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Sign upPlace Controversial items, exotic guns, and dead rising-esque weapons into mod manager mods #5894
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Just gonna point out that "ridiculous" is a value judgment and can come off as insulting. Thanks for keeping that in mind. |
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Let's name it 'controversial outfits' instead of ridiculous. And yes, I agree completely with dwarfkoala that it should decrease the whining. Balance problems will remain (although they are being fixed in separate PRs), but at least there will be no "remove X because it's stupid/silly/doesn't match the lore" whining. |
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I wouldn't mind seeing this as a replacement for the classic zombies toggle as well. We could pick and choose our enemies. (Though all the classical zombie types should remain in the main game, imho). But zombies like smokers, and shockers, and other enemies could. |
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Controversial, not ridiculous. |
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Why exactly does everybody want to chop the game into pieces and call them mods now? Variety is the spice of life, right? Part of the fun of C:DDA is the wide variety of stuff to play with in-game. |
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It will still be there, it will just be more customizable. |
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Yup, and this seems like the best way to reach an agreement between That said, I would like a flag for mods that makes it on by default. |
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I'll revisit these when that flag's installed. |
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I foresee three big problems with this:
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You seem to be very vocal against separating the current core content into mods. Are you that against an extra click or two when creating a new world? The problem with having subtractive mods is I am not sure if they are even possible with the current system, and even if they are/were, every time something new is added to the 'core' the mod will have to be updated to remove it, and replacement mods (that replace the core) are a great deal of work. This way, everyone wins, not just the majority, the minority can get what they want too, and the majority isn't really hampered or harmed by it. What is more, separating the current content into mods isn't a very difficult process, and shouldn't be a massive block on future development. |
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Simplest solution I see would be a flag that allows mods to overwrite and remove (sorry, I wasn't aware they can't currently do that) content, rather than ripping content from the main game files. In other words, a flag that says 'use ONLY content from this mod'. |
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Being able to update and remove content from the core (or other mods) with mods would be nice, but then we get into the whole 'load order' fiasco other games suffer. Using only content from a certain mod is a replacement mod, which as I mentioned, is a great deal of work. |
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Just to clarify my position, items that exist in reality being pushed out |
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Yeah, I don't really see the movement of decorative clothing items out as a reason for a mod split. That said what I do see as valid reasons for moving content out for now: Unrealistic weapons - These are things like the heatblades. Could you make one in real life? Yes, but would it be something anyone would actually consider doing? Not really. These "Dead-rising"-esque weapons can probably be moved out into their own "mod" (Possibly name it "Wack Cataclysm" or something similar). Variety limitations - Because not everyone can recite from memory the differences between a M16 and an AR-15. Yes, it's a good idea to have a wide variety of weapons or armor, but when you start to create things that are 90% and up identical with different names it's time to shuffle some of that content out. |
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For disclosure, I'm only mentioning the controversial outfits because of |
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I say go whole-hog. Rip out all content from CDDA so that it's just an engine. Everything else can be mods. "Vanilla" CDDA would just be a naked PC armed with only their fists, and nothing to fight against (not even baseline "normal" zombies). (I'm only mostly kidding.) |
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This increased controversy rather than reducing it. Lesson learned, no longer even considering things are a bad idea just because people are complaining about them, they have to actually be a bad idea. |
dwarfkoala commentedFeb 2, 2014
I understand that this is probably going already on people's minds, but it's not an issue yet, so I figured i'd make one.
As of now, thanks to Galenevil's framework and bevapdin's heroic effort to make mod manager functional, we can now load mods into mod manager. We already have a couple mods, but as a whole mod manager has not seen much use.
There are piles and piles of arguments about what cataclysm should be on the forum. It ranges from "the most realistic zombie simulator possible" to "dead rising style zombie apocalypse" to "B-movie sci fi apocalypse" to "minecraft with zombies". Clearly, it is impossible to create one single maingame implementation that satisfies everybody. Keep in content, and people who don't like the content are mad. Remove content, and people who liked the content are mad.
I think that this argument is tainting the game community. Mod manager is, to me, the single most hopeful method of solving this deadlock. If we place the more controversial things into mods, then we can satisfy every party. Don't like swords? At the click of a button you can take swords out of your game.
Here's the three groups of items that seem most controversial to me:
Controversial items
I am seriously hesitant to peg any one thing as controversial, but some items to some people severely break immersion. Such items include the infamous fursuit, the kitty outfit, and so forth.
Advanced Guns
I, personally, am all for more guns in the game. There is, of course, some obvious questions as to how New England is full of exotic weaponry. Rivtech weapons, RPG-7 rocket launchers, grenade launchers, really really rare weapons like the American 180 and the tec-9.
Dead-rising esque weapons
This is probably going to be the easiest one to do, as the distinction between "semi-realistic" weapon and "dead-risingesque weapon" are obvious. Chainsaw latajangs, flameswords, probably the flamethrower spraycan, the still-in-PR block buster and vierhandler, and so forth.
I project at least a 10% decrease in whining if we do this, dependent on weather conditions and local topography.
Information on the behavior of mod manager can be found in a variety of places, including
#5551
#5405
We cannot currently use mods to remove things, but we can put maingame things into a mod. It should be completely possible to put preexisting content into a mod.
This will not solve inherent balance problems with the combat system, so that will have to wait.