WesCraft - new mini multiplayer mod

Discussion of all aspects of multiplayer development: unit balancing, map development, server development, and so forth.

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Gwledig
Posts: 569
Joined: March 30th, 2009, 5:10 pm
Location: UK

Re: WesCraft - new mini multiplayer mod

Post by Gwledig »

Slight update, Wescraft has been updated slightly.
This now uses a custom unit instead of fog clearer, a generic blank unt for some on-the-fly unit creation, it just means the mod is protected when/if the fog clearer option is deprecated (as is suggested), it also removes the warning shown on-screen if you have warnings turned on.
I also fixed the maps loading method to the new 1.16 method, there should be no change to behaviour of mods.
Also, all my mods now have the 'required' scenario option, so the data should download at the point someone joins a game, this will ensure I can eventually update and add some more custom graphics and maybe sounds in the futute.
Maintainer of Conquest (Original Gameplay), Conquest+, Conquest+ Space/Ranged, Chaoz Battle of the Wizards, Lazersquad (squad game), WesCraft (building MP game)
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Gwledig
Posts: 569
Joined: March 30th, 2009, 5:10 pm
Location: UK

Re: WesCraft - new mini multiplayer mod

Post by Gwledig »

Ok had to revert the fog clearer replacement change as it caused out of sync & will require enormous work to implement due to many units and weapons needing unique random IDs... updated for all my mods on server to overcome OOS error, including all conq mods, chaoz, wescraft, lazersquad. Other recent minor changes are still present such as map updated file paths, worker ability in side panel, typo corrections etc.
Maintainer of Conquest (Original Gameplay), Conquest+, Conquest+ Space/Ranged, Chaoz Battle of the Wizards, Lazersquad (squad game), WesCraft (building MP game)
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