Need Help : New to SPRING MOD

Need Help : New to SPRING MOD

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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Gundam
Posts: 18
Joined: 30 Nov 2006, 19:09

Need Help : New to SPRING MOD

Post by Gundam »

Hi all,
1. i just dl the 7zip, and try to unzip gundam annihilation v.1_0b, and then zip it again to gundam annhilation.7z *just like it told in tutorial spring*
rename it tu sd7, copy this file to mod directory.. play using springsp
in the mod selection, gundam annihilation that i unzip - zip again, didnt show up.. did i miss something here ?
the original file GundamAnnihilation.sd7 is 11.810 kb, but using 7zip to extract and compress it again, my compress file .7z is 10.214 kb
is there any parameter in 7zip i should change ?
2. if i already have a unit complete works in TA, and i want it to be fully work in spring let say to be added to XTA as testing unit. how to do this ? should i create another sd7 file for each 3rd party unit for spring ? i already read the instruction in smooth link simple mod tutorial but still confused..
:?
Thanks alot,
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Neddie
Community Lead
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Joined: 10 Apr 2006, 05:05

Post by Neddie »

You don't need to recompress it. My guess is that your compression settings in 7zip are an issue... but be that as it may, just use it as the original .sd7

In future, all bugs reports/help questions should go in the Bugs section. Welcome to Spring, hope you stick around.
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Gundam
Posts: 18
Joined: 30 Nov 2006, 19:09

Post by Gundam »

Thanks neddiedrow,

the reason i unpack and then pack it again using 7zip is to prove that after making my own mod, there's nothing wrong with the methods. But it seems error occurs...

The size of the mod that i recompress is smaller than the existing mod. and only blank screen appears after trying loading the mod in spring.

any suggestion ?
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FoeOfTheBee
Posts: 557
Joined: 12 May 2005, 18:26

Post by FoeOfTheBee »

make sure you have solid archive unchecked.
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Argh
Posts: 10920
Joined: 21 Feb 2005, 03:38

Post by Argh »

Better yet, don't zip the mod up. Rename your mod's working directory, "WhateverMyModNameIs.SDD", and Spring will recognize that it is a valid mod location :-)
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Fanger
Expand & Exterminate Developer
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Joined: 22 Nov 2005, 22:58

Post by Fanger »

You also may want to seek the mod makers permission to fiddle with his files if you use this for anything other than your own personal use..
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Argh
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Joined: 21 Feb 2005, 03:38

Post by Argh »

Yes. Smoth will be coming after you with a pickaxe if you try to release his work as your own ;)
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Fanger
Expand & Exterminate Developer
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Joined: 22 Nov 2005, 22:58

Post by Fanger »

thats no joke, hes nearly flipping shit right now so Id stay on tiptoes if you want to keep your head attached..
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Neddie
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Post by Neddie »

Seriously.
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Gundam
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Joined: 30 Nov 2006, 19:09

Post by Gundam »

:shock:
really ? he's gonna chop my head ? ..... :cry:
so i think the camera attach on my gundam head will be unavailable then.. hmmm.. :wink:
Yes. Smoth will be coming after you with a pickaxe if you try to release his work as your own
i just tryin to compile a mod in the right way.. and learn how to do it well, not release it.. wew... :oops:
You also may want to seek the mod makers permission to fiddle with his files if you use this for anything other than your own personal use..
i will... if i want to use any of these part of the mod.. rite smooth ? 8)
Better yet, don't zip the mod up. Rename your mod's working directory, "WhateverMyModNameIs.SDD", and Spring will recognize that it is a valid mod location
if the gundam mod project directory is :
D:\ProjectSP\Gundam_RTS_1_0b\
so i have to change this mod directory as : ?

Thanks,
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rattle
Damned Developer
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Joined: 01 Jun 2006, 13:15

Post by rattle »

Yeah he'll feast on your bowels.
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rcdraco
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Joined: 22 Nov 2006, 02:50

He gonna get you

Post by rcdraco »

He gonna cut you into little pieces then put em in chili and eat it.
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Argh
Posts: 10920
Joined: 21 Feb 2005, 03:38

Post by Argh »

Ok, ok, enough gory imagery... I think he got the point ;)

And as for naming directories...

If Spring is installed to: D:\ProjectSP\

Then the path should be: D:\ProjectSP\mods\Gundam_RTS_1_0b.sdd\
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Gundam
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Joined: 30 Nov 2006, 19:09

Post by Gundam »

thanks,

i just read tutorial Units:Create - What is different in spring.

i noticed this two line.
Using very special transport, buildings can be moved.
Mobile units can build others mobile units.
is there any unit already done this ? where i can find it ?
Thanks again,
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yuritch
Spring 1944 Developer
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Joined: 11 Oct 2005, 07:18

Post by yuritch »

Mobile units building other mobile units is the main idea of Nanoblobs (AA has that feature, too, but in smaller scale). As for transporting buildings, there were some demo units posted in forums, zwzsg made them (I think).
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zwzsg
Kernel Panic Co-Developer
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Joined: 16 Nov 2004, 13:08

Post by zwzsg »

  • Mobile units can build others mobile units: Take any random mobile construction unit, xta arm cons kbot for instance. Create a /download/*.tdf to add any random mobile unit in its buildemenu, let's say a jethro. Pack and run Spring, et voil├â┬á, the mobile builder can build the mobile unit, like Zhon in TA:Kingdoms
  • Using very special transport, buildings can be moved: Normally buildings can't be loaded. But once I noticed that by using my very special script that find ID by themselves and use "attach-unit" out of the regular procedure (without the regular FBI tags, without the regular script function, without the regular interface in game), then building could get loaded, since I bypassed all the checkings that are normally done. By using isairbase=1; which by now may have been split into two tags in which case use the other one, attached units would operate instead of being stunned. And so I could attach a factory to a mobile unit, and the factory would still produce units. I made two exemple units, but:
    - Spring code has probably changed enough since the time I did them that they may nor work anymore. So just watch the vid instead of trying the unit.
    - There were bugs in the script. I counted from 0 to 4999 instead of from 1 to get MAX_ID, I didn't checked if the unit to attach wasn't itself, which caused the weird bugs of the units throwing itself out of the map, etc...
    http://www.fileuniverse.com/?p=show&a=it&id=1380
    http://www.fileuniverse.com/?p=show&a=it&id=1395
So:
- Mobile units building mobile units is extremely simple.
- Mobile factories is more or less possible, at least it was in earlier version, but it's just a hacky workaround full of bugs, and it requires complex scripting.
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Gundam
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Joined: 30 Nov 2006, 19:09

Post by Gundam »

Great !

btw, zwzsg is there any sample unit can maximize the use of more than 3 weapons, and how to control all of these weapon ?

Thanks again,
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Neddie
Community Lead
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Post by Neddie »

Battletech might have some, but... not sure.
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Fanger
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Post by Fanger »

EE has units that use more than 3 weapons.. if thats what your asking
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Gundam
Posts: 18
Joined: 30 Nov 2006, 19:09

Post by Gundam »

thanks, i'll check on it.

btw, i try to add some tracks on my unit like commander on XTA. but it seems not working, any suggestion ?

smoothanim=1;
threed=1;
trackoffset=0;
trackstrength=8;
trackstretch=1;
tracktype=ComTrack;
trackwidth=22;
ActivateWhenBuilt=1;
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