Author Topic: Non-Gameplay-Affecting Mods  (Read 15418 times)

GeneralScott

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Non-Gameplay-Affecting Mods
« on: March 29, 2011, 12:58:23 pm »
Non-Gameplay modes - such as sounds, textures, and models - should not need to be pured or semi-pured to run them. They should be completely allowed on any servers, even if the server hasn't "approved" it.

I find that once 1.2 comes out there will most likely be a lot of sound mods, because of the obvious problems with the current sounds, and would like to be able to have "custom" sounds with some of Wolfbrmod's sounds combined with the original sounds, but since it isn't semi-pured, i can't play it in any servers but my own devmap. So that's a simple something that should/could be done, just allow client side non gameplay mods at all times.

David

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Re: Non-Gameplay-Affecting Mods
« Reply #1 on: March 29, 2011, 01:50:22 pm »
Switch all the wall textures to be semi-transparent, and make the dretch lime green.

They need to be restricted.
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GeneralScott

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Re: Non-Gameplay-Affecting Mods
« Reply #2 on: March 29, 2011, 02:41:38 pm »
Hmmm.... Never though of that.....

Then just sounds then?

Or getting even more specific, just weapon sounds?

Qrntz

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Re: Non-Gameplay-Affecting Mods
« Reply #3 on: March 29, 2011, 02:50:47 pm »
Hmmm.... Never though of that.....

Then just sounds then?

Or getting even more specific, just weapon sounds?
That wouldn't make a difference while your mod is in a pak (.pk3).
Actually, any mod is a pak because ioquake3. And paks are restricted.

You make up Qrntz, u always angry, just calmdown. :police:
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GeneralScott

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Re: Non-Gameplay-Affecting Mods
« Reply #4 on: March 29, 2011, 02:53:59 pm »
Yeah, okay, I get it.

Lakitu7

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Re: Non-Gameplay-Affecting Mods
« Reply #5 on: March 29, 2011, 06:42:26 pm »
Servers owners can place such pk3s on the server to allow people to use them optionally.

Menace13

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Re: Non-Gameplay-Affecting Mods
« Reply #6 on: March 30, 2011, 11:09:13 pm »
Then just sounds then?

Non-silent basi walk :'(

but a small twisty barrel will have small pew pew's, and small pew pew's can hurt mr.tyrant.

SirDude

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Re: Non-Gameplay-Affecting Mods
« Reply #7 on: March 31, 2011, 01:46:01 am »
allow certain kinds of mods to not have to be pure or semi-pure, IE gun oriented visual and audio mods?
I remember doing those kind of mods in Q3.

Haraldx

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Re: Non-Gameplay-Affecting Mods
« Reply #8 on: March 31, 2011, 01:40:14 pm »
http://www.youtube.com/watch?v=wvjQGoaoJQ8&feature=related

This is the reason why nobody really likes having mods. As you can see, the sound just alerts the enemies too much.
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GeneralScott

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Re: Non-Gameplay-Affecting Mods
« Reply #9 on: April 05, 2011, 02:42:26 pm »
There's always a way to cheat.
That sucks so much when people ruin it for everyone.



Then maybe there could be a way for severs to allow only certain sounds, but any combo of them.... Oh wait. Tyrant walking basi.

Stupid idiots. Nobody tries to cheat unless they are completely losers.

Even though I did download 1.1 and aimbotted for a half hour on some messed up hacked sever just for the lols before deleting it and going back to 1.2
« Last Edit: April 05, 2011, 02:52:13 pm by GeneralScott »

KillerWhale

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Re: Non-Gameplay-Affecting Mods
« Reply #10 on: April 05, 2011, 03:12:24 pm »
Actually, if you have a sound modification package and you start a local server before going to a pure server, you'll run with the modded sounds until you either restart Trem or do snd_restart.

swamp-cecil

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Re: Non-Gameplay-Affecting Mods
« Reply #11 on: April 05, 2011, 09:01:06 pm »
Modified sounds I find are one of the coolest things to modify, but should be kept to a minimum. Sounds that would affect gameplay too much such as adding bassywalk sounds shouldn't be implemented, but gunfire ETC should be.
The coolest thing i find to modify is the .particle/.trail/.shader to make guns and stuff look cooler.
these are stupid suggestions, don't even waste our time.
I don't like your negative attitude.

OhaiReapd

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Re: Non-Gameplay-Affecting Mods
« Reply #12 on: April 05, 2011, 10:02:08 pm »
Why would you want to change tremulous sounds? They are fine as it is. Thats the reason I hate mods. Most of the time its retarded and never actually improves gameplay. Its just a reason to say "HAI GAIZ I MAD A COL NEW MOD IT MAKES THE GRANGUR GREEN AND YELLOW AND IT SPARKLES BUT YOU HAVE TO PLAY ON A SHITTY HOME HOSTED SERVER K? THXZZZZ."

