Metal Fatigue! Mod

Metal Fatigue! Mod

Discuss game development here, from a distinct game project to an accessible third-party mutator, down to the interaction and design of individual units if you like.

Moderators: Moderators, Moderators

Post Reply
MadSilence
Posts: 2
Joined: 14 Jan 2010, 14:32

Metal Fatigue! Mod

Post by MadSilence »

Hello=)

I'm kinda new here. But I love the SpringEngine and all it stands for!

I was wondering. Is there anyone who remeber or played Metal Fatigue the game? The game was superb at the time and stil is. It's still quite playable too! But vaguely on XinXP.

My question is, is there anyone that are making a mod for SPring based on MF? Or is anyone about to start one?

=)
0 x

Master-Athmos
Posts: 862
Joined: 27 Jun 2009, 01:32

Re: Metal Fatigue! Mod

Post by Master-Athmos »

Afaik nobody works on a real clone of it. It also was discussed here some time ago - use the search function to find the respective topics about it...
0 x

User avatar
smoth
Posts: 22300
Joined: 13 Jan 2005, 00:46

Re: Metal Fatigue! Mod

Post by smoth »

good luck.
0 x

User avatar
Pendrokar
Posts: 658
Joined: 30 May 2007, 10:45

Re: Metal Fatigue! Mod

Post by Pendrokar »

I was - http://springrts.com/phpbb/viewtopic.php?f=14&t=14387

But I wasn't an RTS fan and also tried avoiding copyright infringement. :P
0 x

MadSilence
Posts: 2
Joined: 14 Jan 2010, 14:32

Re: Metal Fatigue! Mod

Post by MadSilence »

Hey Pendrokar. You were good on the way :D

OKay. the copy thing, Do you think it still is in place? the game is from 2000 and they never planed on making a second version of it. And if you mail the Zono or whatever I'm sure they wont mind :D

Would be really cool if you were to restart the MF project. I would have helped you as much as i could tho=)
0 x

User avatar
smoth
Posts: 22300
Joined: 13 Jan 2005, 00:46

Re: Metal Fatigue! Mod

Post by smoth »

doesn't have to be metal fatigue just similar...
0 x

User avatar
Pxtl
Posts: 6112
Joined: 23 Oct 2004, 01:43

Re: Metal Fatigue! Mod

Post by Pxtl »

Metal Fatigue (or any modular-units mod) would be challenging in the Spring engine - many things about a unit aren't really meant to be modified.
0 x

User avatar
FLOZi
MC: Legacy & Spring 1944 Developer
Posts: 6140
Joined: 29 Apr 2005, 01:14

Re: Metal Fatigue! Mod

Post by FLOZi »

Pxtl wrote:Metal Fatigue (or any modular-units mod) would be challenging in the Spring engine - many things about a unit aren't really meant to be modified.
ORLY

Code: Select all

local composite = {{arm1, 0, "mybot1_arm1"},
		            {arm2, 0, "mybot1_arm2"},}

function script.Create()
	local x,y,z = GetUnitPosition(unitID)
	for i=1, #composite do
		composite[i][2] = CreateUnit(composite[i][3], x, y, z, 0, myTeam)
		if composite[i][2] then
			Spring.UnitScript.AttachUnit(composite[i][1], composite[i][2])
		end
	end
end
:o

Although YA, RLY. It would be challenging to do it - but not impossible.
0 x

User avatar
Gota
Posts: 7151
Joined: 11 Jan 2008, 16:55

Re: Metal Fatigue! Mod

Post by Gota »

Hmmm and how about making 3 levels of play?
I mean metal fatigue had underground normal terrain and sky.
3 different levels of playing.
How would that be accomplished in spring..
0 x

User avatar
smoth
Posts: 22300
Joined: 13 Jan 2005, 00:46

Re: Metal Fatigue! Mod

Post by smoth »

I wish spring had underground :(
0 x

User avatar
Pxtl
Posts: 6112
Joined: 23 Oct 2004, 01:43

Re: Metal Fatigue! Mod

Post by Pxtl »

@FLOZi

Well, with the "add on units and attach them" approach, you'll also have to handle the secondary units' health and hitspheres - like I said, challenging. Weapons are another challenging mess - can a unit's primary weapon be redesigned on-the-fly? I know you can change various stats, as Micro Modules demonstrates.
0 x

User avatar
Tribulex
A.N.T.S. Developer
Posts: 1894
Joined: 26 Sep 2009, 21:26

Re: Metal Fatigue! Mod

Post by Tribulex »

omg lua unit scripts makes this alot more possible. im so happy im going to remake my mobile factory only with more awesome!
0 x

User avatar
FLOZi
MC: Legacy & Spring 1944 Developer
Posts: 6140
Joined: 29 Apr 2005, 01:14

Re: Metal Fatigue! Mod

Post by FLOZi »

Pxtl wrote:@FLOZi

Well, with the "add on units and attach them" approach, you'll also have to handle the secondary units' health and hitspheres - like I said, challenging. Weapons are another challenging mess - can a unit's primary weapon be redesigned on-the-fly? I know you can change various stats, as Micro Modules demonstrates.
Like I agreed, it will be challenging indeed. :wink:

I just like that bit of code - nice example of how LUS can make certain things much easier. :-)
0 x

User avatar
KDR_11k
Game Developer
Posts: 8293
Joined: 25 Jun 2006, 08:44

Re: Metal Fatigue! Mod

Post by KDR_11k »

MadSilence wrote:OKay. the copy thing, Do you think it still is in place? the game is from 2000
Copyrights last something like 95 years.
0 x

User avatar
det
Moderator
Posts: 737
Joined: 26 Nov 2005, 11:22

Re: Metal Fatigue! Mod

Post by det »

KDR_11k wrote:
MadSilence wrote:OKay. the copy thing, Do you think it still is in place? the game is from 2000
Copyrights last something like 95 years.
And copyrights after 1928 are effectively infinite.
0 x

User avatar
Pendrokar
Posts: 658
Joined: 30 May 2007, 10:45

Re: Metal Fatigue! Mod

Post by Pendrokar »

MadSilence wrote:Would be really cool if you were to restart the MF project.
I won't. I'm not into RTS anymore. Someone else of course can take over it and do changes of what he sees fit! :regret:

Not impossible to do but a lot of effort must be put into the customization system and the project itself. All I could help with is contributing sound effects. :wink:
0 x

Post Reply

Return to “Game Development”

cron