Xect vs. Mynn

Xect vs. Mynn

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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Argh
Posts: 10920
Joined: 21 Feb 2005, 03:38

Xect vs. Mynn

Post by Argh »

Hey... stupid questions really...

1. Is anybody actively maintaining / repairing this mod?

2. Would anybody get offended if I rebuilt it, including the models?
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Snipawolf
Posts: 4357
Joined: 12 Dec 2005, 01:49

Post by Snipawolf »

Do it, do it! I don't know why the hell anyone would be offended....

And I don't know anyone else doing it, if they are they don't post...
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Argh
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Joined: 21 Feb 2005, 03:38

Post by Argh »

That's why I'm posting here. FoeOfTheBee was working on it for awhile, I think, but ... the current version's kind've broken, on a variety of levels.
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Fanger
Expand & Exterminate Developer
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Joined: 22 Nov 2005, 22:58

Post by Fanger »

I dont see why anyone could have a problem with this.. the models really need to be redone.. they were not that great.. and it seemed a bit haphazard..
Gnomre
Imperial Winter Developer
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Joined: 06 Feb 2005, 13:42

Post by Gnomre »

I don't understand the community obsession over the mod anyway. Even ignoring the graphics it was nothing special... the gameplay was mediocre and the story was nothing worth noting. It'd be a massive undertaking for a massively unentertaining end product...

Why not just make a whole new mod/continue focusing on nanoblobs?
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Argh
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Post by Argh »

Well, Project Two is still coming along, but I'm waiting for Spring to get a little further along before investing a lot've time into it. I have a lot've the concept sketches done, but there are a lot've features I'd like to see before I get into it too deep, and then have to live with a less-than-satisfying experience, tbh.

I was thinking Xect vs. Mynn might be fun, because I'd have to make something that would fit into the OTA straightjacket... and yet I'd have the freedom to... er... be somewhat creative. And it's a name that's already known, so I wouldn't have to deal with blank stares upon release, and no audience at all. It's not that it's a perfect mod that just needs better art- it's a pretty flawed mod that needs better art and better game design. I thought it might be a worthy challenge... and I'd be able to move repaired units in one at a time...
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Pxtl
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Joined: 23 Oct 2004, 01:43

Post by Pxtl »

Gnome wrote:I don't understand the community obsession over the mod anyway. Even ignoring the graphics it was nothing special... the gameplay was mediocre and the story was nothing worth noting. It'd be a massive undertaking for a massively unentertaining end product...

Why not just make a whole new mod/continue focusing on nanoblobs?
Before Nanoblobs, XvM was the only mod that was 100% open content - and that's when the community was most interested in it. The idea being that the engine could be bundled with XvM on a Linux distro. Of course, the problem is that the Mynn were the one of (if not the) very first total conversions for Spring, and as such their models are extremely primitive.

Personally, I wouldn't bother playing with the models - I'd just do the minimum to get it "playable" and maybe balance it vs. XTA so you could have a nice XvMvXTA mod.
Egarwaen
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Joined: 27 Feb 2006, 21:19

Post by Egarwaen »

And it would give you a chance to do some creative stuff within the confines of OTA.
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diggz2k
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Joined: 04 Mar 2005, 06:34

Post by diggz2k »

Argh, feel free to do anything to xvm at all. Foe pretty much gave up because he needed help and didn't get it. I also wanted to offer you my support for anything you want me to do to get it working.
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clericvash
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Joined: 05 Oct 2004, 01:05

Post by clericvash »

Please do it, we need a mod for linux to be able to take up spring properly.
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Decimator
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Joined: 24 Jul 2005, 04:15

Post by Decimator »

I think E&E is a better candidate for including with spring though. Fang has been redoing the models from scratch and we're working on making some decent textures. Biggest problem will be the sounds.
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Michilus_nimbus
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Joined: 19 Nov 2004, 20:38

Post by Michilus_nimbus »

I'd love to see an OTA-style mod happening with all of the latest nifty features Spring has to offer. Unfortunatly, I'm a very untalented artist, so the only thing I'm good for is balancing and testing. That, and if you need a scriptor, I've been planning to look into that for quite a long time now, so if you decide to continue with this project, I'd do anything possible to help.
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Pxtl
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Joined: 23 Oct 2004, 01:43

Post by Pxtl »

Decimator wrote:I think E&E is a better candidate for including with spring though. Fang has been redoing the models from scratch and we're working on making some decent textures. Biggest problem will be the sounds.
Have to agree there - imho E&E has always been the best flagship non-TA mod for Spring engine - it's dependence on TA content was the only thing holding it back.
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jcnossen
Former Engine Dev
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Joined: 05 Jun 2005, 19:13

Post by jcnossen »

If rebuilding is just as much work as making a new mod, then IMO it's a waste of your time to work on it. You can probably make something much better by doing a new thing (Project 2?).
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Zoombie
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Post by Zoombie »

Argh, I'd rather you build something of your own creation then the XvM. Like...ahem... Project 2. mmmm...2....

Also I have to throw in my hat with Deci's statements.
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FoeOfTheBee
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Joined: 12 May 2005, 18:26

Post by FoeOfTheBee »

Zoombie wrote:Argh, I'd rather you build something of your own creation then the XvM. Like...ahem... Project 2. mmmm...2....

Also I have to throw in my hat with Deci's statements.
The advantage of revamping an existing project is that you can have something playable while development is going on, allowing player input, rebalancing, etc.
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Tim Blokdijk
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Joined: 29 May 2005, 11:18

Post by Tim Blokdijk »

Making a mod from scratch is a lot more work then patching up an existing mod so while your waiting for Spring to mature more for your new project please feel free to hack on Xext vs. Mynn.
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Snipawolf
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Joined: 12 Dec 2005, 01:49

Post by Snipawolf »

Look one post above, +1..
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Das Bruce
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Joined: 23 Nov 2005, 06:16

Post by Das Bruce »

Tim Blokdijk wrote:Making a mod from scratch is a lot more work then patching up an existing mod
Depends on the state of the mod to be patched up. Sometimes it may be easier to just cut your losses.
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AF
AI Developer
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Joined: 14 Sep 2004, 11:32

Post by AF »

I dont enjoy games of xect vs mynn.

What good is making drying paint prettier if it's still boring?
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