQ »

Well ok, so we need to dig up map-mod support threads and find out why didn't the legendary Zarel make it the way you propose (though as far as i remember everybody wanted to).
User avatar
Berg
Regular
Regular
Posts: 2204
Joined: 02 Sep 2007, 23:25
Location: Australia

Re: Maps with mods

Post by Berg »

When it was pointed out that mods inside maps pollute every thing Zarel invented the autoload folder, this did not fix anything it just added another level of mod pollution.
cybersphinx
Inactive
Inactive
Posts: 1695
Joined: 01 Sep 2006, 19:17

Re: Maps with mods

Post by cybersphinx »

IIRC we load all map files in the menu to create the map list, but for the game itself, only the chosen map is loaded. Only the chosen map file is loaded before the main data, so only files that are not in the main data (like AIs) can influence the menu. Relevant ticket is #2825, better solutions welcome.
We want information... information... information.