SCREAM: default map options to every map

SCREAM: default map options to every map

Requests for features in the spring code.

Moderator: Moderators

default map options to every map?

Yes
23
82%
No
5
18%
 
Total votes: 28

User avatar
TradeMark
Posts: 4867
Joined: 17 Feb 2006, 15:58

SCREAM: default map options to every map

Post by TradeMark »

REASON: different mods uses different amounts of metal, therefore you cant play all maps properly with different mods.

+ its fun to mod the maps into no-metal etc without re-uploading the map again -.-

Of course you can set in mod options something like metal multiplier or something etc, but yeah all mods doesnt have such options, and IMO its a map option thing, not mod option...

+ it would be cool to remove wind etc, or change water level, without re-uploading map :)
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smoth
Posts: 22309
Joined: 13 Jan 2005, 00:46

Re: SCREAM: default map options to every map

Post by smoth »

fair warning man, most of this will get lua type responses. I am not sure if knowing that would really be what you want to know. As far as mod options go many mods can over-ride these things. It might be a good idea to talk to the ca guys, perhaps one of them would opt to make a cool widget that could be included in many mods.
User avatar
TradeMark
Posts: 4867
Joined: 17 Feb 2006, 15:58

Re: SCREAM: default map options to every map

Post by TradeMark »

yeah i know its lua, but IMO these belongs to map options, not mod options... they changes map, not mod, so they are map options.

whats the point of map options, if we dont use them, and use mod options instead. its much easier to let use map options, instead of changing every possible mod now
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smoth
Posts: 22309
Joined: 13 Jan 2005, 00:46

Re: SCREAM: default map options to every map

Post by smoth »

I am confused, you want adjust a map before you play via map options?

The only reason I mentioned the mod options was because you cited mods needed more or less metal.

I have no idea how or if maps can use lua like that. I know they can include lua gaia crap but I am unsure about the rest.
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TradeMark
Posts: 4867
Joined: 17 Feb 2006, 15:58

Re: SCREAM: default map options to every map

Post by TradeMark »

well theres map options tab in TASClient
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CarRepairer
Cursed Zero-K Developer
Posts: 3359
Joined: 07 Nov 2007, 21:48

Re: SCREAM: default map options to every map

Post by CarRepairer »

CA already divides the metal by 10 to account for its economy, knowing maps were designed for TA/AA/BA. This is really not something that is needed in the map file.

In fact I can make the metal be any number I want if I were to enhance easymetal a little bit to detect high metal spots vs. low metal spots and set them to fixed numbers such as 3 & 6. I think I'll do that some time.
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lurker
Posts: 3842
Joined: 08 Jan 2007, 06:13

Re: SCREAM: default map options to every map

Post by lurker »

I think polls help screaming. Poll added.
trepan
Former Engine Dev
Posts: 1200
Joined: 17 Nov 2005, 00:52

Re: SCREAM: default map options to every map

Post by trepan »

A key point that hasn't yet been mentioned in this tread:
if a default MapOptions.lua file is created that allows end
users to configure map parameters, and a particular map-
maker doesn't want that capability for their map ... the
map-maker can add their own MapOptions.lua file that
overrides that default one (and that only provides the
features that they think are suited to their map).
User avatar
aegis
Posts: 2456
Joined: 11 Jul 2007, 17:47

Re: SCREAM: default map options to every map

Post by aegis »

+1
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TradeMark
Posts: 4867
Joined: 17 Feb 2006, 15:58

Re: SCREAM: default map options to every map

Post by TradeMark »

trepan wrote:A key point that hasn't yet been mentioned in this tread:
if a default MapOptions.lua file is created that allows end
users to configure map parameters, and a particular map-
maker doesn't want that capability for their map ... the
map-maker can add their own MapOptions.lua file that
overrides that default one (and that only provides the
features that they think are suited to their map).
-1

Edit: That is almost same as not adding default map options at all, since eventually every map maker just copypastes their elite lua options file, and then we end up in same situation as now. Or they simply just forget / are too lazy to add some setting which was in default map options.

The purpose of map options is that the user can adjust the map for his own needs and preferences, and wouldnt be forced to use the map as it was made by the egoistic creator who believes his map shouldnt or couldnt be played any other way than he designed it. That is just selfish. And STILL, eventually someone wants to change the map, he can or will make own version of the map if he was restricted to change the settings by map options before.

As it is with mod options, there are default mod options, which will be added in the mod options list, like "undeformable map" etc, IIRC you cant disable those options by mod own settings...

As it has been proved before, you can play, and people still play maps with different play style even though they were designed into totally different style of play. Some FFA maps are mostly played in teams, or team maps played in FFA, etc. So the map maker doesnt always know what will be best for his maps.

There is no need to force people using specific settings.

The fun is in Spring that you can mod anything. Dont ruin the fun.

--

Edit: THE POINT WITH MAP OPTIONS IS THAT YOU DONT NEED TO DOWNLOAD THE 50MB MAP AGAIN JUST TO CHANGE SOME SETTING. (sorry for caps :cry: )
Last edited by TradeMark on 11 Feb 2009, 18:10, edited 5 times in total.
imbaczek
Posts: 3629
Joined: 22 Aug 2006, 16:19

Re: SCREAM: default map options to every map

Post by imbaczek »

i see a waaaaaambulance, you can always mod the map.
trepan
Former Engine Dev
Posts: 1200
Joined: 17 Nov 2005, 00:52

Re: SCREAM: default map options to every map

Post by trepan »

If a map-maker wants to set their own MapOptions.lua, and
you don't agree with the provided options, you have two options:
1. play another map
2. edit the map file and redistribute
(if the map maker's license allows you to do so).

