Allow modders to disable typemaps

Allow modders to disable typemaps

Requests for features in the spring code.

Moderator: Moderators

User avatar
Forboding Angel
Evolution RTS Developer
Posts: 14673
Joined: 17 Nov 2005, 02:43

Allow modders to disable typemaps

Post by Forboding Angel »

Nuff said, allow that and much less fighting will be had.
User avatar
Caydr
Omnidouche
Posts: 7179
Joined: 16 Oct 2004, 19:40

Re: Allow modders to disable typemaps

Post by Caydr »

I think Smoth was telling me a short while ago about a way to mod-side override metal maps. Ask him about it, maybe his method could be applied to this as well.
User avatar
KingRaptor
Zero-K Developer
Posts: 838
Joined: 14 Mar 2007, 03:44

Re: Allow modders to disable typemaps

Post by KingRaptor »

I think all of the previous disputes over typemap control stems from people arguing over "mapper's rights" and "modder's rights" instead of thinking of what the player wants.

On that note, it should probably be an engine option rather than a mod option.
Saktoth
Zero-K Developer
Posts: 2665
Joined: 28 Nov 2006, 13:22

Re: Allow modders to disable typemaps

Post by Saktoth »

+1, Geyser has a typemap speed bonus for hovercraft, you cannot have units that move on land and the surface of the water and also play Geyser Plains without them being way too powerful.

Many other instances of this etc.
User avatar
Das Bruce
Posts: 3544
Joined: 23 Nov 2005, 06:16

Re: Allow modders to disable typemaps

Post by Das Bruce »

LoL "mapper's rights"
User avatar
Forboding Angel
Evolution RTS Developer
Posts: 14673
Joined: 17 Nov 2005, 02:43

Re: Allow modders to disable typemaps

Post by Forboding Angel »

Das Bruce wrote:LoL "mapper's rights"
lol what a load of ballocks.
User avatar
JohannesH
Posts: 1793
Joined: 07 Apr 2009, 12:43

Re: Allow modders to disable typemaps

Post by JohannesH »

Saktoth wrote:+1, Geyser has a typemap speed bonus for hovercraft, you cannot have units that move on land and the surface of the water and also play Geyser Plains without them being way too powerful.

Many other instances of this etc.
Not true, its perfectly possible to have a game which includes hovers without them being viable on geyser.
User avatar
Forboding Angel
Evolution RTS Developer
Posts: 14673
Joined: 17 Nov 2005, 02:43

Re: Allow modders to disable typemaps

Post by Forboding Angel »

Bullshit. Try playing evo on geyser.
User avatar
Tribulex
A.N.T.S. Developer
Posts: 1894
Joined: 26 Sep 2009, 21:26

Re: Allow modders to disable typemaps

Post by Tribulex »

Forboding Angel wrote:Bullshit. Try playing evo on geyser.
oh my god thats hilariuos.
User avatar
PicassoCT
Journeywar Developer & Mapper
Posts: 10450
Joined: 24 Jan 2006, 21:12

Re: Allow modders to disable typemaps

Post by PicassoCT »

Forboding Angel wrote:
Das Bruce wrote:LoL "mapper's rights"
lol what a load of ballocks.
AAAAALLLRIGHT, this calls for immeadiate discussion. Immediat.
Completely immersion?
Complete Immersion, that meassures must be taken, to abandon typemaps alltogether, once and for all.


Srsly, he is a evil dictator, only typemaps are in his way for absolut power (the red carpet to the throne aint that beautifull now forb, muhahaha)

Somebody stop him!
User avatar
Das Bruce
Posts: 3544
Joined: 23 Nov 2005, 06:16

Re: Allow modders to disable typemaps

Post by Das Bruce »

what
Regret
Posts: 2086
Joined: 18 Aug 2007, 19:04

Re: Allow modders to disable typemaps

Post by Regret »

PicassoCT wrote:Somebody stop him!
Image
User avatar
lurker
Posts: 3842
Joined: 08 Jan 2007, 06:13

Re: Allow modders to disable typemaps

Post by lurker »

JohannesH wrote:possible to have
Forboding Angel wrote:evo
I don't think that's quite a valid argument.




The reason this request could be an issue is that while some games will go out and patch geyser not to effect hovers, or they'll patch that one 5-way map to not make the water areas 0 speed, others will go out and disable typemaps EVERYWHERE and screw up legitimate map balance.
User avatar
CarRepairer
Cursed Zero-K Developer
Posts: 3359
Joined: 07 Nov 2007, 21:48

Re: Allow modders to disable typemaps

Post by CarRepairer »

lurker wrote:others will go out and disable typemaps EVERYWHERE and screw up legitimate map balance.
Because it's bad if a mod screws up map balance but not if a map screws up mod balance.
User avatar
Pxtl
Posts: 6112
Joined: 23 Oct 2004, 01:43

Re: Allow modders to disable typemaps

Post by Pxtl »

The darned feature never should have been implemented map-side anyways. The map should define a set of typemaps, but the actual effect of the type (road-vehicle-speed/sand-vehicle-speed/impassable/etc) should have been a mod-side file.
Regret
Posts: 2086
Joined: 18 Aug 2007, 19:04

Re: Allow modders to disable typemaps

Post by Regret »

lurker wrote:others will go out and disable typemaps EVERYWHERE and screw up legitimate map balance.
Spring is a RTS engine, it should provide such basic functionality as controlling ones game mechanics.
User avatar
CarRepairer
Cursed Zero-K Developer
Posts: 3359
Joined: 07 Nov 2007, 21:48

Re: Allow modders to disable typemaps

Post by CarRepairer »

This is what I think of mapper's rights:

http://www.youtube.com/watch?v=lgMRwVyR-20
User avatar
smoth
Posts: 22309
Joined: 13 Jan 2005, 00:46

Re: Allow modders to disable typemaps

Post by smoth »

that is really cool. you'll have to tell me about this stuff later
User avatar
PicassoCT
Journeywar Developer & Mapper
Posts: 10450
Joined: 24 Jan 2006, 21:12

Re: Allow modders to disable typemaps

Post by PicassoCT »

I in return request for us mappers the right, to deny certain mods to be played with my map, sorry, this is how heads roll.
User avatar
det
Moderator
Posts: 737
Joined: 26 Nov 2005, 11:22

Re: Allow modders to disable typemaps

Post by det »

Saktoth wrote:+1, Geyser has a typemap speed bonus for hovercraft, you cannot have units that move on land and the surface of the water and also play Geyser Plains without them being way too powerful.

Many other instances of this etc.
Hovers on my geyser?
It's more likely than you think

http://files.caspring.org/misc/lol.sdf
Mod: XTA 9.6
Post Reply

Return to “Feature Requests”