Mod list patch #1415
Comments
Zarel commented Trac is apparently too broken for me to upload attachments, so for now, refer to: |
anonymous commented Why is #4 even a part of this patch? It is not related at all. All the replies from your previous ticket are not even handled and are still valid points that you have not addressed in the original ticket #688
Someone also screwed up the datachecking code since it doesn't work correctly anymore. http://forums.wz2100.net/viewtopic.php?f=4&t=4470 people are still going to enter games and be kicked out and then the host will have to end current game and host again. Consider this a objection, it is a bad implementation and bug prone for 2.3 and does not address the main problem of people joining games when they shouldn't be allowed to even enter that game in the first place. It doesn't seem like you even read what those guys talked about. The current way at least forces everyone to know what mod they are using. This is fine for trunk but not 2.3 |
Zarel commented Replying to Warzone2100/old-trac-import#1415 (comment:2):
With whom do I have the honor of conversing?
It's semi-related. I included it mostly because it needed feedback as well, and I am also planning on committing that change to 2.3. So feedback, please.
Apologies, I wanted to keep the mod as minimal as possible. Here, how's about this version? It adds:
Again, I'm planning on committing to trunk, allowing a period for testing, then backporting to 2.3.
Well, then, that will presumably be fixed before 2.3.0 is released, so it's irrelevant.
It addresses the main problem now. Now tell me why this is a bad implementation and why it is bug prone. Such vague accusations from an anonymous source really don't mean much, neither as an objection nor as useful criticism. |
Terminator <wz2100@...> commented I think its good improvement. At least noobs now will see what is the problem when playing MP games. I understood that MODs list will be included only in a HOSTED game version, in lobby. Right ? |
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Zarel edited the issue description |
cybersphinx commented About #4, if you want to discuss that, hiding it behind an unrelated label won't help there. I don't really like the approach of hardcoding more and more stuff. For real mods, some indication on the hosting screen would be nice, like "Autoloaded mods: abc, manually loaded: yzx. Note that all players need to have the same mods to join your game." Especially important for autoloaded mods people might forget about. Leads to a second thing, distinction between autoloaded and other mods. Not sure I like the concept of autoloading itself, since it leads to what was mentioned above, if you want to host a game others can easily join, you need to quit, remove mod, restart, and that makes the whole thing somewhat less useful, in the long run, it's easier to just create the right shortcuts for mods. Adding the lists to the crashdump should be easy, but is also missing yet.
Are you sure this can only happen when people use mods now? |
Zarel edited the issue description |
Zarel commented Replying to Warzone2100/old-trac-import#1415 (comment:4):
Good idea, Terminator. I'll put it above the logo; easier to see that way.
Replying to Warzone2100/old-trac-import#1415 (comment:6):
Mmk, will make a separate ML post.
It wouldn't be too difficult to split the list into autoloaded and manually loaded, but it does add a bit of unnecessary complexity. The user is going to know which mods they've manually loaded, so they can easily tell for themself which mods are autoloaded. The game documentation for mods will mention autoload folders prominently, so someone consulting the documentation for why a mod is loaded will find it easily. "Note that all players need to have the same mods to join your game." is a useful warning, though.
Well, the user can choose which method they want to use. Judging by the frequency of mod usage before and after the removal of autoload folders, it looks like they disagree with your definition of "easier". ;)
Don't know how to do that. Feel free to do it yourself.
Well, barring bugs, yes. The version checking code should take care of people using different game versions. Newest patch: http://pastebin.ca/1754833 |
Zarel commented (In [9290]) 2.3: Commit mod list patch #1415 (in preparation for 2.3 beta 8):
Closes #1415. |
Zarel commented (In [9291]) Commit mod list patch #1415:
Closes #1415. |
Zarel commented Committed in [9290]/[9291]. I had cybersphinx, Per, and Cyp_, voicing no objection, and Kreuvf and stiv voicing no opinion. Only objection appears to be the second comment on this ticket, a vague unsubstantiated anonymous "bad implementation and bug prone". |
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anonymous commented Replying to Warzone2100/old-trac-import#1415 (comment:8):
If you would all actually play the damn game you would know what the problem is with this bad implementation. If one side has a different version of the same mod they get kicked and host must restart game. Don't give me this vague and unsubstantiated bullshit. You have no clue what your doing, refuse to think your approach is wrong and are only making the game more unstable as if it needs any more bugs. |
Zarel commented Replying to Warzone2100/old-trac-import#1415 (comment:10):
Again, with whom do I have the honor of conversing?
The current error handling is sufficient. I play the game often enough - in fact, I'm midway through the Gamma campaign a playtest of campaign in 2.3-branch, in preparation for release.
In other words, the exact same problems they would have if they loaded mods with the command-line? I'm indeed planning on fixing this behavior, but this patch hardly makes it any worse. Users did just fine with autoload folders back when they were still available. There are far more questions now about how to get mods to work now than there ever were when autoload folders were available.
You just made five vague and unsubstantiated statements in two sentences. Need I say more? |
resolution_fixed
type_patch (an actual patch, not a request for one)
| by ZarelBARRING OBJECTIONS, I AM PLANNING ON COMMITTING THIS TO TRUNK, WAITING A FEW DAYS, AND BACKPORTING TO 2.3
Wanted to make that very clear.
This patch does these things:
mods/autoload/
. This is essential for a good mod community.mods/
folder for global mods, as well asmods/global/
. This is the first step in merging the three mod folders together, but I'm not planning on merging them completely in 2.3.videos-hq.wz
andvideos-lq.wz
as well assequences.wz
. These new proposed names help make sure that a user does not accidentally overwrite HQ videos with LQ videos, and that a user can easily tell what kind of videos he/she has.Comparing loaded mods is no longer necessary, as Buggy's datahash-checking code, committed in 2.2.4, already makes sure any incompatible mods can't be loaded.
Attachments are still disabled, so:
modlist-3.patch: http://pastebin.ca/1754833
Issue migrated from trac:1415 at 2022-04-15 20:53:59 -0700
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