Forged Alliance Forever Forged Alliance Forever Forums 2018-04-07T10:01:16+02:00 /feed.php?f=2&t=16049 2018-04-07T10:01:16+02:00 2018-04-07T10:01:16+02:00 /viewtopic.php?t=16049&p=162458#p162458 <![CDATA[Re: Map and Mod Councillor Applications]]> https://www.faforever.com/2018/04/m-m-c ... min-update
(I missed it too ;))

Statistics: Posted by Brutus5000 — 07 Apr 2018, 10:01


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2018-04-07T02:52:53+02:00 2018-04-07T02:52:53+02:00 /viewtopic.php?t=16049&p=162452#p162452 <![CDATA[Re: Map and Mod Councillor Applications]]> Statistics: Posted by moonbearonmeth — 07 Apr 2018, 02:52


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2018-04-06T17:42:08+02:00 2018-04-06T17:42:08+02:00 /viewtopic.php?t=16049&p=162441#p162441 <![CDATA[Re: Map and Mod Councillor Applications]]>
FtXCommando wrote:
Problem with the java client chat is that you see like 8 lines of text on the screen at any given time. It's just really annoying to read conversations and participate in them compared to the python client. Don't know if it was ever changed, because last time I tried it out was a year ago or something.


just gonna sneak this in here... https://github.com/FAForever/downlords- ... t/pull/775

Statistics: Posted by twentyseven — 06 Apr 2018, 17:42


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2018-04-06T14:28:47+02:00 2018-04-06T14:28:47+02:00 /viewtopic.php?t=16049&p=162436#p162436 <![CDATA[Re: Map and Mod Councillor Applications]]> Statistics: Posted by FtXCommando — 06 Apr 2018, 14:28


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2018-04-06T14:20:28+02:00 2018-04-06T14:20:28+02:00 /viewtopic.php?t=16049&p=162435#p162435 <![CDATA[Re: Map and Mod Councillor Applications]]>
Apofenas wrote:
Btw standard FAF client used to be able to do that too. This thing is broken for years now. Why?


I can only guess, but as I said the vault is an embedded php page that is really hard to read and harder to change. Probably at some point the database structure has been changed and nobody wanted to fix the php code. It also doesn't use any kind of authentication so it would be wide open for any sort of scripted manipulation.


FtXCommando wrote:
Won't solve any issues. You have 85% of PvP FAF devoted to playing these maps so any downvotes are going to be lost in the sea of upvotes.

Partially it does, because
a)all of the duplicate gap version that are not played anymore won't be upvoted. And then it is up to the people who dislike the default maps to write some nice reviews so that other maps get upvoted (and you could also downvote Gap & Co.)
b) Most of the players don't bother reviewing maps, so you have the momentum.

Farmsletje wrote:
You know that 99% of faf players that communicate more than 5 words / week choose the normal client because chatting is almost impossible on his client

I can't really counter that argument since I don't know what it is that you don't like, but I know there is currently work done on a more compact visualization of the chat.

Statistics: Posted by Brutus5000 — 06 Apr 2018, 14:20


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2018-04-06T13:44:28+02:00 2018-04-06T13:44:28+02:00 /viewtopic.php?t=16049&p=162434#p162434 <![CDATA[Re: Map and Mod Councillor Applications]]> Statistics: Posted by Farmsletje — 06 Apr 2018, 13:44


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2018-04-06T13:43:54+02:00 2018-04-06T13:43:54+02:00 /viewtopic.php?t=16049&p=162433#p162433 <![CDATA[Re: Map and Mod Councillor Applications]]>
Brutus5000 wrote:
Downlords client has the ability to rate maps, mods and replays between 1 and 5 stars and also add text to your reviews. The vault there also shows the top rated maps. It's ready and working. The front page you mentioned is legacy php crap embededd into the python client. Your choice.


Won't solve any issues. You have 85% of PvP FAF devoted to playing these maps so any downvotes are going to be lost in the sea of upvotes.

Statistics: Posted by FtXCommando — 06 Apr 2018, 13:43


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2018-04-06T13:43:07+02:00 2018-04-06T13:43:07+02:00 /viewtopic.php?t=16049&p=162432#p162432 <![CDATA[Re: Map and Mod Councillor Applications]]>
Brutus5000 wrote:
Downlords client has the ability to rate maps, mods and replays between 1 and 5 stars and also add text to your reviews.

Btw standard FAF client used to be able to do that too. This thing is broken for years now. Why?

Statistics: Posted by Apofenas — 06 Apr 2018, 13:43


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2018-04-06T13:39:05+02:00 2018-04-06T13:39:05+02:00 /viewtopic.php?t=16049&p=162431#p162431 <![CDATA[Re: Map and Mod Councillor Applications]]> Statistics: Posted by Brutus5000 — 06 Apr 2018, 13:39


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2018-04-06T13:32:47+02:00 2018-04-06T13:32:47+02:00 /viewtopic.php?t=16049&p=162430#p162430 <![CDATA[Re: Map and Mod Councillor Applications]]>
Ofc this requires coding, so..

