Absolute Annihilation 2.23 - Page 66

Absolute Annihilation 2.23

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AF
AI Developer
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Joined: 14 Sep 2004, 11:32

Post by AF »

You do realize there're internal limits on the number of races in a mod?

And what happened to the move away from OTA gameplay and Intellectual copyright
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Argh
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Post by Argh »

LOLz... that is either going to be really fun, or a giant mess :-) Either way, we're going to be entertained ;)
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Neddie
Community Lead
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Post by Neddie »

My advice on that plan is in your forum, Caydr.
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Fanger
Expand & Exterminate Developer
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Joined: 22 Nov 2005, 22:58

Post by Fanger »

i should be a good lol.. in fact just for fun I think ill make my own private EE vs AA mod just to see how it turns out.. no altered damages for the sake of a good LOL..
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Deathblane
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Post by Deathblane »

Damn, Cadyr's gone insane. Right, plan B, or rather plan BA... :p

More seriously I would be (pleasently) suprised if all those can be made to work together.
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TradeMark
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Post by TradeMark »

AF wrote:You do realize there're internal limits on the number of races in a mod?
What is the limit?
Saktoth
Zero-K Developer
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Post by Saktoth »

Nanoblobs would be hilarious if included, though i dont think thats feasible (Imagine a nanoblobs player giving their excess resources to their team).
danzel
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Joined: 30 Sep 2005, 01:49

Post by danzel »

Saktoth wrote:Nanoblobs would be hilarious if included, though i dont think thats feasible (Imagine a nanoblobs player giving their excess resources to their team).
+1 Make this happen.
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knorke
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Post by knorke »

dont forget comshooter and little_dudes_own_ya :shock:
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KDR_11k
Game Developer
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Post by KDR_11k »

Oooooh, can we throw CvC in there too?
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Comp1337
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Post by Comp1337 »

OFFTOPIC!
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MadRat
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Post by MadRat »

TradeMark wrote:
AF wrote:You do realize there're internal limits on the number of races in a mod?
What is the limit?
5000 units is all I can think of, because so far seven races in one mod doesn't seem to hurt.
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NOiZE
Balanced Annihilation Developer
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Joined: 28 Apr 2005, 19:29

Post by NOiZE »

2048x2048 texture limit for 3do units.... and AA already filled that for 90 %


you can forget about adding TLL
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1v0ry_k1ng
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Post by 1v0ry_k1ng »

you might want to get some nicer models for the commanders, atm they look liek lol
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Zenka
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Post by Zenka »

NOiZE wrote:2048x2048 texture limit for 3do units.... and AA already filled that for 90 %


you can forget about adding TLL
Well, we have s3o for that. speaking of which, are there still plans to recreate most of the tech 1 units?
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rattle
Damned Developer
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Post by rattle »

Only tech1? Thought the plan was to make it free from IP. I don't quite see the reason to remodel it at all if it wasn't for freeing it out of Atari's fangs.
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Erom
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Post by Erom »

Just remodelling and retexturing won't clear it of atari IP. You would have to get rid of names, scripts... and basic things like building via nanospray, the word "kbot" to refer to mechs, ect. More than is worth the effort, probably.
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Pxtl
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Post by Pxtl »

Erom wrote:Just remodelling and retexturing won't clear it of atari IP. You would have to get rid of names, scripts... and basic things like building via nanospray, the word "kbot" to refer to mechs, ect. More than is worth the effort, probably.
The nanospray graphical effect is too generic for copyright. The word "kbot" is just a word, trivial to change. The script is the big one.
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Zenka
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Post by Zenka »

but erom is right. though nanospray wouldn't probably be copywrited. the concept might. sertaintly as long as the names Arm and Core are used it wount be IP free. (And the scrips, sounds, icons, names).
Can anyone tell us what needs to be done to make a mod atari IP free? it would be interesting to know.

Eventually all models would be remodelt, but caydr was busy with tech 1 last I've heared.
Hellspawn
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Joined: 24 Feb 2006, 11:54

Post by Hellspawn »

I think BA=AA should be done and let Noize and Daywalker update it.

And Caydr gets time to developed his new mod ("Abolition") with all those races.
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