Real-Earth CSGs v1.0

Discussion in 'Released Mods' started by Anonemous2, August 20, 2019.

  1. Anonemous2

    Anonemous2 Member

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    [​IMG]

    Adds new CSGs that can be used to recreate the earth, albeit with low sea levels (for better pathing and gameplay). Can be installed from via the Community Mod Manger or locally.

    Client version: allows using the real-earth CSGs within the system editor, and provides a new map tab for custom earth systems. If you’d like to contribute your system using this mod, see Contributing.

    Server version: allows hosting on systems with real-earth CSGs. Because this mod is relatively large (some players may take a long time to download it), it’s not recommended to leave it enabled if you are not intending to host real-earth systems.

    CSGs

    Are planetary features that effect pathing, block projectiles, and add or remove land; such as mountains, craters, and platforms.

    Currently, this mod adds in all seven continents and several large islands as a giant placeable and pathable CSGs. The shores are impassable by amphibious units without ramps.

    [​IMG]

    Downloads (GitHub)

    Client version

    Server version

    Contributing

    If you’d like to make your systems made with this mod available to other players, reply to this forum with your map’s .pas file (created when you export a map). I recommend you add ”creator”, “version”, “date”, “description”, and “players”, to your submissions (highlighted in blue below).

    [​IMG]

    Attached Files:

    Last edited: August 23, 2019
  2. Quitch

    Quitch Post Master General

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    You should make the client mod a companion and dependency for the server mod, add the hidden flag to remove it from the Community Mods list and then remove the "Server" tag from the server mod's name.
    lulamae likes this.
  3. Anonemous2

    Anonemous2 Member

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    Why? Unlike biome mods you don't need a companion mod to join servers with custom csgs.
  4. Quitch

    Quitch Post Master General

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    Then just make it a dependency and hide the client mod. There's no reason to have two separate listings.
  5. manlebtnureinmal

    manlebtnureinmal Active Member

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    Reasons for having the client not require the server as a dependency:
    1. The client mod is not loaded or required at all when playing a match. The server mod has all of the assets; this is what Anon was referring to.
    2. The client mod, however, exists because a pure server mod cannot enable access to the assets in the system editor.
    3. There are cases where a player might want to use assets from the client mod in the system editor without accidentally enabling the server mod. I know at least two players (both Anon and I) who are very sloppy with remembering to disable certain server mods before hosting real matches.
  6. Quitch

    Quitch Post Master General

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    Why load the assets into the server mod at all? You're just giving yourself twice as much to maintain, and creating twice as much for players to download. Just put the assets into the client mod and leverage the server mod only as a means to enforce it being downloaded. This also ensures it works properly for players who want to use it with Shared Systems for Galactic War.
  7. Anonemous2

    Anonemous2 Member

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    The content of the server and client version are different. Because textures are massive compared to all other files, I lowered the server version's texture resolution significantly. This massively reduces downloads, but means people without the client version dont't get full res. 14 Mb (Server) vs 3 Mb (Client)
  8. Quitch

    Quitch Post Master General

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    Then you should make the client a dependency, not a companion, so that if someone grabs the server version from Community Mods they're also getting the best version for themselves, otherwise they might just be stuck with a low res version without knowing this as it's not explained anywhere that this is the case.

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