48 Hrs later: First mod arrives! (Absolute Annihilation)

48 Hrs later: First mod arrives! (Absolute Annihilation)

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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Caydr
Omnidouche
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Joined: 16 Oct 2004, 19:40

48 Hrs later: First mod arrives! (Absolute Annihilation)

Post by Caydr »

Absolute Annihilation has been converted to full Spring compatibility. Get it here:

http://prdownloads.sourceforge.net/ta-a ... p?download

21 Megabytes

Install to your Spring directory.

This may or may not be compatible with Zwzsg's OTA patch.

Known bugs/issues:
Spring is not yet fully functional, and as such not all units animate as they would in TA. All units work properly as far as I can see. Exceptions are transports and paralyzer units, which have been either removed or had their weapons removed, as Spring does not currently utilize paralyzer-type weapons. Also, unit-specific damage has not been implimented yet in Spring, so this impacts gameplay to some degree.

Absolute Annihilation homepage for news and additional information: http://www.planetannihilation.com/aa
Last edited by Caydr on 28 Apr 2005, 19:51, edited 2 times in total.
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Mars Keeper
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Post by Mars Keeper »

Yay, just what I was wasiting for.
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Mars Keeper
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Joined: 25 Jan 2005, 21:00

Post by Mars Keeper »

I have now tried it, and it works fine.
Gonna go play it in Mp right now.
SJ
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Joined: 13 Aug 2004, 17:13

Post by SJ »

Unit specific damage is in, check armor.txt in the install folder for more info.
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Caydr
Omnidouche
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Post by Caydr »

Ahh! Great SJ, thanks, I was wondering what that file was for.
Sean Mirrsen
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Joined: 19 Aug 2004, 17:38

Post by Sean Mirrsen »

It's in, but how do we use it?
Dwarden
Posts: 278
Joined: 25 Feb 2005, 03:21

Post by Dwarden »

what about to have mod folders
and / or options to enable / disable certain mods for MP / SP on wish ...
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Caydr
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Post by Caydr »

Just install it to your Spring folder and it'll automatically become the default for all future games until uninstall.
Dwarden
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Joined: 25 Feb 2005, 03:21

Post by Dwarden »

and thats the problem ...

so

either i must have THREE different TASpring installs for now (AA, OTA, XTA) + each new mod

or just CAN have ONE TASpring install and 3 mods directories in \MODS\ ...
or st. in this way ...

please try keep KISS scheme (keep it stupid simple) ...

also i would like to see archive type distributions of mods (non executables or it will turn into ideal ground for viruses, trojans, whatever malware) ...
ideally opensource 7-zip archive (can be self extracting) http://www.7-zip.org
maylander
Posts: 10
Joined: 21 Aug 2004, 15:01

Post by maylander »

I am also for MOD folders. After startup you can simple choose your MOD and start playing. If not its to troublesome for some ppl to fuss around with file copying and the like. But i think the SY will find a good solution anyway
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Pxtl
Posts: 6112
Joined: 23 Oct 2004, 01:43

Hmmph

Post by Pxtl »

Well, the ideal solution would be to go with UT's approach - no mods at all. Instead, you just treat each piece of content as atomic (each unit, map, texture, etc) and simply have the server configure what content is going to be used (such as loading a mod-script) in Spring, and then clients must download from the server (or p2p using a torrent-a-like, or an http-redirect) until all players are sync'd.
Dwarden
Posts: 278
Joined: 25 Feb 2005, 03:21

Post by Dwarden »

actually MODs (main engine modifications) in Unreal Engien are standalone dirs ... (mainly due to major changes done and size)

mutators and maps/textures/sounds/models etc are downloadable with engine itself
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FLOZi
MC: Legacy & Spring 1944 Developer
Posts: 6241
Joined: 29 Apr 2005, 01:14

Post by FLOZi »

Mod folders would be a great idea. A switcher is a moderatly simple undertaking. I could probably fashion a rudimentry one in Python, but an integrated solution would be much better.
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[K.B.] Napalm Cobra
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Post by [K.B.] Napalm Cobra »

Bump :P
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Mars Keeper
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Joined: 25 Jan 2005, 21:00

Post by Mars Keeper »

This mod is great, but it does not seem to work in multiplayer for me and my friends.
The is always out of sync from the beginning of the game. And your opponent does not seem to be active.
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[K.B.] Napalm Cobra
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Post by [K.B.] Napalm Cobra »

Its called lag :P
Delerion
Posts: 5
Joined: 28 May 2005, 16:29

Doesnt' work

Post by Delerion »

AA doesn't seem to work in multiplayer at all, if a player joins the game crashes immediately
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FLOZi
MC: Legacy & Spring 1944 Developer
Posts: 6241
Joined: 29 Apr 2005, 01:14

Post by FLOZi »

Out of interest, what did you do to make AA Spring compatible?
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