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Custom Rules Dropdown #14325

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CH4Code opened this Issue Nov 9, 2017 · 5 comments

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CH4Code commented Nov 9, 2017

I have been wanting this feature for a long time, and with all the playtests around currently I think it might be the right time to request it ;)

The custom rules dropdown in the "Options" panel would allow the host player in a multipalyer match to apply a specific ruleset on top of a standard map (no lua, no yaml modifications). The map would then start with the custom yaml ruleset (and lua code+other assets) preloaded as if it were a custom map.

Resource center could support a minimod/playtest category where such mapless rulesets with a unique name could be uploaded.
After installing a map in the lobby a new button would appear, reading "install ruleset" if the player hasn't installed the ruleset chosen by the host previously.
This would make all those playtest maps on the resource center go away and free up some storage as a benefit ;)

EDIT 1: A tooltip like on faction selection could explain the playtest in 512 chars (or some other limited ammount) to the selecting host and the viewing players. Maybe ammount of newlines should also be restricted..

What do you think? Easy to do? Beneficial feature?

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Related to, but much easier (since we don't need to worry about combinations) than #9422.

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pchote commented Nov 9, 2017

Related to, but much easier (since we don't need to worry about combinations) than #9422.

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Duplicate of #13629.

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pchote commented Nov 9, 2017

Duplicate of #13629.

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Why would we "[not] need to worry about combinations" with this which, as I read it, is asking for minigames?

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Phrohdoh commented Nov 9, 2017

Why would we "[not] need to worry about combinations" with this which, as I read it, is asking for minigames?

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This is asking for a dropdown that lets you select a single set of rules at a time. #9422 was about parallel modifiers of which N can be active at the same time.

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pchote commented Nov 9, 2017

This is asking for a dropdown that lets you select a single set of rules at a time. #9422 was about parallel modifiers of which N can be active at the same time.

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[00:50] <+penev> I'd say "pass" on that one, since it covers a subset of the other 1-2-3 issues we have on the topic
[00:56] <+pchote> penev: IMO its the subset of actually implementable parts
[00:59] <+penev> well IMO it's a boring subset of boring parts :|

The use-cases I can see are "playtest" maps and mods-as-map-packs like D2kA.

P.S.: On second thought this and the "mutators" thing are not mutually exclusive. They still each have their own benefits over the other (and disadvantages) and they wouldn't interfere with each other from an implementational standpoint, and from a gameplay point we can disable one in the lobby if the other is enabled.

This could actually be nice for things like D2kA, so I guess I'm OK with that.

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penev92 commented Nov 9, 2017

[00:50] <+penev> I'd say "pass" on that one, since it covers a subset of the other 1-2-3 issues we have on the topic
[00:56] <+pchote> penev: IMO its the subset of actually implementable parts
[00:59] <+penev> well IMO it's a boring subset of boring parts :|

The use-cases I can see are "playtest" maps and mods-as-map-packs like D2kA.

P.S.: On second thought this and the "mutators" thing are not mutually exclusive. They still each have their own benefits over the other (and disadvantages) and they wouldn't interfere with each other from an implementational standpoint, and from a gameplay point we can disable one in the lobby if the other is enabled.

This could actually be nice for things like D2kA, so I guess I'm OK with that.

@abcdefg30 abcdefg30 added the Feature label Nov 10, 2017

@CH4Code CH4Code changed the title from Custom Rules Dropdown [Feature] to Custom Rules Dropdown Nov 10, 2017

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