Joined: 22 Feb 2006, 01:02 Location: cheap kitchen
Games can include a file validmaps.lua that tells lobbies/players what maps the game should be played on. At the moment, no game includes such file but I guess one reason is that currently all but one lobby ignore it anyway. That lobby is TASClient.
validmaps.lua simply looks like:
Code:
return { "DesertCliffsV1", "Eye_Of_Horus_v2", }
and I guess that information can somehow be returned from unitsync.dll but I don't even. (if an example mod is needed for testing I can upload something but just putting above example in some unzipped mod should work too)
Joined: 22 Feb 2006, 01:02 Location: cheap kitchen
I just wanted to say that such feature exists in unitsync and that it would be cool if lobbies include it.
Quote:
edit: Also are you going to update the game each time a new map is released?
If by "the game" you mean "your game", then yes. (due to certain lua blabla i added, i need to do that anyway but that is ot) But see the linked wiki entry, validmaps is not just a static list of map names. You can also "return playable" for all mapnames with a certain prefix ("CT_RoundhouseCanyon") and stuff like that. And of course as we currently see, games do not need to include the file.
Joined: 22 Feb 2006, 01:02 Location: cheap kitchen
Quote:
And you don't see a problem in having to do that?
Nope. I do not expect anybody to make maps especially for my game (though that would be nice but I am realistic) so no mapper will be disappointed by having his map not playable with my game.
Quote:
Would be a lot better if you fetched an always up-to-date validmaps from the intertubes.
well if you want to add that to your lobby, would work too. Though not for LAN or offline play. For a map to be playable with my game it also needs a config file to be included with the game. (to spawn certain stuff like captureable oil pumps, minerals and stuff) So just getting a maplist from intertubes would not be enough.
Joined: 22 Feb 2006, 01:02 Location: cheap kitchen
Satirik wrote:
Maybe it should be renamed (in the lobby not in unitsync) to "Recommended maps" with an option to display all maps or just recommended ones
"Recommended maps" seems a bit "soft", as if those maps are "maps of the week" or something like that. Maybe a checkbox: [x] only show maps known to be compatible (which you have to manually uncheck (every time? or at least for each game, because noobs.)) Basically it should be an option a player would never ever want to use and mostly be for devs or mappers. --- I guess all games that use unique maps or rely on per-map configs would have a use for it. (so atm s44, kp, ct)
Btw, similiar to this, ValidAIs.lua would be nice to have, because an important question is "How do I make sure that a noobs first SP skirmish is not on speedmetal vs NullAI?"
Whatever the exact wording lobby use: - If ValidMaps.lua was strictly enforced I wouldn't use it KP - If ValidMaps.lua was ON by default and recommended but still easily overridable I would use it for KP.
Then I understand why other mod(ders) would have a stronger stance.
Btw, similiar to this, ValidAIs.lua would be nice to have, because an important question is "How do I make sure that a noobs first SP skirmish is not on speedmetal vs NullAI?"
Joined: 08 Feb 2010, 22:21 Location: Saint-Petersburg, Russia
This code below is for validmaps.lua ?
Code:
/** * @brief Retrieve the number of valid maps for the current mod * @return negative integer (< 0) on error; * the number of valid maps (>= 0) on success * * A return value of 0 means that any map can be selected. * Be sure to map the mod into the VFS using AddArchive() or AddAllArchives() * prior to using this function. */ EXPORT(int ) GetModValidMapCount(); /** * @brief Retrieve the name of a map valid for the current mod * @return NULL on error; the name of the map on success * * Map names should be complete (including the .smf or .sm3 extension.) * Be sure you have made a call to GetModValidMapCount() prior to using this. */ EXPORT(const char* ) GetModValidMap(int index);
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