New flag in mod

New flag in mod

Requests for features in the spring code.

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

New flag in mod

Post by Regret »

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.
Last edited by Regret on 08 Jun 2009, 23:19, edited 3 times in total.
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zwzsg
Kernel Panic Co-Developer
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Re: New flags in mod

Post by zwzsg »

So whenever a feature request is refused, you request lock then post anew?
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lurker
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Joined: 08 Jan 2007, 06:13

Re: New flags in mod

Post by lurker »

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?
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Otherside
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Joined: 21 Feb 2006, 14:09

Re: New flags in mod

Post by Otherside »

this reminds me of gota trying to ask for OTA flight behaviour in multiple threads after he kept getting shut off constantly.
Regret
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Re: New flags in mod

Post by Regret »

lurker wrote:Having mod files override map files won't block any of the new gadgets,
Regret wrote:Flag to disable map lua.
Try reading what I write and then respond.



lurker wrote:any of the new units, new this, new that. It will likely cause subtle errors, too. We don't need that option.
Regret wrote:Flag to determine whether the map overrides mod files or mod overrides map files.
To include new units in a mod you first need to change modfiles that are already there.



lurker wrote:Why shouldn't I merge these two threads?
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.

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.


Otherside wrote:this reminds me of gota trying to ask for OTA flight behaviour in multiple threads after he kept getting shut off constantly.
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.

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.

Regret wrote:So whenever a feature request is refused, you request lock then post anew?
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.

I'm hoping that people can restrain themselves from posting irrelevant personal preferences and debate as to why this request is illogical or useless.
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lurker
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Re: New flags in mod

Post by lurker »

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.
Regret
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Re: New flags in mod

Post by Regret »

lurker wrote:I was responding to the "Flag to determine whether the map overrides mod files or mod overrides map files." only.
Next time please quote what you respond to.
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.
I was not even aware of a download file. Would disallowing download file/folder along with overriding prevent including new units in maps?
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lurker
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Re: New flags in mod

Post by lurker »

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.
Regret
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Re: New flags in mod

Post by Regret »

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.
This is not possible in current Spring version?
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lurker
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Re: New flags in mod

Post by lurker »

Possible, but the map could override it.
Regret
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Re: New flags in mod

Post by Regret »

lurker wrote:Possible, but the map could override it.
Ok, edited into top post. Does that seem effective or would it be more logical to make 2. and 3. flag into one?
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lurker
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Re: New flags in mod

Post by lurker »

3 you can already do, but it's pointless. Block that and I'll just make a gadget that adds a custom build button.
Regret
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Re: New flags in mod

Post by Regret »

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.
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.
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lurker
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Re: New flags in mod

Post by lurker »

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.
Regret
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Joined: 18 Aug 2007, 19:04

Re: New flags in mod

Post by Regret »

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.
So either all or nothing. Thanks, edited again.
SirMaverick
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Joined: 19 May 2009, 21:10

Re: New flags in mod

Post by SirMaverick »

Regret wrote:So either all or nothing.
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:
* Removing atmosphere settings from desert vally
* Making a boring flat map out of Palladium
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zwzsg
Kernel Panic Co-Developer
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Joined: 16 Nov 2004, 13:08

Re: New flag in mod

Post by zwzsg »

lurker wrote:Let's pretend mod takes priority in LuaRules, map takes priority in LuaGaia.
I would rather have LuaGaia given the powers of LuaRules, and maps' LuaRules ignored.
AF wrote:Maps should use luagaia not luarules to implement trickery.
Give more power to LuaGaia then! Like the whole set of Lua SyncedCtrl.

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.
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.
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lurker
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Re: New flag in mod

Post by lurker »

zwzsg wrote:
AF wrote:Maps should use luagaia not luarules to implement trickery.
Give more power to LuaGaia then! Like the whole set of Lua SyncedCtrl.
They have that.
zwzsg wrote:I would rather have LuaGaia given the powers of LuaRules, and maps' LuaRules ignored.
It will be up to the gadget handler to ignore or simply put last.
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CarRepairer
Cursed Zero-K Developer
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Re: New flag in mod

Post by CarRepairer »

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.
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lurker
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Joined: 08 Jan 2007, 06:13

Re: New flag in mod

Post by lurker »

There is no way to detect it without human help.
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