Mod / Map separation - Page 9

Mod / Map separation

Requests for features in the spring code.

Moderator: Moderators

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Strategia
Posts: 575
Joined: 06 Apr 2006, 18:32

Re: Mod / Map separation

Post by Strategia »

Regret wrote:hahahahahahahahahah troll
hahahahahahahahahahahahahah people who try to contribute alternatives to the discussion/disagree with you
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CarRepairer
Cursed Zero-K Developer
Posts: 3359
Joined: 07 Nov 2007, 21:48

Re: Mod / Map separation

Post by CarRepairer »

zwsg, what if someone made a variant of KP and placed it inside a bunch of maps like Palladium v2 and Marble Madness v2. Then they can create a bunch of autohosts that host these maps under your mod name. The mod name is identical, but a whole slew of new players to will join these "KP" games and think it sucks because there's KP units mixed with lolis and s44 soldiers. They will not even bother and never play KP again. This person didn't name these maps anything but v2.

And do not even call me "Otherside" again or I'll report all your posts for trolling me.
SirMaverick
Posts: 834
Joined: 19 May 2009, 21:10

Re: Mod / Map separation

Post by SirMaverick »

CarRepairer wrote:zwsg, what if someone made a variant of KP and placed it inside a bunch of maps like Palladium v2 and Marble Madness v2. Then they can create a bunch of autohosts that host these maps under your mod name. The mod name is identical, but a whole slew of new players to will join these "KP" games and think it sucks because there's KP units mixed with lolis and s44 soldiers. They will not even bother and never play KP again. This person didn't name these maps anything but v2.
Social problem. Like spaming etc. Cannot be fixed with technical solution.
Only thing you can do is to setup a policy (like not posting sexual content in the forum/in the lobby).
Regret
Posts: 2086
Joined: 18 Aug 2007, 19:04

Re: Mod / Map separation

Post by Regret »

SirMaverick wrote:Like spaming etc. Cannot be fixed with technical solution.
Oh haha I loled.
SirMaverick
Posts: 834
Joined: 19 May 2009, 21:10

Re: Mod / Map separation

Post by SirMaverick »

Regret wrote:
SirMaverick wrote:Like spaming etc. Cannot be fixed with technical solution.
Oh haha I loled.
Spam filtering after it has been send, when its already on the receiver side, is not a solution. ChanServ for example only mutes, when you have already spamed. That's not a solution to spam.
It helps to contain the problem, not to solve it.
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lurker
Posts: 3842
Joined: 08 Jan 2007, 06:13

Re: Mod / Map separation

Post by lurker »

It's not really a bug that maps can have LuaRules gadgets, but that maps can override the gadgethandler, as zwzsg was doing largely by mistake in one palladium version.
Regret
Posts: 2086
Joined: 18 Aug 2007, 19:04

Re: Mod / Map separation

Post by Regret »

SirMaverick wrote:Spam filtering after it has been send, when its already on the receiver side, is not a solution. ChanServ for example only mutes, when you have already spamed. That's not a solution to spam.
It helps to contain the problem, not to solve it.
Yes it is a solution silly.
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Neddie
Community Lead
Posts: 9406
Joined: 10 Apr 2006, 05:05

Re: Mod / Map separation

Post by Neddie »

This is not a discussion, this is one narrow viewpoint being imposed inflexibly and incorrectly over those of others, giving rise only to further disagreement and abuse.
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