TA:X mod in progress (slow progress) - Page 3

TA:X mod in progress (slow progress)

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.

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imbaczek
Posts: 3629
Joined: 22 Aug 2006, 16:19

Post by imbaczek »

KDR_11k wrote:ICBMs could hit a game across the lobby.
And kill several games in one shot :>
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overkill
Posts: 500
Joined: 02 Sep 2006, 01:15

Post by overkill »

>.<
why do you keep saying stuff about that i knowe about that i said more realistic not realistic as in it would be a little more realistic
:evil:
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Snipawolf
Posts: 4357
Joined: 12 Dec 2005, 01:49

Post by Snipawolf »

Shadowsage wrote:personally, i'd like to see some decent scaling between infantry size and ship size.
Unfortunately, practically impossible..

Not even FPS games have correctly sized ships
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overkill
Posts: 500
Joined: 02 Sep 2006, 01:15

Post by overkill »

well the battle ship is goanna have a 8x8 foot print and the aks/pws is gonna be 1x1 or 1/2x1/2 if its possible
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KDR_11k
Game Developer
Posts: 8293
Joined: 25 Jun 2006, 08:44

Post by KDR_11k »

And what are the crawlies going to be?
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overkill
Posts: 500
Joined: 02 Sep 2006, 01:15

Post by overkill »

the bombs?? 1x1
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overkill
Posts: 500
Joined: 02 Sep 2006, 01:15

Post by overkill »

bah, screw it, screw it all, im done with this mod. why should i put my ideas into a ta based mod, to face possible legal issues, to increase the amount of ta based mods. i got half way done with this screwed something up, got mad and actually thought about it. im gonna learn how to model,texture and animate to make my own mod. not giving up any info on what im gonna do(unless some1 gives potatoes then id pm my concept to the but bah). Eta of alpha release 5years
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Fanger
Expand & Exterminate Developer
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Joined: 22 Nov 2005, 22:58

Post by Fanger »

congraduations overkill you have learned the ultimate modding lesson..
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Dragon45
Posts: 2883
Joined: 16 Aug 2004, 04:36

Post by Dragon45 »

anatomy of a noob modder. classic.
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overkill
Posts: 500
Joined: 02 Sep 2006, 01:15

Post by overkill »

actually its newb, because im just new, not a retard :P
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Deathblane
Posts: 505
Joined: 01 Feb 2006, 01:22

Post by Deathblane »

overkill wrote:bah, screw it, screw it all, im done with this mod. why should i put my ideas into a ta based mod, to face possible legal issues, to increase the amount of ta based mods. i got half way done with this screwed something up, got mad and actually thought about it. im gonna learn how to model,texture and animate to make my own mod. not giving up any info on what im gonna do(unless some1 gives potatoes then id pm my concept to the but bah). Eta of alpha release 5years
It's posts like this that make me wish we had sigs here.


PS: Good luck with the new mod
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rcdraco
Posts: 781
Joined: 22 Nov 2006, 02:50

haha

Post by rcdraco »

now obviously it's dumb on your part to give up, but transferring OTA mods to Spring is READ MY LIPS impossible. It cannot be done, who knows why, so just make your own mod, once I learn UVmapping, I can help, but right now, all I can do is lite scripting and FBI editing.

Oh, and by the way, why did you make 5 posts in a row, only I can do that, and I got in trouble for it.
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Peet
Malcontent
Posts: 4383
Joined: 27 Feb 2006, 22:04

Re: haha

Post by Peet »

rcdraco wrote:now obviously it's dumb on your part to give up, but transferring OTA mods to Spring is READ MY LIPS impossible.
Dude...before you go all fancy with the colors and strong wording, lurk moar. The most-played spring mods *use ta content*.
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overkill
Posts: 500
Joined: 02 Sep 2006, 01:15

Re: haha

Post by overkill »

P3374H wrote:
rcdraco wrote:now obviously it's dumb on your part to give up, but transferring OTA mods to Spring is READ MY LIPS impossible.
Dude...before you go all fancy with the colors and strong wording, lurk moar. The most-played spring mods *use ta content*.
lol, peets right
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rcdraco
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Joined: 22 Nov 2006, 02:50

READ MY LIPS

Post by rcdraco »

You don't understand, I said OTA MODS, not OTA, OTA MODS, look at TAUCP, impossible.
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Peet
Malcontent
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Joined: 27 Feb 2006, 22:04

Post by Peet »

Are you suggesting that 3rd party ota content uses an entirely different format from that of OTA?
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MadRat
Posts: 532
Joined: 24 Oct 2006, 13:45

Post by MadRat »

I found the scripts to sometimes be incompatible, but alot of the stuff from OTA did work with little to no effort. With jcnossen's new wrinkles in upswing it is even a simple job now to convert 3do's to s3o's.
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overkill
Posts: 500
Joined: 02 Sep 2006, 01:15

Post by overkill »

if I had the spare time i would convert a few mods just to prove draco wrong(no offense)
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rcdraco
Posts: 781
Joined: 22 Nov 2006, 02:50

uhh what

Post by rcdraco »

no, the scripts are bad, you can't convert ota mods, they uses crappy scripts. I tried to convert TAUCP a while ago, then had it work once, and had no textures, so I tried to fix it and bam, it broke.
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FLOZi
MC: Legacy & Spring 1944 Developer
Posts: 6240
Joined: 29 Apr 2005, 01:14

Post by FLOZi »

I ported AATA with little difficulty. Ironing all the little details takes a while of course, but its far from infeasible if you are familar with both OTA and Spring.
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