![]() ![]() They are no longer a part of the NSDF, in fact, they aren't even allies with them. The Renegades, officially known as ARCC (Army for Reforming the Cosmo Colonists), aim to reform the CCA command structure by eliminating it's corruption, such as swift assasionation or massive assault. Now they truly live up to their name of being "renegade". Originally, the Renegades were an NSDF squadron bent on simply destroying the CCA. In previous weeks, the Renegade story was recreated and refined into one that is darker and considered better. This includes the missions and the voice scripting. The first iteration of the secondary campaign, A Traitor's Fate, is almost complete. So, in a nutshell, expect Insurrection to be big. Both of these have been partially demonstrated with the A Nasty Surprise Remake and the Commands Demo. Multiplayer will become far more powerful than ever before with the introduction of new commands and a customized strategic AI. The fundamentals of what makes a mission great has been refined for fluidity, replay friendliness, and enjoyment. TRO set a standard that Insurrection aims to meet, surpass, and redefine. We all know what TRO released with, and Insurrection will release with much of the same- a faction, campaigns, maps, etc. However the similarities between TRO and Insurrection don't end there. This is actually a coincidence! AHadley discovered this several months ago, and later told me about it. This means that without me:Ī) This mission pack would still be called Imperial Insurrection. banana de azul: feel free to ask for my SIDE BAR to be split and moved into a different discussion. But, I figured I should let my thoughts be written and in the open to be critiqued! Well, that was longer than I expected it to be. We're in uncharted waters essentially in reference to BZ. We can get as crazy or non-crazy about it as we want. If you want to put your map(s) on the forums, they must be conforming to that license or something.Īnd if people get untrustworthy, simply decompile the shipped script, and compare it with the non-compiled version if you're worried.Īnd no need to worry about harmful code being hidden in scripts or anything. Enforcement could be done via advertisement on the forums. If it ever goes to that point, we may want to consider drafting a community map-maker license/agreement or something.Įssentially saying something along the lines of "if you compile your script, you must also make it available in a non-compiled format, and must be published under XYZ license" or something. Or ask Ken to consider integrating LuaJIT instead of the standard Lua distribution. So, I do see a point where we'll want to start to consider compiled scripts. For example, I've seen a few of Bzone Lord's recent scripts. And "complex" scripts is how we're going to get more interesting maps. Which, depending on the complexity of scripts, can be beneficial. Especially when the optimizer runs on scripts written by inexperienced scripters. If you use luac's switches to disable debug info and such, size can end up being smaller. Also, now we could maybe even get more descriptive MVM errors: add the name of the file that failed to the MVM error message. On multiplayer, we assume the host's files to be "correct". So, BZ loads a bzn, and sees 1 dependency file. Hashes could be stored next to the files in the list as well. I'm assuming BZ takes hashes of files or something for deciding if files are the same or not. This way, it only needs to be done at map creation, and not at runtime. This command checks for references to other files, and adds referenced files to the list on its own. Make it a command line switch or something to add a file to a bzn's dependency list. Blame it on the map-maker for not adding the files to the list.Ģ. I see two ways to solve the ODF problem though:ġ. Is it not done this way already with heavily modified maps? ![]() That would mean that each ODF file would have to be parsed and checked for any references, which might be too time-consuming. Only problem I can see right away is with ODF files that reference other ODF files (such as weapons). Nice idea, this would work even better as it is also backwards-compatible with older maps. Maybe we need to ask Ken for a feature request. It'd be the optimal way of doing it too I'd think. Dabbertorres wrote:How does BZ pick which files to compare? All files with the same base name as the bzn? A list of files in the bzn? If the files are/were listed in the bzn, that'd be perfect. ![]()
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