New flag in mod
Moderator: Moderators
New flag in mod
Flag to disable map lua, disable overriding of modfiles by mapfiles and disable download files/folder being loaded from map.
Ability to set the flag as a modoption.
NOTE: Please, do not make irrelevant comments and keep the discussion without personal preferences. Try to use reasonable arguments as to why you agree/disagree with allowing these flags if you feel the need to sound your opinion.
Ability to set the flag as a modoption.
NOTE: Please, do not make irrelevant comments and keep the discussion without personal preferences. Try to use reasonable arguments as to why you agree/disagree with allowing these flags if you feel the need to sound your opinion.
Last edited by Regret on 08 Jun 2009, 23:19, edited 3 times in total.
Re: New flags in mod
So whenever a feature request is refused, you request lock then post anew?
Re: New flags in mod
Having mod files override map files won't block any of the new gadgets, any of the new units, new this, new that. It will likely cause subtle errors, too. We don't need that option.
Why shouldn't I merge these two threads?
Why shouldn't I merge these two threads?
Re: New flags in mod
this reminds me of gota trying to ask for OTA flight behaviour in multiple threads after he kept getting shut off constantly.
Re: New flags in mod
lurker wrote:Having mod files override map files won't block any of the new gadgets,
Try reading what I write and then respond.Regret wrote:Flag to disable map lua.
lurker wrote:any of the new units, new this, new that. It will likely cause subtle errors, too. We don't need that option.
To include new units in a mod you first need to change modfiles that are already there.Regret wrote:Flag to determine whether the map overrides mod files or mod overrides map files.
Due to the fact that the other thread was derailed and trolled to no end by forumers failing to read what I am saying like you did just now.lurker wrote:Why shouldn't I merge these two threads?
Also I clarified the proposal this time from the beginning, so this is a reset of the discussion with hope that it is cleared what is proposed now.
I created a new thread because the other did not provide any room for any reasonable discussion whatsoever. You are among people to thank for that. If you have nothing constructive to add to the topic, do not respond at all.Otherside wrote:this reminds me of gota trying to ask for OTA flight behaviour in multiple threads after he kept getting shut off constantly.
This is a feature request thread filed in feature request part of the forums, it is not here for your petty personal issues and trolling needs.
The previous thread did not get 'refused'. The reason for me creating this thread was because the other one got bombed by pages of irrelevant posts and trolling, leaving little to no room for any reasonable debate.Regret wrote:So whenever a feature request is refused, you request lock then post anew?
I'm hoping that people can restrain themselves from posting irrelevant personal preferences and debate as to why this request is illogical or useless.
Re: New flags in mod
I was responding to the "Flag to determine whether the map overrides mod files or mod overrides map files." only. You don't have to modify sidedata to add units, just include a download file. That's why speedball works so cleanly and with anything *A. I haven't failed to read your post, and think the first flag you ask for has a perfectly good use.
Re: New flags in mod
Next time please quote what you respond to.lurker wrote:I was responding to the "Flag to determine whether the map overrides mod files or mod overrides map files." only.
I was not even aware of a download file. Would disallowing download file/folder along with overriding prevent including new units in maps?lurker wrote:You don't have to modify sidedata to add units, just include a download file. That's why speedball works so cleanly and with anything *A. I haven't failed to read your post, and think the first flag you ask for has a perfectly good use.
Re: New flags in mod
If you block downlod files, for example with custom unitdef lua, it'll mean that the units are there but don't go into any build menus.
Re: New flags in mod
This is not possible in current Spring version?lurker wrote:If you block downlod files, for example with custom unitdef lua, it'll mean that the units are there but don't go into any build menus.
Re: New flags in mod
Possible, but the map could override it.
Re: New flags in mod
Ok, edited into top post. Does that seem effective or would it be more logical to make 2. and 3. flag into one?lurker wrote:Possible, but the map could override it.
Re: New flags in mod
3 you can already do, but it's pointless. Block that and I'll just make a gadget that adds a custom build button.
Re: New flags in mod
I think you misunderstood, I asked whether the proposal is effective as it is written in the first post or if it should be proposed to block download file and modfile overriding in a single flag.lurker wrote:3 you can already do, but it's pointless. Block that and I'll just make a gadget that adds a custom build button.
Re: New flags in mod
The 'block everything' flag is effective. I don't think any other flags are. If you block download files and modfile overriding, then the map can use a different manner to add units, such as gadget buttons.
Re: New flags in mod
So either all or nothing. Thanks, edited again.lurker wrote:The 'block everything' flag is effective. I don't think any other flags are. If you block download files and modfile overriding, then the map can use a different manner to add units, such as gadget buttons.
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Re: New flags in mod
To prevent the changes done by a map we are technically restricted to this decision. I don't think that's a good one, because it can damage the environment. Examples:Regret wrote:So either all or nothing.
* Removing atmosphere settings from desert vally
* Making a boring flat map out of Palladium
Re: New flag in mod
I would rather have LuaGaia given the powers of LuaRules, and maps' LuaRules ignored.lurker wrote:Let's pretend mod takes priority in LuaRules, map takes priority in LuaGaia.
Give more power to LuaGaia then! Like the whole set of Lua SyncedCtrl.AF wrote:Maps should use luagaia not luarules to implement trickery.
Tradermark already made a map with Kernel Panic innit. Not sure who, I think Picasso, once released a mod that mixed TA units and a Kernel Panic with a weird buildtree. As for adding s44 and loli to the mix, I'm sure we can count on emmanuel for that.CarRepairer wrote:zwzsg, what if someone made a variant of KP and placed it inside a bunch of maps like Palladium v2 and Marble Madness v2.
Re: New flag in mod
They have that.zwzsg wrote:Give more power to LuaGaia then! Like the whole set of Lua SyncedCtrl.AF wrote:Maps should use luagaia not luarules to implement trickery.
It will be up to the gadget handler to ignore or simply put last.zwzsg wrote:I would rather have LuaGaia given the powers of LuaRules, and maps' LuaRules ignored.
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Re: New flag in mod
It's not about the ability to do it. It's about the ability to do it without the player knowing. I don't care if someone made a wacky version of CA and hosted it all they want inside DSD superspecial and under a CA game. As long as people know this is not the original CA.
Re: New flag in mod
There is no way to detect it without human help.