David

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Re: Non-Gameplay-Affecting Mods
« Reply #13 on: April 05, 2011, 11:15:10 pm »
It'd be nice if there was a way for servers to allow mods without having to have them, maybe a text-file with a list of checksums or something.  Then we could have someone maintain a list or three of "non-cheat" mod that server ops can sync against, so mods will work on lots of servers.
Any maps not in the MG repo?  Email me or come to irc.freenode.net/#mg.
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I'm disappointed that people's past actions have forced me to state what should be obvious.
I am not a dev.  Nothing I say counts for anything.

Meisseli

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Re: Non-Gameplay-Affecting Mods
« Reply #14 on: April 06, 2011, 10:14:33 am »
It'd be nice if there was a way for servers to allow mods without having to have them, maybe a text-file with a list of checksums or something.  Then we could have someone maintain a list or three of "non-cheat" mod that server ops can sync against, so mods will work on lots of servers.
A central white-list of mods would indeed be a great idea for the new version.

ULTRA Random ViruS

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Re: Non-Gameplay-Affecting Mods
« Reply #15 on: April 20, 2011, 03:40:57 pm »
Non-Gameplay modes - such as sounds, textures, and models - should not need to be pured or semi-pured to run them. They should be completely allowed on any servers, even if the server hasn't "approved" it.
Wall haxorz.

shocker154

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Re: Non-Gameplay-Affecting Mods
« Reply #16 on: May 26, 2011, 08:32:18 pm »
Switch all the wall textures to be semi-transparent, and make the dretch lime green.

They need to be restricted.

So because a few players would use it to cheat (Which they could just find a hack online for anyways) Everyone loses out on the opportunity

David

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Re: Non-Gameplay-Affecting Mods
« Reply #17 on: May 26, 2011, 08:44:57 pm »
Sound/model changes are gameplay changing.

And there is a massive difference between something being allowed and something being possible.  But these differences of opinion are why I suggested there be multiple lists, one for people who value gameplay and fun, and one for people who want instant gratification with no lasting value.
Any maps not in the MG repo?  Email me or come to irc.freenode.net/#mg.
--
My words are mine and mine alone.  I can't speak for anyone else, and there is no one who can speak for me.  If I ever make a post that gives the opinions or positions of other users or groups, then they will be clearly labeled as such.
I'm disappointed that people's past actions have forced me to state what should be obvious.
I am not a dev.  Nothing I say counts for anything.

Lecavalier

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Re: Non-Gameplay-Affecting Mods
« Reply #18 on: May 27, 2011, 01:24:12 am »
What about just being able to have custom crosshairs?
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Menace13

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Re: Non-Gameplay-Affecting Mods
« Reply #19 on: May 27, 2011, 04:15:17 am »
What about just being able to have custom crosshairs?

I believe the problem with that is--

Nvm, couldn't think of a big problem. Only problems I can think of are crosshairs that reveal info about the target to you that the normal one doesn't.

but a small twisty barrel will have small pew pew's, and small pew pew's can hurt mr.tyrant.

Lecavalier

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Re: Non-Gameplay-Affecting Mods
« Reply #20 on: May 27, 2011, 04:51:07 am »
What about just being able to have custom crosshairs?

I believe the problem with that is--

Nvm, couldn't think of a big problem. Only problems I can think of are crosshairs that reveal info about the target to you that the normal one doesn't.
Such as?
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A Spork

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Re: Non-Gameplay-Affecting Mods
« Reply #21 on: May 27, 2011, 06:56:12 am »
i would think that crosshairs should fall under the same deal as huds...
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Qrntz

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Re: Non-Gameplay-Affecting Mods
« Reply #22 on: May 27, 2011, 11:20:19 am »
Whatever, but don't you dare unpuring the k-otic's laser dot. >:(

You make up Qrntz, u always angry, just calmdown. :police:
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Nux

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Re: Non-Gameplay-Affecting Mods
« Reply #23 on: May 27, 2011, 11:37:57 am »
It'd be nice if there was a way for servers to allow mods without having to have them, maybe a text-file with a list of checksums or something.  Then we could have someone maintain a list or three of "non-cheat" mod that server ops can sync against, so mods will work on lots of servers.
A central white-list of mods would indeed be a great idea for the new version.

Indeed, I like that idea too.

Why would you want to change tremulous sounds? They are fine as it is. Thats the reason I hate mods. Most of the time its retarded and never actually improves gameplay. Its just a reason to say "HAI GAIZ I MAD A COL NEW MOD IT MAKES THE GRANGUR GREEN AND YELLOW AND IT SPARKLES BUT YOU HAVE TO PLAY ON A SHITTY HOME HOSTED SERVER K? THXZZZZ."

