Re: New Asteroid Map: Apophis v2
Posted: 25 Jan 2010, 09:51
you guys need to stop and think, you're running around in circles here. gadget wars (tm) is not a solution.
Open Source Realtime Strategy Game Engine
https://springrts.com/phpbb/
So, I thought that we agreed on a change, and not this.Licho wrote:It has been changed, it convinced me to eventually add switch to disable map lua.
Individual engine users can then decide if they want map lua in their release or if they want user to have control (through lobby) or if they want to block it completely because of potential synced code hacks and abuses.
Even with LuaRules off, maps will retain ability to create lua effects, add units (since it does not need luarules) and players still have ability to disable units from lobby.
They wont work without LuaRules? Effects sure keep working. And I dont mean this as something hardcoded, it would be switch.Beherith wrote:So, I thought that we agreed on a change, and not this.Licho wrote:It has been changed, it convinced me to eventually add switch to disable map lua.
Individual engine users can then decide if they want map lua in their release or if they want user to have control (through lobby) or if they want to block it completely because of potential synced code hacks and abuses.
Even with LuaRules off, maps will retain ability to create lua effects, add units (since it does not need luarules) and players still have ability to disable units from lobby.
If you do this, my last ~10 maps will break. They all use some form of gadgets- either as effects or even playable area restrictions.
Firstly I dont know at all whatever would go well with CA. So why not design for BA, where I can design more specific gameplay. And theres even chance it might work with CA as well!smoth wrote:why not? who knows maybe it will be a new and exciting creative outlet?
Why did you make them use LuaRules instead of LuaGaia? If it was a requirement, then why, is Gaia too restricted? If it's because you didn't know better,Beherith wrote:you do this, my last ~10 maps will break. They all use some form of gadgets- either as effects or even playable area restrictions.
because ba has dsd.. end of story. CA you have room for your map to gain popularity.JohannesH wrote:Firstly I dont know at all whatever would go well with CA. So why not design for BA, where I can design more specific gameplay. And theres even chance it might work with CA as well!smoth wrote:why not? who knows maybe it will be a new and exciting creative outlet?
you are not helping. Try to be more helpful and less flaming.forb wrote:Well, you're the one that opened the can of worms...
Well I guess you tested on only some things, because if you use Rules it won't work on mods without a gadget handler, or mods that have nonstandard gadget handlers.Beherith wrote:Because it never was an issue wether I used gaia or rules.
Well, duh. And if you do make a typemap, at least be kind and allow it to be turned on/off.Beherith wrote: And dont add typemaps because that screws up the balance.
Well if it's an asteroid map like this then gravity could be whatever. The mod could always override it if necessary.And dont add dont change gravity because it fucks our arty and stuff.
That all depends. Is your hardness so soft that a simple arty shell is causing a crater? If so then that means that 20 minutes in the game is going to lag like dirty asshole because of pathing.And dont change the hardness either, it screws with our cratering.
Now this is just nonsensical. The height ranges used are up to you and you alone. But, height ranges that are too far apart will cause your map not to get played as much, because it does mess with ballistic balance and generally makes uberporc, ubereasy.And dont make the height differences too big, because that also screws up ballistic units and units with conical and spherical ranges. But make the height differences big because it looks good.
A fink doesn't cost much, worrying about f2 cheating is kind of nonsensical. If the mod is so worried about it, then they could just disable f2.Dont make the map all flat because it looks crappy, but make it totally flat cause of f2 cheating and crappy pathing.
That isn't true at all. However, if you do make variable value metal spots, it's always important to visually represent it on the texture map.Dont add variable value metal patches, they encourage undesired gameplay.
None of the things you mention here are being changed modside (except one or two perhaps in CA), but you're missing the entire point! Who gives a flying shit? You don't play CA, therefore you're never going to see any of these alterations and in the meantime, the map is still playable in CA. I don't see how having more people playing your map is making you lose? Jesus dude, you have a real stick up ur butt about this stuff when it really doesn't matter one iota, because you won't even ever see it unless you specifically want to. Good lord...Oh, by the way, dont even bother to set any of these parameters, we will override them for you. After all we are making a mod so we must know best.
Some people enjoy making maps some dont.it's about fun.smoth wrote:what is it to be respected? What is wrong for "Art for art's sake." Even if it is only played once it was played and has lived if only for a moment.