Note the caveat on #2 (and the irony :)

The original use for MapOptions was to provide a configuration
mechanism for LuaGaia. I didn't add the ability to tie it into the
map configuration parameters until much later.
User avatar
TradeMark
Posts: 4867
Joined: 17 Feb 2006, 15:58

Re: SCREAM: default map options to every map

Post by TradeMark »

Can you explain, why do i have those two options? Because you say so?

this is bullshit.
User avatar
Argh
Posts: 10920
Joined: 21 Feb 2005, 03:38

Re: SCREAM: default map options to every map

Post by Argh »

Because you say so?
No, silly. Because of how the engine works. Quit being grumpy- if you have a situation like that, get with the map designer and make a new version that's legal to distribute.

It just involves being non-lazy, basically.
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AF
AI Developer
Posts: 20687
Joined: 14 Sep 2004, 11:32

Re: SCREAM: default map options to every map

Post by AF »

Cant you just put out an archive that has the new map options and the modinfo.lua telling the engine to load the original too?
User avatar
lurker
Posts: 3842
Joined: 08 Jan 2007, 06:13

Re: SCREAM: default map options to every map

Post by lurker »

Enough whining when you can set up a local default mapoptions.lua with whatever contents you want.
Regret
Posts: 2086
Joined: 18 Aug 2007, 19:04

Re: SCREAM: default map options to every map

Post by Regret »

TradeMark is the new yan.
User avatar
TradeMark
Posts: 4867
Joined: 17 Feb 2006, 15:58

Re: SCREAM: default map options to every map

Post by TradeMark »

i dont understand what is the problem to read default mapoptions.lua and then read the map own mapoptions.lua and add the options under the default list, should be one of the easiest thing to program. or is it because it can have some other code in it? maybe remove the code and create default map options in the engine then, shouldnt be too hard.

this is the mapoptions.lua i got from other thread:

Code: Select all

local options = {
  
  {
    key    = 'typemap',
    name   = 'Type Map',
    desc   = 'Sets the type map on/off',
    type   = 'bool',
    def    = true,  -- * Proper tables needed, As also true if there's typemap ? *
  },

  {
    key    = 'ai_bonus',
    name   = 'AI Bonus',
    desc   = 'Higher numbers mean that the AI gets more resources, health, etc...',
    type   = 'number',
    def    = 1.25,
    min    = 0.25,
    max    = 10,
    step   = 0.05,  -- quantization is aligned to the def value
                    -- (step <= 0) means that there is no quantization
  },

  {
    key    = 'maxMetal',
    name   = 'Max Metal',
    desc   = 'Maximum metal density',
    type   = 'number',
    def    = 1.15,
    min    = 0,
    max    = 10,
    step   = 0.05,  -- quantization is aligned to the def value
                    -- (step <= 0) means that there is no quantization
  },

  {
    key    = 'minWind',
    name   = 'Min Wind',
    desc   = 'Minimum amount of wind',
    type   = 'number',
    def    = 3,
    min    = 0,
    max    = 1000,
    step   = 1,  -- quantization is aligned to the def value
                    -- (step <= 0) means that there is no quantization
  },

  {
    key    = 'maxWind',
    name   = 'Max Wind',
    desc   = 'Maximum amount of wind',
    type   = 'number',
    def    = 19,
    min    = 0,
    max    = 1000,
    step   = 1,  -- quantization is aligned to the def value
                    -- (step <= 0) means that there is no quantization
  },

  {
    key    = 'tidalstrenght',
    name   = 'Tidal Strenght',
    desc   = 'Tidal energy level',
    type   = 'number',
    def    = 10,
    min    = 0,
    max    = 1000,
    step   = 1,  -- quantization is aligned to the def value
                    -- (step <= 0) means that there is no quantization
  },

  {
    key    = 'voidwater',
    name   = 'Void Water',
    desc   = 'Draw holes instead of water',
    type   = 'bool',
    def    = false,
  },

  {
    key    = 'hardness',
    name   = 'Map Hardness',
    desc   = 'Terrain hardness',
    type   = 'number',
    def    = 550,
    min    = 0,
    max    = 10000,
    step   = 10,  -- quantization is aligned to the def value
                    -- (step <= 0) means that there is no quantization
  },

  {
    key    = 'gravity',
    name   = 'Gravity',
    desc   = 'Map Gravity',
    type   = 'number',
    def    = 120,
    min    = 1,
    max    = 1000,
    step   = 1,  -- quantization is aligned to the def value
                    -- (step <= 0) means that there is no quantization
  },

  {
    key    = 'extractorradius',
    name   = 'Extractor Radius',
    desc   = 'Sets the metal extractor radius',
    type   = 'number',
    def    = 95,
    min    = 1,
    max    = 10000,
    step   = 1,  -- quantization is aligned to the def value
                    -- (step <= 0) means that there is no quantization
  },

}
cant see more than just an array, shouldnt be hard to just add more items in that array from the map own mapoptions.lua file.
imbaczek
Posts: 3629
Joined: 22 Aug 2006, 16:19

Re: SCREAM: default map options to every map

Post by imbaczek »

you can't remove options if can only append them, though, so just copy this file.
User avatar
TradeMark
Posts: 4867
Joined: 17 Feb 2006, 15:58

Re: SCREAM: default map options to every map

Post by TradeMark »

what

remove options?
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