Maybe once 1.2 comes out you'll want to change the sounds back to how they were?

Which sparks an interesting question: Would maintaining a whitelist also have to deal with the licenses the mods are under? Is it breaking a license to allow other people to use licensed stuff privately in a such a manner? Maybe it only becomes wrong the second it is distributed to admins to test it? So if I just sent you the checksum of the original (license violating) sounds and you trusted me, would that be enough to get everyone to use the original sounds again?

Undeference

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Re: Non-Gameplay-Affecting Mods
« Reply #24 on: May 27, 2011, 02:49:03 pm »
Would maintaining a whitelist also have to deal with the licenses the mods are under?
No
Quote
Is it breaking a license to allow other people to use licensed stuff privately in a such a manner?
No
Quote
Maybe it only becomes wrong the second it is distributed to admins to test it?
Possibly
Need help? Ask intelligently. Please share solutions you find.

Thats what we need, helpful players, not more powerful admins.

Meisseli

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Re: Non-Gameplay-Affecting Mods
« Reply #25 on: May 27, 2011, 05:05:16 pm »
What about just being able to have custom crosshairs?
You can already have/make custom crosshairs under normal HUD-creating limits.

Example

Lecavalier

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Re: Non-Gameplay-Affecting Mods
« Reply #26 on: May 27, 2011, 07:06:51 pm »
What about just being able to have custom crosshairs?
You can already have/make custom crosshairs under normal HUD-creating limits.

Example
Oh, nice. What are those limits?/How would I go about changing my own?
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Meisseli

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Re: Non-Gameplay-Affecting Mods
« Reply #27 on: May 27, 2011, 07:29:45 pm »
What about just being able to have custom crosshairs?
You can already have/make custom crosshairs under normal HUD-creating limits.

Example
Oh, nice. What are those limits?/How would I go about changing my own?
If you use images, you can only use those stored in data.pk3 because of the pure check. You can also create rectangular objects filled with a colour.

For example, the widely used crosshair dot uses the resized image of a circle normally used for the build timer. The one in the picture there is comprised of four rectangles.

You can combine these two to make a wide selection of crosshairs, but they do not change with your gun selection unlike the defaults (well, you could do even that with adding cvars to your buy weapon binds). Whether or not that is actually a bad thing is debatable of course.
« Last Edit: May 27, 2011, 07:38:23 pm by Meisseli »

wolfbr

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Re: Non-Gameplay-Affecting Mods
« Reply #28 on: July 10, 2011, 08:23:37 pm »
I think is interesting the possibility to modify the game, it makes things more fun at the same time makes the game more popular.
like it > http://www.gamebanana.com/skins or http://www.moddb.com/

but, I agree that some players can take advantage of it, so have a list of stuffs that could not be modified(like some sounds, textures, gfx.).
 maybe, in tremulous, the only sound that the player may have some advantage is walk sound (makes no difference to the aliens, and humans only if they are not wearing the helmet, however, this can be changed if all humans could perfectly hear the sound of aliens walking = no problems with mods).

i like to see more custom models, sprites, skins, sounds, huds, maps and others custom stuffs for tremulous : )


Switch all the wall textures to be semi-transparent, and make the dretch lime green.
simple, if the player to change the texture semi-transparent, you would see the image in shades of black(I think this is already happening in tremulous).in short, if you change all images to 100% transparent, you will not see anyone behind the walls, only, all black : )-

the textures were always in a format that does not accept transparence, and to accept, it would not matter if someone modify, the map as they are naturally transparent (like windows or glass).
« Last Edit: July 10, 2011, 08:26:10 pm by wolfbr »

RAKninja-Decepticon

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Re: Non-Gameplay-Affecting Mods
« Reply #29 on: July 10, 2011, 10:27:50 pm »
Which sparks an interesting question: Would maintaining a whitelist also have to deal with the licenses the mods are under? Is it breaking a license to allow other people to use licensed stuff privately in a such a manner? Maybe it only becomes wrong the second it is distributed to admins to test it? So if I just sent you the checksum of the original (license violating) sounds and you trusted me, would that be enough to get everyone to use the original sounds again?
i think there might be some legal ramifications, if a license holder got pissy about it.  bethesda, for example, is very restrictive about what types of mods you can discuss in their forums.  you can not even talk about importing old assets into one of "their" newer engines, let alone a mod that uses third party resources.  granted you can still make such a mod, and upload it to most of the popular sites.

i think the crux of the matter boils down to "you let someone use our shit for your shit, and because you did nothing about it, you passively encouraged it". 

but i doubt it'll ever be an issue.  simply not enough money in trem to matter to anyone who would instigate such a suit.
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