Create an account


Thread Rating:
  • 0 Vote(s) - 0 Average
  • 1
  • 2
  • 3
  • 4
  • 5
Standalone Overkill weapons

#26
That is completely missing the point. Configuration and customization are promoted, we simply don't enable these features by default, instead allowing admins to enable them if they want.
In the spirit of open source, if you want the option to enable those weapons in maps, you're more than welcome to implement it. The points Antibody and Freddy raised are only a concern if you intend to make these available by default.
[Image: 230.png]
Reply

#27
(05-31-2018, 10:43 PM)Lyberta Wrote:
(05-31-2018, 04:56 PM)Antibody Wrote: Before you make an additional branch that simply bypasses the blocked mutators check, please address the other concerns raised by Freddy. I reckon that's the major reason for them being blocked, not for any doomsday-like DRM reason. I'm sure you can appreciate our desire to keep the code clean and sane: it must not only work, it must be written in a maintainable way. We've had several issues with Overkill on this front.

I've been using these weapons in vanilla for more than a year now. I've never had issues with them. Shotgun and MachineGun code was changed to reduce duplication. Only OKNex is kinda fat because it has most of the vortex code.

As long as we don't have maps that have those weapons in official rotation, server admins must explicitly work to make those weapons available. If we go on a "what if" trip we might as well remove all balance cvars from the game because server admins that make OP weapons by changing vanilla weapons' stats.

I was not talking about "bug-free" or clean code here, I was talking about gameplay. But easy configuration is also part of good maintainability. As I said, make it Opt-In instead of Opt-Out.

As developers we should not only think about what we (individually) created or what we want to have. Unofficial maps are important for Xonotic, so we should always keep them in mind.
Reply

#28
(06-01-2018, 01:22 AM)Mario Wrote: That is completely missing the point. Configuration and customization are promoted, we simply don't enable these features by default, instead allowing admins to enable them if they want.
In the spirit of open source, if you want the option to enable those weapons in maps, you're more than welcome to implement it. The points Antibody and Freddy raised are only a concern if you intend to make these available by default.

There are no official maps that have OK weapon spawns. They are not enabled by default i.e. there is no way a player can get those weapons in vanilla config even without MUTATORBLOCKED flag. Right now there is a big "FUCK YOU" sign to mappers and server admins who can't compile QuakeC and remove that flag.
Reply

#29
They were never available prior to being split, so you introduced them into the game. It is your responsibility to make them available to mappers, in a mutator since as stated we don't want them in regular gameplay in their current state, community maps or otherwise.
[Image: 230.png]
Reply

#30
Alright, compromise has been reached. Set g_overkill_weapons to 1 (or new custom rule) to enable those weapons outside of Overkill.
Reply

#31
OK weapons now got their own unique icons.

.png   OKWeaponIcons.png (Size: 48.92 KB / Downloads: 20)
Reply



Possibly Related Threads...
Thread Author Replies Views Last Post
  Making New Weapons Molnija 3 203 Yesterday, 09:38 PM
Last Post: Molnija
  Random start weapons Lyberta 0 704 09-23-2017, 09:18 PM
Last Post: Lyberta
  Official Overkill balance martin-t 38 9,069 10-06-2016, 05:08 PM
Last Post: martin-t
  [SOLVED] Orienting weapons to bones (CSQC) toneddu2000 3 4,302 03-30-2015, 04:26 PM
Last Post: toneddu2000
  Where can I find the self animated weapons from Nexuiz? MirceaKitsune 14 8,877 11-08-2014, 07:29 PM
Last Post: MirceaKitsune
Brick Weapons defined in text files / de-harding weapons [feature debate] MirceaKitsune 41 23,637 10-10-2012, 03:59 PM
Last Post: hutty
  How to make new weapons? Kris 2 2,534 09-30-2012, 08:56 AM
Last Post: Mr. Bougo
Information Alternatives to removing core weapons MirceaKitsune 6 4,018 09-05-2012, 04:43 PM
Last Post: hutty
  Replacing spawn weapons Samual 140 92,700 07-07-2012, 04:57 AM
Last Post: asyyy
  The Overkill thread tZork 30 23,666 06-19-2012, 12:06 PM
Last Post: tZork

Forum Jump:


Users browsing this thread:
1 Guest(s)

Forum software by © MyBB original theme © iAndrew 2016, remixed by -z-