I don't get it. On the one hand you say use spring-features as dependency and that it makes problems if I don't. On the other hand, you say I could include in the map
"defs or textures, hell even models", since they override the spring-features files.
Which is how I always understood it: stuff included in the map overrides stuff from dependencies. So I don't see any problem with my approach, or am I missing something?
Forboding Angel wrote:I'm guessing that whatever mod you're using to test this, has a dependency on an ass old version of Spring Features. Your inclusion of the feature files themselves instead of just the map dependency complicated matters as well.
I tested with BA 9.33 and 9.35. In both I don't spot any dependency on spring-features. Even if they had, how does this complicate matters? (see question above)
Just trying to understand your argument.
Forboding Angel wrote:I tested it in Metal Factions simply because I know that game has no odd dependencies.
To rule out anything, I also tested with Metal Factions (see screenshots below). Same effect as before
AFAICS, you only threw out the models and added the dependency. That's what I had also tested before. With the old lightning settings -which are in your map version- the effect is barely visible. If I apply the ones suggested by Beherith that increase shadows, it still seems to me the lower side is brighter than the upper.
Screenshot made with Metal Factions and your map version using spring-features v1.8 dependency and lightning following Beheriths suggestion. Using FPS camera looking from "north" to "south" (since sun comes a bit from "south" shadow effect are best visible from there).

If I then add my adjusted textures it becomes more visible:
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Different topic:
Forboding Angel wrote:Use SF as a dependency. Only include files in your map of things you want to change, like defs or textures, hell even models, but if they match what is in SF, let SF do the work because if a problem arises with features and maps depend on SF, we can fix all of the issues in one single place, instead of each individual map having to be fixed.
To avoid misunderstanding: I see your point and I agree with your arguments regarding spring-features dependency. So I totally understand why you promote this approach and I followed many discussions regarding this topic in this forum.
In reality, it unfortunately doesn't work for me, since there are always players on the host for which the automatic dependency download doesn't work for whatever reason: different lobbies in different versions, whatever, probably a long list. Usually, there's is also a reason why they use this or that version of a lobby.
And going through "update your lobby to this or that" or "download spring-features manually doing..." does not work. Answer is always: "too difficult"/"too much work"/"takes too much time now"-> "play another map instead". With hundreds of maps next to the one that makes problems for someone, it's obvious. That's why for example I unfortunately never had the chance to play your Akilon Wastelands map, which is BTW very pretty and looks like it would play nice.
So I decided for my maps not to use dependencies, since they should work for everybody I play with.