Games with modified XML's can't be uploaded to bots.



  • I am not even sure if its bug or intentional jut wanted to share.


  • Admin

    It's just something that isn't supported right now


  • Moderators

    @RoiEX

    but if it's in maps/yaml as a separate map it would ? I think ?

    @Schulz what game ?



  • Like any modified XML with different games. For example I have mods for NML,v3 and big world none of them work.


  • Moderators

    Are those available in the Download Maps ? I'm pretty sure they would work then



  • My mods aren't but the original ones are. I was able to do it in previous version.


  • Moderators

    @Schulz oh ? well if it worked before then it needs a git issue. Or maybe they're already aware of it. Couldn't quite tell from Roi's post


  • Moderators Admin

    To be clear, here the matter is the inability to load in automated hosts save-games of game-only modifications of maps available in the hosts.

    I concur that I recall this used to be possible in the past.



  • When will it be possible again?


  • Admin

    Ok, to clarify this what exactly is missing?


  • Moderators Admin

    @RoiEX I am guessing that they made their saved maps with the old engine thus it fails to work. What they need to do is remake a copy with the new engine unless I am missing something.... ?


  • Moderators Admin

    @RoiEX said in Games with modified XML's can't be uploaded to bots.:

    Ok, to clarify this what exactly is missing?

    The ability to load in automated hosts save-games of game-only modifications of maps available in the hosts.

    Meaning that in past you needed the automated host to have the map of the save-game you load. Now, instead, you need it to have the game of the same, apparently. Really, both requirements don't make much sense to me anyway.

    I'll let @Schulz make a practical example.



  • I was able to upload my modified versions of downloadable maps (with new names) to bots and it was not required for people to download something. Having the original game was enough for every player to play them. Including to chance XML only.

    For example I have a mod with just upkeep system I was able to save it locally in r1 than upload it to bots to play the others. But now I can't do it.


  • Admin

    Hmm AFAIK we didn't intentionally remove anything like that.
    @LaFayette basically rewrote the lobby code which touched parts of the bot code, so that might have affected this in a way, or maybe some careless refactoring by myself or others removed this functionality. Hard to tell. If we knew the version when this stopped working it would help a lot, but I doubt that we can easily test this due to compatibility issues.


  • Admin

    FWIW, bot code was pretty minimally updated, but we had a lot of modifications in 2.0 in general and it would not be too surprising if there was something changed in there that impacted this.


  • Moderators Admin

    It looks like the requirement for the automated host to have the map of the save-game that one is trying to load has been either exchanged for or cumulated with the requirement for the automated host to have the game of the save-game that one is trying to load.

    Both requirements don't make sense to me, anyway, from a technical standpoint.

    The game requirement doesn't make sense, as, if I load a save-game in a host, I don't need the original game file (XML), as all is already given by the save-game itself.

    The map requirement doesn't make sense for what explained for the game requirement and, additionally, for the fact that the automated host doesn't need to "view" the game (so the skin part of the required map is useless to the automated host, while every hosted player will look at the original skin of the map present in its own terminal).

    The only way I can make any sense of these restriction is assuming that it is not wanted automated hosts being used to play any game not available in the hosts themselves (which may be particularly sensible for games that are found to be too heavy for them or for maps and games that are found to be unacceptable in the TripleA repository or, only in the case of the map restriction, for assuring every user being able to join every automated hosts (which would be not granted if a host is in progress hosting a game using a map not available in download list)).


  • Moderators Admin

    Obviously, both requirements can be easily duped by having the same "info" or "map" name, or both, as anything available in the automate host.

    In the @Schulz case, I'm fairly certain he can still play his game-only modifications by simply changing their names (while leaving everything else modified) back to:
    info name="Domination 1914 No Man's Land"

    Obviously, I'm not suggesting to do this, as this will dupe anyone joining such games into assuming they are looking at the "Domination 1914 No Man's Land" game, while they are actually looking at a different game, for the same map, having the same name as the original game (which should never happen, if you didn't make the original game, as, before changing a game, you should change its name, because, otherwise, you are substantially hijacking someone else game, like it is your own, unless you received ownershis of the game in question, so to change it, in which case you can maintain the original name, but should take care to upgrade the version number for it (for example having info name="Domination 1914 No Man's Land" version="1.5" instead of info name="Domination 1914 No Man's Land" version="1.4")).


  • Admin

    It'll be hard to say more until we know more about this problem. FWIW, save games have always required parts of the original map (for example territory names IIRC). There has been an attempt over time to reduce the dependency on an existing map, but for sure you do need a map to load a save game for that map. Name hacking will be unreliable but could work if you know what you're doing.


Log in to reply