Do iT yOuRSelF

Statistics: Posted by Farmsletje — 06 Apr 2018, 13:32


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2018-04-06T10:04:47+02:00 2018-04-06T10:04:47+02:00 /viewtopic.php?t=16049&p=162428#p162428 <![CDATA[Re: Map and Mod Councillor Applications]]>
Let's say there are 5 versions Open Wonders well numbered from 1-5.
So you can simply delete the first 4 versions right? But now you notice, that version 1-3 is from a different author. When I delete the first 3 versions, the original author is no longer shown and can't upload a new version without creating a new duplicate.

Then there are cases where you have different versions which are not properly numbered (version 2, version 2 fixed, version 2 improved). What do you do now?

Sometimes authors want both versions to be available, because there are major changes and people might prefer the old one (just like the FAF patch i.e.). How do you decide whether this is the case?

This sounds like minority cases but actually that is daily bread in the map vault cleaning. I have extracted all maps to Excel, grouped them by name similarity algorithms (which is only partially accurate of course) and looked over a few hundreds and these cases make 80-90% of the map vault cases.

Also a problem: two maps that sound very similar but aren't (like the different Open Wonder flavors).


Most of these decision can only be made by the map authors / uploaders. Unfortunately they can't even delete their own uploaded maps, even if they wanted to. This would be the first developer task to tackle in my opinion. And after that we could ask all authors to clean their own uploaded stuff first.

Statistics: Posted by Brutus5000 — 06 Apr 2018, 10:04


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2018-04-05T00:52:25+02:00 2018-04-05T00:52:25+02:00 /viewtopic.php?t=16049&p=162407#p162407 <![CDATA[Re: Map and Mod Councillor Applications]]> Statistics: Posted by moonbearonmeth — 05 Apr 2018, 00:52


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2018-04-05T00:04:36+02:00 2018-04-05T00:04:36+02:00 /viewtopic.php?t=16049&p=162404#p162404 <![CDATA[Re: Map and Mod Councillor Applications]]>
Assuming you can get the stats (plays per map) it needs little work: a server script and make the lobby hide archived maps by default (a filter).

One thing I'd love to get fixed on several maps is visual inconsistencies: traversable areas which look like mountains (e.g. closed Wonder 4v4) and inaccessible slopes which look like grass/flat areas (one of the small ladder maps with high aspect ratio).

Statistics: Posted by Cyborg16 — 05 Apr 2018, 00:04


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2018-03-31T16:37:16+02:00 2018-03-31T16:37:16+02:00 /viewtopic.php?t=16049&p=162317#p162317 <![CDATA[Re: Map and Mod Councillor Applications]]>
speed2 wrote:
... lack of people that would code them.


The mountain of work, you guys/girls, have done is amazing.
Getting more people involved is probably key to getting over the finish line (if that exists).
I think that a lot of players have the technical ability to code. Getting people to actively get involved and learn, seems like the logical approach. I take it, you've tried anything I could think of and the only thing you needed was manpower.

There are a number of applicants for the role. Why not use all of them, in some fashion? ( that was my plan :oops: )

I'm a great believer in getting people together, I think this role requires someone to get things moving and ways of motivating people to come along. I believe the people are there, they just don't know about it, yet. I have the time to code, but I know there are loads of players that are currently miles ahead of me technically. More is better? Quality control is central to the role.
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Whenever there is change, there is a level of excitement. I want to use this excitement and get more people involved. Hence, people talking about this will bring forward more people to help. I mentioned to someone that I was applying for this role, they hadn't even registered with the forum, but was willing to have a look. When they did, they found a world of information. That's just one person, but it changed the way he looks at faf now. He's now plundering the Mods section to find cool mods that will help with gameplay, he'll spread them out to players he knows. Someone will get inspired and say,' I want to make a mod or map'. This leads them to find out some of the problems we face and if they have the technical ability to help, then we could possibly have found the next best map maker or mods maker or even someone that can do more.
The problem we have, is some players do not interact with the faf community at large. Subsequently, they don't know the depth of work that has gone into faf, just to get it to this stage.

FtXCommando wrote:
why are the maps bad lich king, also what is a good map


[size=50]There are no bad maps! Only badly made maps! Once you start dictating what maps are allowed and what are not, you stop creativity and growth. Without growth, this community will die, and all that will be left is the salt of the Earth and the salty.

Statistics: Posted by SilentWarrior — 31 Mar 2018, 16:37


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2018-03-31T15:29:36+02:00 2018-03-31T15:29:36+02:00 /viewtopic.php?t=16049&p=162316#p162316 <![CDATA[Re: Map and Mod Councillor Applications]]> Statistics: Posted by speed2 — 31 Mar 2018, 15:29


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