Author Topic: Maps overview  (Read 26906 times)

Omega

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Re: Maps overview
« Reply #25 on: 2 May 2011, 21:44:50 »
With the GAE addons folder you can overide any file at run time. You would need to make some new models and name them the same as the existing statue models. This wil currently be an always-on overide, but it won't delete/change the original tileset and can be easily removed.

The addons folder in GAE is fundementally deeply broken and you can't use it in this way.

The order of who overrides whom is arbitrary and global.
Technically speaking, you can use it that way, but no guarantees the files will be correctly overwritten, and I have no clue how the game would react to multiple mods overwriting the same files. Best to create a whole new tileset, in your case, perhaps a mars or post-apocalyptic earth tileset?
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will

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Re: Maps overview
« Reply #26 on: 3 May 2011, 05:23:23 »
Technically speaking, you can use it that way, but no guarantees the files will be correctly overwritten, and I have no clue how the game would react to multiple mods overwriting the same files.

On the other hand, I might actually know how it works and what guarantees there are or aren't.

Technically speaking, GAE addons is fundamentally broken and cannot be used this way.

Which does indeed leave conventional tilesets as the only working way to change the tileset.

John.d.h

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Re: Maps overview
« Reply #27 on: 3 May 2011, 05:33:40 »
Of course, you could copy the original tileset, change the assets that you want to change, and link the rest of the XMLs back to the original tileset so you wouldn't need the duplicated assets.

Psychedelic_hands

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Re: Maps overview
« Reply #28 on: 3 May 2011, 09:56:46 »
Technically speaking, you can use it that way, but no guarantees the files will be correctly overwritten, and I have no clue how the game would react to multiple mods overwriting the same files.

On the other hand, I might actually know how it works and what guarantees there are or aren't.

Technically speaking, GAE addons is fundamentally broken and cannot be used this way.

Which does indeed leave conventional tilesets as the only working way to change the tileset.

Really? I have tested that before and didn't notice anything wrong.
Whats exactly wrong with it?

will

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Re: Maps overview
« Reply #29 on: 3 May 2011, 11:39:34 »
http://blogs.msdn.com/b/oldnewthing/archive/2005/06/07/426294.aspx

if Mr War makes the tileset objects suit his mod, what happens when he plays with other factions?

What happens if someone uses the same overriding trick for the same files in their mod too?

John.d.h

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Omega

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Re: Maps overview
« Reply #31 on: 3 May 2011, 19:47:13 »
http://blogs.msdn.com/b/oldnewthing/archive/2005/06/07/426294.aspx
Good logic. The addons manager, would, of course, fix this, but overly, a new tileset is a better idea, lest an inexperienced player unwillingly and unknowningly "overwrites" his tileset, and may not know how to fix it. Plus, not sure if tileset changes are allowed in multiplayer... I'd assume that a model change wouldn't make a difference, but eg: walkability changes would make a *huge* difference.
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andy_5995

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Re: Maps overview
« Reply #32 on: 16 January 2016, 19:12:25 »
There is a directory of user made maps here

Dead link