Stop "Game Changes" That arent major from cancelling my run
- plykkegaard
- Posts: 7204
- Joined: 26 Oct 2014 13:42
Re: Stop "Game Changes" That arent major from cancelling my run
What can hapoen in case of map mods?
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- Posts: 7198
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Re: Stop "Game Changes" That arent major from cancelling my run
Teleport to the nearest garage available... of the list of those who SCS has in their maps. They can't be sure all due diligence has been done on a map mod regarding the location of the teleport points. At worse, teleport to the own garage as it happens now and good luck.
- plykkegaard
- Posts: 7204
- Joined: 26 Oct 2014 13:42
Re: Stop "Game Changes" That arent major from cancelling my run
So any mod which overrides SCS garage location will issue a problem? And you are ok with this?
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Re: Stop "Game Changes" That arent major from cancelling my run
Not a problem, if overrides an SCS base garage, that one would be out of the list. I'm not talking of an static list but a data gathered at the launch of the game. For SCS that's not a problem at all regarding a fail safe not so aggressive as the actual one. For people who use mods is their problem if they become teleport far away than on non moded game.
- plykkegaard
- Posts: 7204
- Joined: 26 Oct 2014 13:42
Re: Stop "Game Changes" That arent major from cancelling my run
I prefer current solution over this as it might cause even more noise
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Re: Stop "Game Changes" That arent major from cancelling my run
I don't understand what you mean with "noise". At minimum, modded maps players will remain as it's now and everybody else will have an improvement. Where's the problem then? From our point of view OFC, from the point of view of the devs there could be lots of things to consider as Max stated.