Allow modders to disable typemaps - Page 2

Allow modders to disable typemaps

Requests for features in the spring code.

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

Re: Allow modders to disable typemaps

Post by Regret »

det wrote:Hovers on my geyser?
It's more likely than you think

http://files.caspring.org/misc/lol.sdf
Mod: XTA 9.6
XTA has the shittiest hovers in the universe. Does not count.
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Licho
Zero-K Developer
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Joined: 19 May 2006, 19:13

Re: Allow modders to disable typemaps

Post by Licho »

Even 1.1 tank bonus on DSD can be pretty annoying and the hover bonus on geyser is just crazy.

Maps screw balance in many cases. Mappers should not dictate balance for mods they never even tried. Let them define specific "areas" but actual bonus value for those areas should be in the mod control.

I'm now even seriously considering overriding metal map, because I need fewer but more powerful mex spots and I dont want to force every player to redownload whole map.
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Argh
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Joined: 21 Feb 2005, 03:38

Re: Allow modders to disable typemaps

Post by Argh »

I'm now even seriously considering overriding metal map, because I need fewer but more powerful mex spots and I dont want to force every player to redownload whole map.
Can we do that via Lua atm?
Umbra
Posts: 46
Joined: 29 Jul 2009, 14:23

Re: Allow modders to disable typemaps

Post by Umbra »

Typemaps define the speed bonus for units on certain areas of the map, correct?

IMO, the mod should be able to enable/disable the entire system(on a per map basis?), so that it can choose whether or not it will use it. The host of a game should then have an option where it will either allow the mod to choose, or force the mod to use it, or disable it completely.

Ultimately, the players will get to choose, but the mod will have the ability to blacklist/whitelist certain maps this way.
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JohannesH
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Joined: 07 Apr 2009, 12:43

Re: Allow modders to disable typemaps

Post by JohannesH »

How about overriding heightmap
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Das Bruce
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Joined: 23 Nov 2005, 06:16

Re: Allow modders to disable typemaps

Post by Das Bruce »

JohannesH wrote:How about overriding heightmap
Why?
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lurker
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Joined: 08 Jan 2007, 06:13

Re: Allow modders to disable typemaps

Post by lurker »

CarRepairer wrote:
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.
Car, I thought better of you than putting false words in someone else's mouth. Where did I say it's not bad for a map to screw up mod balance? I just said that there are typemaps that don't.
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zwzsg
Kernel Panic Co-Developer
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Joined: 16 Nov 2004, 13:08

Re: Allow modders to disable typemaps

Post by zwzsg »

JohannesH wrote:How about overriding heightmap
Already possible unless map is NotDeformable
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Argh
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Joined: 21 Feb 2005, 03:38

Re: Allow modders to disable typemaps

Post by Argh »

IMO, the mod should be able to enable/disable the entire system(on a per map basis?), so that it can choose whether or not it will use it.
They already can:

Code: Select all

		for xPos = startX,finishX do
			for zPos = startZ,finishZ do
				Spring.SetMapSquareTerrainType(xPos,zPos,1)
			end
		end
		Spring.SetTerrainTypeData(1,2.0,1.0,1.0,1.0)
Example, sets speed for the TANK movetype to 2.0 on a specific area.

You can apply this over a whole map at game-start, and fix a map however you please, or just read the values and if >< some value for a given moveType, fix it. Or you could get the slope, or whether it's in water, or...

IOW, this is already possible, it's not a big deal to code, and if I could change metal values, I'd just fix every map to play perfectly with P.U.R.E. from the start.
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Caydr
Omnidouche
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Joined: 16 Oct 2004, 19:40

Re: Allow modders to disable typemaps

Post by Caydr »

Come now Argh, I bet a clever, good-looking guy like you could figure a way.

Something like, check for the total amount of metal ouptut on the whole map, divide by the size of the map, multiply by some magic value that makes things PUREish... gotta be possible. Maybe mix in some magic from that auto mex placer widget to determine roughly the way the metal is laid out... and then literally, profit!
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Argh
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Joined: 21 Feb 2005, 03:38

Re: Allow modders to disable typemaps

Post by Argh »

divide by the size of the map, multiply by some magic value that makes things PUREish... gotta be possible
What is 10000000 X 0? There are ways to fake it with Lua, mind you.
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zwzsg
Kernel Panic Co-Developer
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Joined: 16 Nov 2004, 13:08

Re: Allow modders to disable typemaps

Post by zwzsg »

Argh wrote:Spring.SetMapSquareTerrainType(xPos,zPos,1)
Spring.SetTerrainTypeData(1,2.0,1.0,1.0,1.0)
I wasn't aware we could do that already. It's not in the wiki, not in the changelog. But it's good to know that my gadget to ovveride maps could also ovveride typemaps.
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jK
Spring Developer
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Joined: 28 Jun 2007, 07:30

Re: Allow modders to disable typemaps

Post by jK »

zwzsg wrote:
Argh wrote:Spring.SetMapSquareTerrainType(xPos,zPos,1)
Spring.SetTerrainTypeData(1,2.0,1.0,1.0,1.0)
I wasn't aware we could do that already. It's not in the wiki, not in the changelog. But it's good to know that my gadget to ovveride maps could also ovveride typemaps.
it's new in 81
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Licho
Zero-K Developer
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Joined: 19 May 2006, 19:13

Re: Allow modders to disable typemaps

Post by Licho »

Oh thats cool then.
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PicassoCT
Journeywar Developer & Mapper
Posts: 10454
Joined: 24 Jan 2006, 21:12

Re: Allow modders to disable typemaps

Post by PicassoCT »

Fine, you can override heightmaps, tailor the Texture, hit Typos into the Typemap, somebody please remind me what we mappers, lowest of all beeings are good for?
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Beherith
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Joined: 26 Oct 2007, 16:21

Re: Allow modders to disable typemaps

Post by Beherith »

We get the honor, no the priviledge to get our maps played on such wonderful mods that respect our creative and gameplay decisions.
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Pxtl
Posts: 6112
Joined: 23 Oct 2004, 01:43

Re: Allow modders to disable typemaps

Post by Pxtl »

zwzsg wrote:
Argh wrote:Spring.SetMapSquareTerrainType(xPos,zPos,1)
Spring.SetTerrainTypeData(1,2.0,1.0,1.0,1.0)
I wasn't aware we could do that already. It's not in the wiki, not in the changelog. But it's good to know that my gadget to ovveride maps could also ovveride typemaps.
Google for "Spring.SetMapSquareTerrainType" reveals this thread and only this thread.

How the hell did you even find this, Argh?
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Argh
Posts: 10920
Joined: 21 Feb 2005, 03:38

Re: Allow modders to disable typemaps

Post by Argh »

I keep up with Git :-)
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PicassoCT
Journeywar Developer & Mapper
Posts: 10454
Joined: 24 Jan 2006, 21:12

Re: Allow modders to disable typemaps

Post by PicassoCT »

... and so the civilwar mappers against moders started. It did not end, until the mapperfaction builtet a doomsdaydevice called the randomModGenerator.
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Argh
Posts: 10920
Joined: 21 Feb 2005, 03:38

Re: Allow modders to disable typemaps

Post by Argh »

...which is actually possible, albeit with the same caveats as random map generators ;)
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