Moralic imput required. Please read.
-
That’s - without any offense - one of the replies I was waiting for.
@Predator/F!R: I guess you wouldn’t care about Quickfix or maybe even Jason’s Freelancer Patch? Then the only difference between the patch and the addon/mod is just the name. Because something is named patch, it might be allowed, but mods aren’t?
@OP: Even if the effects are named after the original vanilla stuff? What if the addon would get activated first? Then your mod could overwrite the changes made by the addon, couldn’t it? -
I see it this way: for vanilla, it improves the experience and shouldn’t create issues. For any mod in which the creators might’ve poured hours to tailor a very specific experience, it would most likely cause conflicts and could replace already better-made things.
-
Eh FF - I mainly asked because I want to know there opinion if they would host/administrate a vanilla server instead of a modded one.
-
quickfix, sdk, unofficial patch and whatever else is out there were designed to fix the vanilla game and to build mods uppon a cleaned bugfixed environment
for some to me unknown reason some ppl (mainly normal players) think that they have to use the SDK or other fixed if they experience any problems with mods
so they activate the sdk or whatever and overwrite mod data that way… which in many cases (not in all cases) will cause even more troubleand even the JFLP is highly risky
first question:
effects: why do you think that my mod does still use the vanilla stuff or why do you think that the this vanilla stuff is still working in the same way it once was designed? Maybe your changes cause problems because you refere to something that does not exist in my mod anymore.
short example:
you decide to change the look of a weapon
so you either change the weapon effect or the vis_effect and use the one that you think that looks better (both effect definitions are vanilla)
if my mod does not have this effect definied anymore or replaced it with a custom one that I simply consider much better then every player using that weapon would ctd
(that is the very basic example… i have some more that could happen)second question:
IF your mod would get activated in FLMM right before you activate my mod (and this statement is valid for other mods out there aswell) my mod simply could not load and FLMM would abort the activation
Even if this would not happen one question appears… why would somebody activate your mod and overwrite it with my mod? That procedure wouldnt actually wouldnt be that effective.@FF
indeed that mod might be a good addition to vanilla servers, it might work pretty well and stable
but if not taken care about it players using this mod might have an advantage over players which dont use the mod (depending on how this mod is designed and which features will be used in the final version)
however… i believe that even vanilla servers have rules that state not to use mods if you play on them
every player using such mods risk to get banned without warning
question is “is that worth it?” -
I guess that tool uses client hooking. In this case i won’t allow it because i already have client hooking in my mod and don’t want any conflicts. Also my client dll adds some of those features
I’ve nothing to say about features themselves, they’re pretty harmless.
I’m running almost vanilla server.
-
Regarding CF: Those are mostly just what "IF-it is when…"questions. Plus I guess I would re-create the new effects with the old names anyway
I guess that tool uses client hooking. In this case i won’t allow it because i already have client hooking in my mod and don’t want any conflicts. Also my client dll adds some of those features
About which tool are you talking? FLHack/JFLP?
@FF
indeed that mod might be a good addition to vanilla servers, it might work pretty well and stable
but if not taken care about it players using this mod might have an advantage over players which dont use the mod (depending on how this mod is designed and which features will be used in the final version)
however… i believe that even vanilla servers have rules that state not to use mods if you play on them
every player using such mods risk to get banned without warning
question is “is that worth it?”That’s why I am asking also about modding servers. It is not only about the server mod itself, but also IF you would allow it if it won’t have any conflicts with your mod - Because this is the answer if you just don’t want to have users at your server with the Addon because the “no mods allowed” rule.
OP, this is the reason why I allow you the game behind the scenes and have agreed for giving you access to the internal developer forums. I really don’t want to create troubles for anyone, and TBH I really hoped that you find this thread…eh -
Bas wrote:
About which tool are you talking? FLHack/JFLP?About the linked one, http://forum.station-network.de/index.php?page=Thread&threadID=8372
Or maybe i got something wrong :roll: -
Eh that’s the modification/addon.
The only Hook I can see are bloom effect/ENB series, GLS workaround & maybe client-side chatlogging
-
… @Predator/F!R: I guess you wouldn’t care …
Addition from our rules:
…
- Cheating is NOT tolerated.
(crime #1).
That means for example
- … no nothing…
And the discussion if it’s a cheat or compatible or what ever will be very short.
Besides:
Does it make sense to ask for opinions,
if you don’t want to hear them? - Cheating is NOT tolerated.
-
bas - it is not that behind those scenes is something i have not seen already
I joined that project just to prevent serious troubles for others.Actually the point is that servers have their rules and these are often simple and valid. If i would allow that one of them would get broken then other rules will get broken aswell. And then endless discussions will start.
-
F!R: I WANT to hear the opinions, otherwise I wouldn’t have started this forums topic.
Yeah OP, that’s one of the problems. TBH I even take it such serious that I ask myself some times if I may should drop the project cause of this.
-
From where do you know?
-
It’s obvious that on 98% which is actually 99.999% of all MP servers, only want you to use their mods for their server and not any other mods at all. Just like something as simple as the Speed Mod is enough to get a player banned, what makes you thin g that nothing else will? It’s crazy to think otherwise, Bas. Nothing against you or your ability. It’s just common sense.
Whatever players wish to use for SP is entirely up to them. Why pursue offering something that only continues to prolong the negative when it’s not necessary?
What I keep seeing here is one Topics stops, then another begins and it’s still along the same subject, cheats. Anything that alters an MP server that is not yours alone is considered a cheat providing it’s not being use in SP.
-
I don’t really see what addon you are talking about, guys But if it’s about that one (link) - it’s not a cheat (besides maybe visible tizona fx). Cheat is unfair advantage in economics or battle, while those are just convenient or nice features.
Seriously, HD textures or chatlogging aren’t cheatsHunterKiller wrote:
It’s obvious that on 98% which is actually 99.999% of all MP servers, only want you to use their mods for their server and not any other mods at all.Well, i hosted Radiant’s HD textures on my server as optional mod for people to use. Because it doesn’t give any advantage besides very eye-pleasuring planets and asteroids, etc
While i won’t allow using speedmod because it will give one player advantage (trading mostly) - that’s a cheat.Bas wrote:
Eh that’s the modification/addon.GLS workaround & maybe client-side chatlogging
Yep, those are using hooks, and that’s where conflicts could be when you try to use it with other mod that uses hooking.
-
You can’t compare things like graphics changes and co. with cheat which alters the gameplay (speed mod, money cheat…)
-
just because on your server it is not considered a cheat the other servers out there dont have to think in the same way
a graphic mod (HD textures) being used on my new mod would not only change the textures… it would change much more… that alone is not permitted
and what if that graphic mod causes a crc conflict on the materials? -> unidentified crash for the players using those mods and the admins and modders are getting blamed for bugs while they are unable to fix anything since their own work is free of errors
-
Eh - I think it won’t harm to hear some voices of other Vanilla servers. Will try to get at least an admin of each larger vanilla server to this topic (FLU, DFLS, Berlin…)
-
HunterKiller wrote:
What I keep seeing here is one Topics stops, then another begins and it’s still along the same subject, cheats. Anything that alters an MP server that is not yours alone is considered a cheat providing it’s not being use in SP.What does it alter on the server exactly? :-?