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Mod Support: Add support for server-side skins #7297
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Sounds good. Particular questions for the protocol: How do we communicate server-side skins? How do they work with demos? |
I guess they would be stored alongside the map info? Not sure how this would effect the file size. |
That is a good question but probably it is not a blocker (as we don't save custom skins in the demos right now). I see a some options and tend to prefer the one which needs less code. To name a few: Option 1Make it possible for a game server to be a preferred alternative source for the skins (along with DDNet Skin database) and use the skins 'normally' (IOW just by name). Pros:
Cons:
Option 2
Pros:
Cons:
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I mean there's a possibility for sha256 support (As hinted in #5654), so once that goes through we could borrow some code from the sha256 code in that for general server images? |
Some mods (e.g. ZOMB, War3, and Infclass) would benefit from custom skins supplied by the server (the mods already have their own skins but the players have to download them separately).
It is typical for other games (e.g. Team Fortress) to use different skins (and models) to distinguish player classes. The same is wanted for DDNet so a mod can set certain skin to a character and the players can see what the class is (e.g. medic, engineer, or maybe small zombie, armored zombie, etc).
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