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 Post subject: Map Fixes?
PostPosted: 07 Mar 2012, 21:37 

Joined: 17 Mar 2009, 00:20
Hello everyone, just noticed that editing the maps is day after day harder.

The lua part is getting hard on last 85.0 release, i noticed some bugs especially on the brightness of maps

On config in Day theres a detailtex called "detailtexbright.bmp",i dunno if this is default because ive tryed to find wheres that file in the map is, and isnt in the map folder. removing it causes unit colour. unitpic and mouse disapearing, the map with this gets too brighter, is there a way to disable it?

Other thing is the maps cant load modinfos.lua, only in mapinfos.lua, and adding a mod specific into a map specific it causes strange bugs too.

Please on future can maps be allowed to read modinfos.lua? so then its posible disable and enable new stuff, without causing crash on other mods, actually is not posible. maps also dont read well mod's UI.

Things like allowfactionchange when theres coms inside unit on maps it wont work.

pls help and thx


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 Post subject: Re: Map Fixes?
PostPosted: 07 Mar 2012, 21:52 
Content Developer
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Joined: 13 Jan 2005, 00:46
Location: ModalitÃ
maps are not mods..


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 Post subject: Re: Map Fixes?
PostPosted: 07 Mar 2012, 22:14 

Joined: 17 Mar 2009, 00:20
smoth wrote:
maps are not mods..


if they are not mods why they are still modable then?


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 Post subject: Re: Map Fixes?
PostPosted: 07 Mar 2012, 22:58 
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Joined: 13 Jan 2005, 00:46
Location: ModalitÃ
Just because you *can* doesn't mean you should.

What you do with maps is a hack solution not proper. You abuse the power of maps instead of creating a mutator. You use the capabalities available to you not as they are intended.


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 Post subject: Re: Map Fixes?
PostPosted: 07 Mar 2012, 23:02 

Joined: 17 Mar 2009, 00:20
smoth wrote:
Just because you *can* doesn't mean you should.

What you do with maps is a hack solution not proper. You abuse the power of maps instead of creating a mutator. You use the capabalities available to you not as they are intended.


i did some mutators, and they were popular, and make something popular even on a map is very hard.

making a mutator, theres so mutch BA mutators, why make other mod Like BA if theres 1 BA?. thats why i go in maps, just 1 map DSD.

And i still think is not a hack, its a feature, thats why it need to be a bit improved so people can put some skills not only on maps, on mods too and they get easy way to play with theyr regulations and having fun;

The map i do is not for destroy nothing, it kills nothing it just for having some fun, and if people likes it whats wrong with it?


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 Post subject: Re: Map Fixes?
PostPosted: 08 Mar 2012, 00:38 
Cursed Zero-K Developer
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Joined: 07 Nov 2007, 21:48
Location: Horse
Why make a mapmod instead of a mutator? With a mapmod people can only play your game on that map. With a mutator they can play it on any map.


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 Post subject: Re: Map Fixes?
PostPosted: 08 Mar 2012, 00:46 
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Joined: 26 Oct 2007, 15:21
Or they can play it on any mod....


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 Post subject: Re: Map Fixes?
PostPosted: 08 Mar 2012, 01:37 
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Joined: 13 Jan 2005, 00:46
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don't follow you behe


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 Post subject: Re: Map Fixes?
PostPosted: 08 Mar 2012, 13:45 

Joined: 17 Mar 2009, 00:20
CarRepairer wrote:
Why make a mapmod instead of a mutator? With a mapmod people can only play your game on that map. With a mutator they can play it on any map.


and make 50 million of mutators... yeah thats cool...


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 Post subject: Re: Map Fixes?
PostPosted: 08 Mar 2012, 13:48 

Joined: 17 Mar 2009, 00:20
Beherith wrote:
Or they can play it on any mod....


Yes if map can read modinfo, so then it actually the stuff inside of it can be disabled when read other different based mod, and dont crash when run.

This is a feature, mod is really flexible and maps being well flexible about modding its a perfect RTS


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 Post subject: Re: Map Fixes?
PostPosted: 08 Mar 2012, 17:23 
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so if your feature only works on certain mods, what's the point?

50 million mutators. come off it. There are at most 10 active mutators.


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 Post subject: Re: Map Fixes?
PostPosted: 08 Mar 2012, 17:52 

Joined: 17 Mar 2009, 00:20
smoth wrote:
so if your feature only works on certain mods, what's the point?

