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A new CompatFlag: "Don't terminate player-activated scripts" 
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Joined: Wed Dec 31, 1969 6:00 pm
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Just dropping in to say: I don't understand the viewpoint of "just fix all the mods". Considering how many there are, and some of them won't even include script source.

Future modders should learn to handle the situation, yes, but I don't think letting countless older mods to be irreparably unplayable is a good thing. Both can actually be enforced through use of a hidden compat option. Old mods that need it will be supported, new mods that "need" it will be fixed (as they're in development by that point) or just not played.


Sun Oct 09, 2011 9:48 pm
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Wed Oct 12, 2011 8:46 pm
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Fri Apr 13, 2012 8:24 am
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I added a new compat flag for this (compat_dont_stop_player_scripts_on_disconnect, currently completely untested). Please test and check if it works as expected.


Sat Apr 21, 2012 1:45 pm
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Why such an unwieldy name? Sure, in-game you can just tab-complete it, but when running skulltag-server, you can't do that.
I'd prefer the name "compat_keepplayerscripts" or something similar.

Edit: If using Aenima's idea, "compat_detachplayerscripts".
Edit2: I assume this is on the hg repo?


Sat Apr 21, 2012 5:10 pm
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Sat Apr 21, 2012 5:34 pm
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compat_olddisconnectscripts


Sat Apr 21, 2012 5:59 pm
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Sun Apr 22, 2012 11:21 am
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Sun Apr 22, 2012 11:25 am
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Sun Apr 22, 2012 11:36 am
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Good to see the flag is added.
That means: No more dead scripts in Invasion UAC maps :)


Mon Apr 30, 2012 7:36 am
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