Poll

New set of feature's name? (read)

BLG Unite
7 (77.8%)
BLG Link
1 (11.1%)
Other (post)
1 (11.1%)

Total Members Voted: 9

Author Topic: BLG (Unite) Development  (Read 45814 times)


Just did the first commit in around a month. I believe I have fixed the notification system, but it will require some more testing.

Nullable and I had a little discussion a bit ago and we talked over the new gamemode system. It doesn't allow for frameworks and administration scripts (anything custom really), so I'm going to spend my bits of free time working on an extension to the gamemode system. Gamemode Glass will allow you to select additional add-ons to be loaded along with the gamemode, and allows scripts to define themselves as framework. Frameworks will have framework.cs executed when the server loads. Of course, this will require the gamemode to include a file, but I hope to make this useful enough that it becomes standard to use.

Edit: Nope.
« Last Edit: September 30, 2012, 05:21:52 PM by Scout31 »

Gamemode Glass will allow you to select additional add-ons to be loaded along with the gamemode

So essentially you're bypassing one of the exact reasons Badspot implemented gamemodes in the first place?

I already made a complete system for selecting custom add-ons in gamemodes.

This is what Badspot sent me when he found out about it:

Subject: Loading add-ons in addition to gamemodes

This is not something that I want to have happen.  I have explained it here http://forum.blockland.us/index.php?topic=204740.msg5661219#msg5661219

The code you posted in that thread will not work in upcoming versions.  It's nothing personal, I just don't want the gamemode system to be undermined like that. 

I would recommend not including that in BLG unless you want BLG to be fail-binned.

Although I still have all my code and I can probably work around the new restrictions he placed to block my old code...

So essentially you're bypassing one of the exact reasons Badspot implemented gamemodes in the first place?
I understand wanting control over the experience, but people have different methods of administration. Some like having other scripts to "assist" them, some can do it fine with the built in tools. The gamemode still has control over wether it allows add-ons to be selected or not. An example of this would be Slayer. Slayer is meant to be played with custom add-ons, so Slayer (if it were to utilize this) would be able to define that it wants to allow custom add-ons to be loaded.

EDIT:

I already made a complete system for selecting custom add-ons in gamemodes.

This is what Badspot sent me when he found out about it:

I would recommend not including that in BLG unless you want BLG to be fail-binned.

Although I still have all my code and I can probably work around the new restrictions he placed to block my old code...
I was planning on having it separate. The way this differs is that it allows the Gamemode creator to define its wether to allow it or not, so the Gamemode still has control over a target base user experience. If the author wants something specific, then they either define it as so or don't include the script.
« Last Edit: September 30, 2012, 04:21:45 PM by Scout31 »

An example of this would be Slayer. Slayer is meant to be played with custom add-ons, so Slayer (if it were to utilize this) would be able to define that it wants to allow custom add-ons to be loaded.

Exactly. The dev version of Slayer already has the functionality built in, but I can't release it because Badspot would fail it (see my above post).

EDIT:
I was planning on having it separate. The way this differs is that it allows the Gamemode creator to define its wether to allow it or not, so the Gamemode still has control over a target base user experience. If the author wants something specific, then they either define it as so or don't include the script.
That's exactly what mine does. You add the line "CUSTOM" to your gamemode.txt file. The creator can then specify add-ons that are required to be enabled with "ADDON Addon_Name" and the user can enable additional add-ons.

I understand wanting control over the experience, but people have different methods of administration. Some like having other scripts to "assist" them, some can do it fine with the built in tools. The gamemode still has control over wether it allows add-ons to be selected or not. An example of this would be Slayer. Slayer is meant to be played with custom add-ons, so Slayer (if it were to utilize this) would be able to define that it wants to allow custom add-ons to be loaded.

EDIT:
I was planning on having it separate. The way this differs is that it allows the Gamemode creator to define its wether to allow it or not, so the Gamemode still has control over a target base user experience. If the author wants something specific, then they either define it as so or don't include the script.

It's really not your place to implement this kind of functionality. Anything that fundamentally changes how gamemodes work should either be an official feature or not a feature at all.

Exactly. The dev version of Slayer already has the functionality built in, but I can't release it because Badspot would fail it (see my above post).
I guess I just disagree with him on that. If you want users to have a more free experience with Slayer, then you should be allowed to make it be so as long as it doesn't interfere with other gamemodes.

That's exactly what mine does. You add the line "CUSTOM" to your gamemode.txt file.
Hmm... Well then, this is disappointing.

It's really not your place to implement this kind of functionality. Anything that fundamentally changes how gamemodes work should either be an official feature or not a feature at all.
Its just a simple library that authors can include to extend functionality. They have full control over it.
« Last Edit: September 30, 2012, 04:32:35 PM by Scout31 »

I'm not sure what part you're missing here but Badspot's made it crystal clear he doesn't want this implemented - just because you happen to disagree doesn't mean you've now got permission to implement it. By all means go ahead and do it but lets not have any tears when it winds up in the fail bin.

Might as well stop modding the game completely then.

just because you happen to disagree doesn't mean you've now got permission to implement it
I realize that. Of course I'm not going to work on it if it would have no use.

Might as well stop modding the game completely then.
If extending functionality is a bad thing, I guess we should all just stop. Anyways, this leaves only a slim number of cases where a Gamemode would be ideal. To be able to play the game as you would like would require a custom gamemode or just playing on custom.
« Last Edit: September 30, 2012, 04:43:01 PM by Scout31 »

Alpha 5 pushed

Quote
  • Fixed Notifications (I think)
  • Added noises, probably temporary
  • Blota is now the favorite child

I think I did some pref stuff in there, but I honestly don't remember.

Notifications still don't work.

Notifications still don't work.
All notifications or message notifications?