Poll

What alignment would you like to see expanded in Mafia Madness? (elaboration appreciated)

The Innocents
15 (29.4%)
The Mafia
8 (15.7%)
Unaligned Good
2 (3.9%)
Unaligned Neutral
11 (21.6%)
Unaligned Evil
8 (15.7%)
Something else?? (elaborate in post)
7 (13.7%)

Total Members Voted: 51

Author Topic: Mafia Madness (too) [BETA] [OFFLINE] [Public Beta v2.2.1; Deathville v1.1.0]  (Read 27809 times)

This looks really interesting. I'll have to try it soon, good luck on the development.



going to drop this here since i have too much else going on to work on this right now

https://github.com/ottosparks/mafia-madness-too

bear in mind that there isn't a lot of/any useful documentation, feel free to PM me if you have questions though
« Last Edit: October 17, 2015, 10:32:44 PM by otto-san »

« Last Edit: October 18, 2015, 02:48:22 PM by Gytyyhgfffff »

i am back from doing stuff
mm is up again after an intermission

this was basically the best round ever


BUMPITY BUMP - TechBlaze is currently hosting MM2, come join and revel in the mysteries

Blomp? stay tuned... developments May be occurring soon

mm philosophy debate

if the amn kills the cop and takes his role is it morally justified to kill the amn

http://strawpoll.me/6289496
« Last Edit: December 17, 2015, 02:20:28 AM by DestroyerOfBlocks »

amnesiac cannot have its alignment determined until it takes its role therefore it is effectively impossible to judge it by its methods before then based on alignment

now, is it a scumbag strategy? absolutely. would it be justified to ban for it? sure, depending on the severity of the problem

mm philosophy debate 2

are clown and jester aligned

do clowns and jesters share wins or is it only the clown or jester shot that wins

http://strawpoll.me/6289525
« Last Edit: December 17, 2015, 02:27:13 AM by DestroyerOfBlocks »

just a quick update: i'm actually working on documentation for this Poopy Woopy now

i've currently detailed a lot of the basic syntax for MMGM, along with a basic overview of the form of MMGM files, but i'll Keep Working

https://github.com/ottosparks/mafia-madness-too/wiki

edit:
added information on using TorqueScript with MMGM to avoid having to modify the base mod, working on detailed information about sort groups
« Last Edit: December 17, 2015, 11:03:21 PM by otto-san »

Important Heads-Up About Modifying the Base Mod

Because Mafia Madness (too) uses Support_Updater, any updates to the base mod will overwrite the .zip file. This means that expanding the mod through direct modification will be tedious and impractical for release and continued use. I would highly recommend instead using the LOADCS request in an MMGM file to load needed scripts in a separate .zip file until a more robust solution exists.

I'm going to make a more complete expansion method a priority for future updates. Ideally, in the future, mods in the naming format of MMT_Name and a server.cs file will be detected by the gamemode. Keep that in mind for now to ensure future compatibility. I doubt I'll remove the LOADCS request, but because of the way it currently works, it may be considered obsolete after a more complete expansion method exists.

rad update!!!
I've created a simple, new way to expand Mafia Madness (too), which should be very intuitive to content creators, users, and hosts, and far more versatile than using the LOADCS request.

Introducing the shiny new MMT Expansions System™, modelled after the custom gamemode mod selection system!


(gui subject to changes)

Now, instead of just loading up every .mmgm file it can find, the gamemode will prompt users to select the expansions they wish to use! In addition, the gamemode will load active expansions as mods, allowing for a simpler method of loading code! Nice!!!!!!!!!!!!!!!

This new system should be rolling out in the next MMT update, so be prepared! Remember, the update will replace the GameMode_Mafia_Madness_Too.zi p file entirely! If you currently have expanded the gamemode through direct modification to this file, I highly suggest that you back up your changes and port them to the new expansions system.

The new expansion system detects .zip files or folders in the Add-Ons folder in the pattern of MMT_*. A description.txt is required, but may be empty. This requirement is mostly present as a way for the gamemode to search for expansions while still allowing them to be unzipped (allows for much easier development mid-game because you don't have to modify a .zip file constantly). To load code, simply create a server.cs as with any other mod.

For dedicated hosts, you'll use this system the same way that you use the custom gamemode. The configuration file for expansions will be located at config/server/MMTExpansions.cs, and it will work similarly to the ADD_ON_LIST.cs used to control mod loading for custom games.

An example of a valid config file:
Code: [Select]
$MMExpansion_MMT_dOGModes = 1;
$MMExpansion_MMT_OGModes = -1;
$MMExpansion_MMT_OriginalGameModes = 1;
$MMExpansion_MMT_poOGModes = -1;
« Last Edit: December 28, 2015, 09:35:44 PM by otto-san »