05-24-2012, 05:56 AM
(This post was last modified: 05-24-2012, 05:57 AM by MirceaKitsune.)
I just spoke with divVerent about the architecture of the text file. He agreed that doing everything with cvars (no text file) is best, and I feel the same way. This should not reduce performance, and at worst add some unnoticeable memory usage. Cvars are added all the time, and I'll try to use as little as possible.
Maps will be able to have custom weapons by executing their custom balance file, just like any cfg. And since we're aiming on doing it with cvars, everything will be doable in realtime on the server (though if you add a new weapon, you must restart the map for it to update).
People can already create maps with almost anything customized, and could since the first days of Nexuiz. If you have mymap.bsp and create a mymap.cfg file, you can basically change any functionality. Usually, maps like this are not accepted on any default server, and will certainly never "take over". They are for special servers that want to run weird experimental stuff, but the bounds between those servers and normal ones will always be well defined. I think mods are similar to game types in this sense... you want CTF you go to a CTF server, or if you want DM you go to a DM server, but most servers are decided on which they represent and there's plenty of each.
(05-23-2012, 07:28 PM)hutty Wrote: Well ... I think that this is a great idea ....
may be difficult to implement ? idk ... I have never looked at the code
two suggestions
1 ... make it possible for maps to have custom weapons ... without making any balance changes or modding ... that was we can have more flavor (rainbow hlac's) but still be consistent (same map always has special weapon consistant)
2 ... make it possible to edit the txt "in game" (console) so that I don't have to restart xonotic for every tiny change
Maps will be able to have custom weapons by executing their custom balance file, just like any cfg. And since we're aiming on doing it with cvars, everything will be doable in realtime on the server (though if you add a new weapon, you must restart the map for it to update).
(05-24-2012, 01:01 AM)Mr. Bougo Wrote: A map with custom weapons will make the entire server unpure. Consider that. Maps with special configs have been a controversial topic before, too.
Also, you say there is zero performance overhead because everything is read into memory when the game starts... So what about all the branching points for each feature? if(hitscan), if(spread), if(headshots), if(guided), if(bounce),... I don't know what it adds up to, but that's not zero overhead.
People can already create maps with almost anything customized, and could since the first days of Nexuiz. If you have mymap.bsp and create a mymap.cfg file, you can basically change any functionality. Usually, maps like this are not accepted on any default server, and will certainly never "take over". They are for special servers that want to run weird experimental stuff, but the bounds between those servers and normal ones will always be well defined. I think mods are similar to game types in this sense... you want CTF you go to a CTF server, or if you want DM you go to a DM server, but most servers are decided on which they represent and there's plenty of each.
