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Re: New Asteroid Map: Apophis v2
Posted: 24 Jan 2010, 06:25
by Beherith
All it would have taken on your side to make those games not ruined is a little reading comprehension, and someone typing the words: No wind. Maybe the fake gadget should have said that at game start.
Re: New Asteroid Map: Apophis v2
Posted: 24 Jan 2010, 06:40
by Licho
zwzsg wrote:Licho, if you don't like that map, don't play it, but don't go disabling nice engine features.
You consider adding a lua that snipes mod gadget a nice feature? It's a hack ..
And it does not really concern me much, I was mostly having fun with this license talk and then that about "true colors" :).
If it was major problem, we can modify map to remove it or we can modify mod to remove it or we can play another map. Either way its ok.
Just from the principle however there should be way to disable this and unless someone else adds it to engine i will eventually.
Imagine releasing commercial game and having game completely hacked over by maps.
Re: New Asteroid Map: Apophis v2
Posted: 24 Jan 2010, 06:59
by smoth
all this drama is annoying... btw behe, I spent a good two days working with arturri on his options also btw.
How about this... Behe, would it be possible for the map to have a map option, that when enabled would make the asteroid an asteroid sitting in a lake? Or maybe in the middle of a giant lava flow on an alien world? that way wind people can have wind and the map would have a cool ambient changing option.
I'll do it if you want the help.
Re: New Asteroid Map: Apophis v2
Posted: 24 Jan 2010, 07:13
by JohannesH
Licho wrote:Imagine releasing commercial game and having game completely hacked over by maps.
This happens all the time...
Re: New Asteroid Map: Apophis v2
Posted: 24 Jan 2010, 07:27
by FLOZi
It'd be better to just disable any unitdefs with 'wind' in the unitname, though i'm not sure how feasible that would be.
Re: New Asteroid Map: Apophis v2
Posted: 24 Jan 2010, 10:09
by Tobi
IMO just add code like this (yeah that's possible)
Code: Select all
if (mod == "CA") then
Spring.Rehost ("BA DSD")
end
Seriously though, I don't see all the fuss, just play one of the other 10000 maps available if this map doesn't really work with your mod.
Re: New Asteroid Map: Apophis v2
Posted: 24 Jan 2010, 13:45
by Licho
He could just set wind to 0 using CA's modoptions. Then it will disable unit ingame (it will be grayed out).
Re: New Asteroid Map: Apophis v2
Posted: 24 Jan 2010, 13:49
by Neddie
It isn't like everybody involved with CA thought the wind change forced on maps was a good thing either. We sucked it up, so can you. No need to attack useful functionality because it compromises your structured reality - to do so is to assert that your perspective-preference is better or at least more legitimate than others.
Tobi wrote:
Seriously though, I don't see all the fuss, just play one of the other 10000 maps available if this map doesn't really work with your mod.
Re: New Asteroid Map: Apophis v2
Posted: 24 Jan 2010, 15:37
by zwzsg
Licho wrote:Imagine releasing commercial game and having game completely hacked over by maps.
Yeah, I know about those hacked Warcraft III maps, "
DotA" or something.
Man, the completly abused the sytem here, hacked up the games in most fiendish way. Too bad Blizzard are so lenient, if it were me I can tell you they'd taste the banhammer! I heard they hacked up the gameplay inside out so much it's not even a RTS anymore! Like, their shitty custom maps remove the ability to control more than one unit. What dorks! I heard they fooled so many people their abomination is now more played than any other Warcraft III maps. That's absolutely terrible! Do we really want the same to happen to poor Spring?
The worst is that they weren't the first to use maps as trojan to hack the gameplay. Already on their previous title, Starcraft, there were some stupid mappers ruining the game with maps they called "
Tower Defense". They didn't stop at rendering wind mill useless, no, they went to the length of removing every moving units you could have. While the AI was allowed to rush you with tons of mobile units. :rolleyes: Man, why can't the engine developpers learn! We must put an end NOW to this craze of modyfing the gameplay from the maps! Or else who know what kind of haxx we'll see next?
