Boirunner: Well, eviless mode is still included, with no goatse labs, no heart-rays, no bugs, no dune-worms, less graphical effects. I would understand if you only host & play eviless mode. Eviless was made for that, for the purists, who feel the second side denature the beauty of KP. For you! Play it!
But all the graphical effect I added was because they were missing from the gameplay:
- Grey smoke looked out of place, it was like the only piece of TA left, so I made green number smoke.
- The pointer shot was very hard to see, while it was a very powerful weapon, so it needed something to make it more visible, hence the pointer shot trail.
- When a trojan was building a window, it was hard to see it was busy building, the tiny pulsating nose was too small, and even if you could see it, it was hard to see which window it was building. After many games where I mis-ordered my trojan because the display didn't provided the right information, I felt it needed something connecting the trojan that is building and the window under construction.
- There was some talk about how it was too easy to rush the kernel and prevent it from ever completing anything, as a very lowly force was enough to keep destructing units under construction before anyone comes out, so I had the idea to give kernel a shield. And to make the shield go down only once there is no more socket, that way you can't just win by holding the enemy kernel with a couple bits, you have to hunt every socket before, and meanwhile kernel is free to keep on building, but once a team is reduced to their kernel, they're easy to beat.
- Then, since the socket were now magically giving the kernel a shield, I need to show a connection of them, to materialise the transfer of energy or whatever, so player would understand more easily what made the kernel shielded then unshielded, and also so that, if the enemy has one last socket hidden in a secret corner of the map, you don't waste time scouting everywhere while you have practilly won, but instead just follow the rainbow.
- The new bit weapon is because, since beamlaser were removed, I had a hard time seeing which bits were shooting and at what, so I made this clear, arrowed, shot, so I wouldn't wonder anymore who's firing at who.
- Etc...
But me too am kinda bothered about how the hacker's unit don't look as KPish as the system's, and maybe, at some point, if I ever had time, I would have retextured them. Though KDR_11k will say "But there are flat shaded units in Tron", I think some texxing style like what Runecrafter posted would be more suitable. Or I saw that highlight LUA widget, if I could understand it and apply the same kind of effect to units, that could look neat.
YokoZar: Source code of what? The mod itself, well, I don't think model and texture need source, and the BOS (source code of COB) are included. For the map, I only have the source image of the D.M.A. map(s), I asked Runecrafter the source image of his map, and marble madness would be easy to remake. But I don't think you are talking about the source images of maps anyway. For the widgets, well, LUA being interpreted, the .lua are the source code! For NTai, you'll have to
see with AF. Top thread in AI forum is entitled "NTai for Linux". For the rest of Spring, well, it's just Spring75b2, so take Spring75b2 source. For the installer, I included the .nsi file in the file the installer copies.