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Add new "PristineCoreINI" bundle item and markers around all controversial changes #2641

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@xezon

Description

@xezon

To serve Community Patch rollouts with less controversial changes, we need to add a new bundle item "PristineCoreINI" that can exclude all or select controversial changes. This way, the Community Patch team can easily select and build custom builds with custom gameplay changes without touching any INI files, but just needs to edit the JSON file that defines the bundle item. The exclusions need to be identical in a "PristineOptionalINI" as well.

This will be a bit work because there are already around 130 controversial changes, but it probably is alright because these changes should be not of great complexity.

If tweaks to the controversial changes need to be made, then we can author these changes in this repository or in another one (please reach out to us).

If some changes are not already classified as controversial, then Community Outpost can reach out to us to revisit the change (change likely caused a significant bug or crash and therefore was too important to be classified as controversial before we had the game source code).

Example JSON:

"excludeMarkersList": [
    [
        ";patch104p-optional-begin",
        ";patch104p-optional-end"
    ],
    [
        ";patch104p-original-missile-defender-locomotor-begin",
        ";patch104p-original-missile-defender-locomotor-end"
    ],
    [
        ";patch104p-original-dozer-locomotor-begin",
        ";patch104p-original-dozer-locomotor-end"
    ]

The above would compile in the edited aka controversial gameplay change.

Example INI:

;------------------------------------------------------------------------------
Locomotor MissileDefenderLocomotor
  Surfaces = GROUND RUBBLE
  Speed = 20 ;30                ; in dist/sec
  SpeedDamaged = 10 ;30         ; in dist/sec
  TurnRate = 500            ; in degrees/sec
  TurnRateDamaged = 500    ; in degrees/sec
#patch104p-original-missile-defender-locomotor-begin
  Acceleration = 100        ; in dist/(sec^2)
  AccelerationDamaged = 50 ; in dist/(sec^2)
#patch104p-original-missile-defender-locomotor-end
#patch104p-edited-missile-defender-locomotor-begin
  Acceleration = 120        ; in dist/(sec^2)
  AccelerationDamaged = 60 ; in dist/(sec^2)
#patch104p-edited-missile-defender-locomotor-end
  Braking = 100             ; in dist/(sec^2)
  MinTurnSpeed = 0          ; in dist/sec
  ZAxisBehavior = NO_Z_MOTIVE_FORCE
  Appearance = TWO_LEGS
  StickToGround = Yes       ; walking guys aren't allowed to catch huge (or even small) air.
  GroupMovementPriority = MOVES_MIDDLE;   Moves in the middle of a group, behind small arms, ahead of artillery
End

Mod Builder already supports this functionality.

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