Re: New Asteroid Map: Apophis v2
Posted: 24 Jan 2010, 16:03
by Licho
Warcraft had no other way to mod game than to use map.
Spring has the way - mods, mutators.
Do you want map that snipes your gui or replaces it with something else? That writes stuff to your disk or reads your files and sends them over tinernet? That block all mods except specific? Because thats what map can do now.
Re: New Asteroid Map: Apophis v2
Posted: 24 Jan 2010, 16:09
by Beherith
Licho, your bordering on FUD.
A mod can just as well read and write files as a map.
Re: New Asteroid Map: Apophis v2
Posted: 24 Jan 2010, 16:12
by Licho
Of course it can, but you expect it and its well known. User knows mods have different rules and different GUI and their lua can do lots of things.
Its not apparent with maps.
Also its much easier to get people to try new map than to try new mod (if you want to abuse it) and its much more stealthier.
Re: New Asteroid Map: Apophis v2
Posted: 24 Jan 2010, 16:21
by luckywaldo7
Tobi wrote:Seriously though, I don't see all the fuss, just play one of the other 10000 maps available if this map doesn't really work with your mod.
It would take ca devs a minute to work around his override. The point was that it was a dick move. If he really didn't want any wind on his map in ca then he could have worked with the ca devs to come up with a far better solution, namely this:
Licho wrote:He could just set wind to 0 using CA's modoptions. Then it will disable unit ingame (it will be grayed out).
Re: New Asteroid Map: Apophis v2
Posted: 24 Jan 2010, 16:27
by Beherith
Lucky you still dont seem to grasp it. There is no need for coming up with a modoption specifically for you. There already is a modoption for that, its called the SMD file. It was already there, but you chose to ignore it.
Since mindwind and maxwind were set to 0.
Not 1, or 2 or just a little bit below solar on average, but 0.
CA should have just read that.
Re: New Asteroid Map: Apophis v2
Posted: 24 Jan 2010, 16:30
by luckywaldo7
What I'm having trouble grasping is why I am arguing with someone over CA gameplay who doesn't play CA.
Re: New Asteroid Map: Apophis v2
Posted: 24 Jan 2010, 16:37
by Licho
Meh just treat each Beherith's map same way as Sena's map and check everything it does :)
CA has height dependent wind, independent of engine.
Re: New Asteroid Map: Apophis v2
Posted: 24 Jan 2010, 16:40
by Otherside
im going to add a gadget to disable moho mines and metal makers in all my maps just so that BA players dont use my maps k THX.
Re: New Asteroid Map: Apophis v2
Posted: 24 Jan 2010, 16:42
by Beherith
Otherside I recommend you fix them first to meet the bare minimum requirements of playability. We tried Coldsnap v2 on tourney, and it turned out that the starts have different amounts of starting m

Re: New Asteroid Map: Apophis v2
Posted: 24 Jan 2010, 16:46
by Otherside
Beherith wrote:Otherside I recommend you fix them first to meet the bare minimum requirements of playability. We tried Coldsnap v2 on tourney, and it turned out that the starts have different amounts of starting m

I am aware of this i need to get the files off my old hardrive and release version 3.
The only reason i didnt make version 3 earlier was because i thought no one played it but seeing as its got quite alot of play time recently and alot of downloads i want to release a new fixed version with a new texture and fixed metal on the start positions.
Re: New Asteroid Map: Apophis v2
Posted: 24 Jan 2010, 16:48
by Licho
Otherside wrote:im going to add a gadget to disable moho mines and metal makers in all my maps just so that BA players dont use my maps k THX.
I recommend doing more changes, add overdrive, decrease price of T2 labs and while people play, download new unitmodels, so next game they can see nicer versions!
You can also try to corrupt DSD file.
Oh and if player name is Regret, decrease HP and speed of his Atlas.