unit forum

unit forum

Various things about Spring that do not fit in any of the other forums listed below, including forum rules.

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ianmac
Posts: 253
Joined: 02 Jul 2007, 01:40

unit forum

Post by ianmac »

Is there a unit forum that I missed? If not whare should one go?
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Erom
Posts: 1115
Joined: 25 Apr 2006, 05:08

Post by Erom »

Because the abstraction level between "game" and "engine" is somewhat different in Spring, there are no units for every game that runs on the engine. Thus, unit development work for each mod typically occurs in that mod's thread in the Mod forum.
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smoth
Posts: 22309
Joined: 13 Jan 2005, 00:46

Post by smoth »

yay units. because spring is just ta right?
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KDR_11k
Game Developer
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Joined: 25 Jun 2006, 08:44

Post by KDR_11k »

Units (and the things they use) are about 90% of the material that goes into a mod, no need to split between units and mods.
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NOiZE
Balanced Annihilation Developer
Posts: 3984
Joined: 28 Apr 2005, 19:29

Post by NOiZE »

smoth wrote:yay units. because spring is just ta right?
uh hu ;-)
manored
Posts: 3179
Joined: 15 Nov 2006, 00:37

Post by manored »

smoth wrote:yay units. because spring is just ta right?
Games need characters buddy... :)
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SwiftSpear
Classic Community Lead
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Joined: 12 Aug 2005, 09:29

Post by SwiftSpear »

manored wrote:
smoth wrote:yay units. because spring is just ta right?
Games need characters buddy... :)
Ya, but you don't make units independently in spring any more, you just make them for specific mods. There is very few patchwork units that are commonly used in spring mods.
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KDR_11k
Game Developer
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Post by KDR_11k »

There's also no way to make a unit that'd work fine with all mods, probably not even a way to add a unit to ONE mod without breaking the balance.
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Pxtl
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Joined: 23 Oct 2004, 01:43

Post by Pxtl »

I still keep fantasizing about making an open, patchwork-y, TA-style mod that is glommed together out of whatever crap people throw at me. Just open up an SVN to anyone with a password. Just to see what crap crawls out.

but yeah, there are no current mods that work well with random, user-added units.
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Felix the Cat
Posts: 2383
Joined: 15 Jun 2005, 17:30

Post by Felix the Cat »

Pxtl wrote:I still keep fantasizing about making an open, patchwork-y, TA-style mod that is glommed together out of whatever crap people throw at me. Just open up an SVN to anyone with a password. Just to see what crap crawls out.

but yeah, there are no current mods that work well with random, user-added units.
shielded peewees that shoot nukes ftw
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KDR_11k
Game Developer
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Joined: 25 Jun 2006, 08:44

Post by KDR_11k »

Pxtl wrote:I still keep fantasizing about making an open, patchwork-y, TA-style mod that is glommed together out of whatever crap people throw at me. Just open up an SVN to anyone with a password. Just to see what crap crawls out.
TA Mental.
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Argh
Posts: 10920
Joined: 21 Feb 2005, 03:38

Post by Argh »

I still keep fantasizing about making an open, patchwork-y, TA-style mod that is glommed together out of whatever crap people throw at me. Just open up an SVN to anyone with a password. Just to see what crap crawls out.
I dunno whether to laugh or to get really, really scared ... you know, it's theoretically possible now to take every single Unit ever made for OTA, and include them in the Mod of Mods, right? No weapon limits, you could get around the texture problems by conversion to .S3O in UpSpring, which takes maybe 2-3 minutes, if you don't care about quality... gosh, in something like 24 hours, we could have... um... what was that awful thing, that Storm once described as being so ugly that it made him want to poke his eyes out, and set the creator on fire... oh, yeah, the Beezelbub... just think of it, people. All of the bad ideas of almost a decade... in one, seriously-gross package... the scripting errors alone would make you want to puke, the balance would make you want to write angry letters, to modders who disappeared years ago... I dunno whether it'd be cathartic, hilarious, or just plain awful, but probably all three... very tempting :wink:
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