Author Topic: Map editor development  (Read 22418 times)

wciow

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Re: Map editor development
« Reply #100 on: 14 December 2010, 13:24:59 »
I agree with Titi, Vanilla Glest is a nice little standalone game for casual gamers but anyone who wants to mod/map for Glest should be doing so for one or both forks.
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Omega

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Re: Map editor development
« Reply #101 on: 14 December 2010, 22:49:52 »
True, but consider it this way:
MG makes a new map feature. GAE will probably impliment it sometime, but hasn't yet. I make a map with that feature, but having the same extension, it can now crash GAE (assuming it doesn't know how to handle this new feature). The situation also works in reverse. Or if by some random chance, some poor, unlucky fool who doesn't want to download MG for reasons unknown (perhaps MG is too big of a download for said person, and maps are his/her limit?) and thinking its a vanilla glest mod, downloads it, only to have a crash.

Of course, I see your point, but I still have the last word:
Cons:
[Insert sweet nothings here]
How hard is it to make a new extension? Not one bit. ;)
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Re: Map editor development
« Reply #102 on: 18 December 2010, 09:29:34 »
We already have mgm, why do we have to break compatibility? :look:
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Omega

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Re: Map editor development
« Reply #103 on: 18 December 2010, 19:34:04 »
We already have mgm, why do we have to break compatibility? :look:
+1  :thumbup:

Don't change the existing gbm format for legacy support... Go ahead and change mgm, though, I think maps need to have a version string stored in them, so that if modification done, even though the extension is the same, we can still find out which maps are which version (ie: v2 might have support for objects larger than one tile).
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