50 million mutators. come off it. There are at most 10 active mutators.


Thats the thing of modinfo being working, so the stuff can be disabled when load other different mods.

Map can also be done for 1 mod too, or should all maps work on all mods?


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 Post subject: Re: Map Fixes?
PostPosted: 08 Mar 2012, 17:55 
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Joined: 13 Jan 2005, 00:46
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why do you need modinfo? Are you sure you don't have access to the game name?


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 Post subject: Re: Map Fixes?
PostPosted: 08 Mar 2012, 18:05 

Joined: 17 Mar 2009, 00:20
Actually when map read some mod gadgets, they just wont get read correctly, and modinfo is necesary because mapinfo does the same job as modinfo, but is map specifics not mod specifics and there comes the troubles


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 Post subject: Re: Map Fixes?
PostPosted: 08 Mar 2012, 18:07 
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Joined: 13 Jan 2005, 00:46
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such as? modinfo contains the dependencies, name and version. What data do you need? I think you are not looking at the solution from the right angle.


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 Post subject: Re: Map Fixes?
PostPosted: 08 Mar 2012, 19:47 
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Joined: 22 Feb 2006, 01:02
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Quote:
Things like allowfactionchange when theres coms inside unit on maps it wont work.
allowfactionchange wupget gets confused when new units are added/removed because it uses hardcoded unitDefIDs.
so map mutator yes but even decided to even lua more like? probally not!


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 Post subject: Re: Map Fixes?
PostPosted: 08 Mar 2012, 20:02 
Cursed Zero-K Developer
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Joined: 07 Nov 2007, 21:48
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Senna wrote:
CarRepairer wrote:
Why make a mapmod instead of a mutator? With a mapmod people can only play your game on that map. With a mutator they can play it on any map.


and make 50 million of mutators... yeah thats cool...

I don't feel like you answered my question.

You are doing another dsd mapmod. Are you doing anything specific to dsd itself? Like placing teleporters exactly in the cliff edge here and there. If not, why not just make a BA mutator? You sre advertising it in the BA forum already. It won't work with other games as you yourself said in this thread "disable and enable new stuff" and that is not something that is universal.


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 Post subject: Re: Map Fixes?
PostPosted: 08 Mar 2012, 20:22 

Joined: 17 Mar 2009, 00:20
Well actually the map has map options inside, like night effect water or non water, metal and wind speed changeable, inverting size etc, things that the simple DSD doesnt has


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 Post subject: Re: Map Fixes?
PostPosted: 08 Mar 2012, 20:28 

Joined: 17 Mar 2009, 00:20
CarRepairer wrote:
Senna wrote:
CarRepairer wrote:
Why make a mapmod instead of a mutator? With a mapmod people can only play your game on that map. With a mutator they can play it on any map.


and make 50 million of mutators... yeah thats cool...

I don't feel like you answered my question.

You are doing another dsd mapmod. Are you doing anything specific to dsd itself? Like placing teleporters exactly in the cliff edge here and there. If not, why not just make a BA mutator? You sre advertising it in the BA forum already. It won't work with other games as you yourself said in this thread "disable and enable new stuff" and that is not something that is universal.

And yes the thing i dont do another BA mutator is because theres so mutch BA mutators and no one will play them; I did Tech Anni back in time, also Tech Anni has nothing to be with BA, is a different game right now


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 Post subject: Re: Map Fixes?
PostPosted: 10 Mar 2012, 12:24 
Journeywar Developer & Mapper
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Joined: 24 Jan 2006, 21:12
Location: There is no god - and reality is his prophetess
Its funny, cause its playing my tune. Map editing should be easy. And it still is if you use the mapeditor.. but it still was easier when you could shove in some bmps and got some half-decent results.

Long Story short: Those who spearheaded development decided that your unworthy standard player-ass (ignoring there hardwork) shall be ignored when it comes to trying to make a map. And because spring doesent meet you halfway (it could use a default-map-config, default splatmap gen, it should have alot of stuff thats defaulting, instead of giving you the fault for not spending hours in tutorialls - ohMy, help, help im beeing supressed by devs forcing rules down upon my stuff).

You can however show your opinion, by boycotting all the "learn_to_map"posters above by playing the old dsd

There is however a Map whos looks still are easy to edit. Made a couple of skins myself.
http://springrts.com/phpbb/viewtopic.php?f=13&t=27613&start=0


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