View topic - Packaging jK's custom unit shader framework in a map.



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PostPosted: 03 Jan 2012, 12:21 
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Can I rely on the framework being present in the mod?
I dont wish to overwrite, but I dont know if a renamed version can be present in the map as well.


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PostPosted: 05 Jan 2012, 15:02 
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I hope ZK has this added to it's mod, as I am gonna package it with BA, and only keep the custom framework in the game - while keeping the map specific shaders in the map.


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PostPosted: 05 Jan 2012, 15:05 
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including shader systems in a map is probably a BAD idea.

You forever marry that map to those shaders. I would include the configurations for it but then have checks in your widgets/gadgets to see if it isn't present and if it isn't, well the map is vanilla.

By including a shader system you have to potential to override the one the game is using and break the entire game. Better to add it to BA then add the supporting(as in config) files to the map.


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PostPosted: 05 Jan 2012, 15:13 
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The shaders are purely visual, and do not cause any issues if they cant be loaded - they fall back to engine defaults.


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PostPosted: 05 Jan 2012, 15:45 
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I am concerned about code collision.


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PostPosted: 05 Jan 2012, 16:09 
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No real collision - the way it stands now. But it does need the framework to be in mod to work :(


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PostPosted: 05 Jan 2012, 16:17 
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Location: #moddev - join it!
It's in S44 if it makes you feel any better. :P

Ideally it would being springcontent.sdz


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PostPosted: 05 Jan 2012, 16:42 
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Beherith wrote:
No real collision - the way it stands now. But it does need the framework to be in mod to work :(

ok so yuo are NOT including the framework, that is fine. I just don't think a map including such a framework is a good idea for the map as the game may have a modified or updated version of the framework for a reason..


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PostPosted: 06 Jan 2012, 03:40 
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run a 2nd instance in LuaGaia?


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