Adding units is easy guys!

Adding units is easy guys!

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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Buggi
Posts: 875
Joined: 29 Apr 2005, 07:46

Adding units is easy guys!

Post by Buggi »

All you need to do is move the UFO file into the spring root dir. (it'd be nice to have support for a "units" subdir)

Now, on top of this, some units will require rescripting. I've found two units so far (the destroyer and the "big fat mama") that behave oddly when activated. Both have barrels of their guns detach and zoom off into space. Funny to watch, not so funny to happen because there's no going back.

I loaded a ton of units into the game, now we just need the conflict crusher to "see" the files :) *pokes the 4 yr old program*

Also, seems some items will need re-texturing as well. Some minor adjustments when compared to the daunting task of creating the engine. Some weapons didn't work on first test, not sure if this is due to a conflict or what...

Some screenshots below, click the thumbnail to view full image.

The Destroyer:
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The Destoyer a couple barrels short and suffering the bane of no spring-enhanced scripting
Image

The resurection bot, restore doesn't restore a unit, but it restores the GROUND!!! (still need the ability to resurrect...)
Image

And finely just a shot of various units I was messing around with:
Image
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Webbie
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Joined: 31 Mar 2005, 20:27

Post by Webbie »

If you want something funny, try the Bismark.

It was an absolutley massive ship - on my old computer it was over a screen long. :shock:
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Buggi
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Joined: 29 Apr 2005, 07:46

Post by Buggi »

Lets solve the intermediate problems first.

As you can see by the very first shot, the "box" or green outline doesn't follow the ship at all... :shock:

A screen long?!!! :O
Wowsers!

I like the bertha guns... Now, just to have someone create a dual gatling bertha gun... :twisted: MUAHAHHAHAH!!!
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Webbie
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Post by Webbie »

Ok, it's not quite as long as I remember it (at the time I was playing at 800x600, so it seemed massive). Still impressive though. It's actually called the Yamato:

Image

Onboard Annihilator laser, krogoth rockets, aircraft repair pad, radar, and I couldn't get the gun on the deck to fire, but i'm pretty sure that was impressive too. ;)
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Charlemagne
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Joined: 18 Apr 2005, 17:59

Post by Charlemagne »

The Black Dragon and Black Hydra from TAUCP (probably originally from somewhere else) are HUGE ships, desdribed as "superdestroyers". Would be lovely to use in spring. =)
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Buggi
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Post by Buggi »

It's a pity so many modelers have gone away. I'd like to see some old units get a make-over. Eliminate the blockyness and really see what Spring can handle.
:)
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Longaxe
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Post by Longaxe »

I will make units for Spring, but not till they add UV mapping...
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Buggi
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Post by Buggi »

No, we don't need ultimatums, we need good modelers and new tools. The main tools for the game were made 5+ years ago. Time to upgrade :D

I only wish I had more free time to develop some of this stuff. >_<
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Webbie
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Post by Webbie »

You mean like project sathanas? ;)

Image

Some of Wolfy's nice work --^ :)
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Buggi
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Post by Buggi »

Woohoo!

And the thread's been moved @.@;;

Seems the moderators have recognized their traffic is going to explode.

Someone needs to do something about the skin on these forums though... oy... I've had enough shades of blue to last me a life-time.
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Triaxx2
Posts: 422
Joined: 29 Aug 2004, 22:24

Post by Triaxx2 »

Anyone remember that massive ship the guy over at PA was supposed to be building? Wouldn't you love to see that in Spring? I can't remember the name of the ship for the life of me.
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BlackLiger
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Joined: 05 Oct 2004, 21:58

Post by BlackLiger »

The yamato works in spring. And its main deck gun is powerful!
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Nemo
Spring 1944 Developer
Posts: 1376
Joined: 30 Jan 2005, 19:44

Post by Nemo »

apparently spring doesn't like custom weapons at all

i tried the core shredder, found in the unitshop:
Image
and the download for OTA:
http://www.tafansite.com/index.php?page ... it&id=1653

its a melee kbot that stabs things with blades on its arms, the only problem was that intead of stabbing, it fired the generic explosive shot, and its arms went flying off into space >_<
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Buggi
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Post by Buggi »

HAHAHAHHAHAH!!

:lol:

I love Beta's
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Dragon45
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Joined: 16 Aug 2004, 04:36

Post by Dragon45 »

Actually, i've had some of my own custom units have bits go flying off like you said.

I *think* it involves the names of objects in the .3do files, since Spring parses the objectnames and treats them differently sometimes (flares, etc).
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Buggi
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Joined: 29 Apr 2005, 07:46

Post by Buggi »

I'm actually about to add (possibly) 15 units... depending on balance.

I like big wars :-)

I knew the guy who did the Cougar, so I HAVE to add that :D
TARevenger
Posts: 111
Joined: 23 Jan 2005, 00:09

Post by TARevenger »

anyone know the max amount of units you can install and use in spring (is it the same as the orginal TA) as I'm testing the taucp 2.3 as it has 230+ units.
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[K.B.] Napalm Cobra
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Post by [K.B.] Napalm Cobra »

There isn't apparently.
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Buggi
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Joined: 29 Apr 2005, 07:46

Post by Buggi »

Well, unit ID's are saved as int's, so that'd be 2,147,483,647 units.

Check out Unit.h for all the details :D

Interesting, there's a bool in there for "stunned"...
Liam
Posts: 93
Joined: 02 Nov 2004, 22:43

Post by Liam »

they'd probably use an unsigned int for the unit IDs, so it's probably 4,294,967,296 :) (long int = 4 bytes usually)
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