TA: Kingdoms Spring!!!!!! Its Out, see within for details

TA: Kingdoms Spring!!!!!! Its Out, see within for details

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Shadowlord
Posts: 25
Joined: 02 Dec 2006, 17:48

TA: Kingdoms Spring!!!!!! Its Out, see within for details

Post by Shadowlord »

Eureka! Eureka! here we have it TA: Kingdoms Spring.
all units rendered and expansion ones :-) but, its not finnished; we need some people to help script some units, they dont work that much and fix some of the textures. does anyone one to bring back TA:K and make it better?

link is http://www.fileuniverse.com/spring/mods/kingdoms.rar

(all acknowledgements go to http://www.kingdoms-rx.com who are now defunct in this project. however i am trying to finnish it under general public liscence, NO COPYRIGHT BREACHING!!!)

-have a nice day,
shadow
Last edited by Shadowlord on 03 Dec 2006, 00:28, edited 2 times in total.
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Peet
Malcontent
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Joined: 27 Feb 2006, 22:04

Post by Peet »

Yay! More copyright violating mods :D
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PicassoCT
Journeywar Developer & Mapper
Posts: 10450
Joined: 24 Jan 2006, 21:12

Post by PicassoCT »

What would be Spring without that little "One last Game before the Lawyerletter arives Tension?"... Still great to have Kingdoms here..
bwansy
Posts: 385
Joined: 02 May 2006, 05:21

Re: TA: Kingdoms Spring!!!!!! Its Out, see within for detail

Post by bwansy »

Shadowlord wrote:but, its not finnished
Please keep it in English. If it is in Finnish then most people wouldn't understand it.

Just kidding. :lol:
Shadowlord
Posts: 25
Joined: 02 Dec 2006, 17:48

Post by Shadowlord »

('ere we go) Troubleshooting Tips:

1. to fix a building error with monarch/ normal builder, just click again on the construction site. that should speed things up.

2. to fix a factory error, you need to click the unit and place it adjendent to the factory (not in it!!!) and then use your monarch/builder to speed up the construction

3. This beta has a big problem with height map stuff on most maps. its best to build on flat land or use maps such as "2 continents remake" etc.

4. Ships have got a scripting error. they can be built on land!!!!. plus, they can only move on land, in water doesn't work!!!

5. There is another scripting error within the mele unitsm the game crashes when trying to attck ground (i dont know about mele attacks against other units, i havent tried).

6. Some ranged towers dont work.

Aside from that,

Have fun

(if you can do it correctly..... errr...)

-shadow
Last edited by Shadowlord on 03 Dec 2006, 00:24, edited 1 time in total.
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hrmph
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Joined: 12 May 2005, 20:08

Post by hrmph »

This needs a huge amount of work. It is nowhere near playable.
Shadowlord
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Joined: 02 Dec 2006, 17:48

Post by Shadowlord »

Thats why im askin for people to help finnish it :P
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PauloMorfeo
Posts: 2004
Joined: 15 Dec 2004, 20:53

Post by PauloMorfeo »

How are you planing on handling spells?

Those units that have mana which recharges and then throw spells (like blizzards or that explosion that captures every unit inside).
bwansy
Posts: 385
Joined: 02 May 2006, 05:21

Post by bwansy »

Another bug: arrows and bolts fly backwards. Just flip the model and it'll be ok.
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hrmph
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Post by hrmph »

You really need someone who knows about scripting to fix all the problems in that area. Also is there some 'simple' solution to all the purple transparency stuff that shows up? And theres always the quesiton of how melee combat will work. IMO the units actually look cool; it is interesting to see some organic-style units in spring (besides soldiers).
Shadowlord
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Joined: 02 Dec 2006, 17:48

Post by Shadowlord »

And theres always the quesiton of how melee combat will work
All that needs to be done is to make the units perform shooting animation next to unit and make there be no bullets (invisible)
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rattle
Damned Developer
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Joined: 01 Jun 2006, 13:15

Post by rattle »

Someone make a sticky post about why melee combat does not work out yet as major part of a mod.

edit: The pink stuff comes from certain textures... TA:K used magenta for transparencies apparently.

Honestly, I'd install kingdoms if I wanted to play it...
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KDR_11k
Game Developer
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Joined: 25 Jun 2006, 08:44

Post by KDR_11k »

Shadowlord wrote:
And theres always the quesiton of how melee combat will work
All that needs to be done is to make the units perform shooting animation next to unit and make there be no bullets (invisible)
Yes but how do you prevent that unit from running away when it's in range?
Shadowlord
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Joined: 02 Dec 2006, 17:48

Post by Shadowlord »

Change the ai script
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KDR_11k
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Post by KDR_11k »

IOW, you're going to make us a patch?
Shadowlord
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Joined: 02 Dec 2006, 17:48

Post by Shadowlord »

I can try but im not that good at scripts, i only found this project in an abandoned place thats why i am hosting this forum to find people that could help and carry on the project

anyway i need either of theese 2:

people

or

an understandable tutorial on how to do a full unit script
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rattle
Damned Developer
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Post by rattle »

Shadowlord
Posts: 25
Joined: 02 Dec 2006, 17:48

Post by Shadowlord »

I can try but im not that good at scripts, i only found this project in an abandoned place thats why i am hosting this forum to find people that could help and carry on the project

anyway i need either of theese 2:

people

or

an understandable tutorial on how to do a full unit script

btw, what colour is the transparent one on ta spring?
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KDR_11k
Game Developer
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Joined: 25 Jun 2006, 08:44

Post by KDR_11k »

Transparent is zero alpha in the second texture.

The running away is an engine issue, not a part of the unit scripts. Are you good with C++?
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PauloMorfeo
Posts: 2004
Joined: 15 Dec 2004, 20:53

Post by PauloMorfeo »

KDR_11k wrote:... how do you prevent that unit from running away when it's in range?
What do you mean with that "running away" thing?
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