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Best Solution to the "Where do I find this map/mod"

Posted: 24 Mar 2007, 06:19
by SinbadEV
Bestest Idea Ever okay... if people started filling in an "URL" value in the map.smd and modinfo.tdf files with an actual link to the Unknown-Files page for their map or mod AND THEN the lobby client read this value from the host, you could make a WORKING link to the mod or map file... and for mods and maps. only problem I see with this is if some jerk made a trick URL and hosted a fake game to get people to D/L a virus or something, but I'm sure we could find a way around that problem.

the good thing is that it would look like lobby intwegration but it would open your default browser to the right web-page so imacup would still get people seeing the advertising and the amount of bandwidth would only go up marginally...

Posted: 24 Mar 2007, 06:26
by Peet
So what happens when a mod is hosted from multiple places? Or the mainstream hosting website changes, but the mod is not updated?

Posted: 24 Mar 2007, 06:52
by SinbadEV
well, I had a few ideas here... first one would be to modify the file format to allow multiple links and have some pup-up come up with "Choose the file location"... second would be to allow the hosts to set an additional value for map and mod URLs, and possibly even store these settings host-side (game host not match server) so that they don't keep re-setting them... finally would be for hosts to modify the files in the archives if spring can be told to ignore changes to the files in question.

Posted: 24 Mar 2007, 07:59
by KDR_11k
How about making it just search for the name string on UF, like what happens when you say !modlink to a springie? If it's not on UF it's most likely not released to the public anyway.

Posted: 24 Mar 2007, 08:07
by SinbadEV
KDR_11k wrote:How about making it just search for the name string on UF, like what happens when you say !modlink to a springie? If it's not on UF it's most likely not released to the public anyway.
Yeah, I suppose that works too...