New XTA Development Forum - Page 2

New XTA Development Forum

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.

Moderator: Moderators

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AF
AI Developer
Posts: 20687
Joined: 14 Sep 2004, 11:32

Post by AF »

as far as I'm aware knox disbanded, they didnt leave, and the same people are still in the sameroles, just without the [KnoX] bit in their names.

And as I see it theres only 1 xta forum, the old one is meant to be dismantled.

And atm you'd need to ahck the phpbb code to get subforum functionality.
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Peet
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Joined: 27 Feb 2006, 22:04

Post by Peet »

AF wrote:as far as I'm aware knox disbanded, they didnt leave, and the same people are still in the sameroles, just without the [KnoX] bit in their names.
Pretty much.
AF wrote:And as I see it theres only 1 xta forum, the old one is meant to be dismantled.
It's already down.
BvDorp wrote:2) Add in visual stuff
Me, Gizmo, Neddiedrow, and Noruas are currently working on this.
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Peet
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Post by Peet »

Link updated, I changed the subdomain as 'spaz' was a little unprofessional :P
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1v0ry_k1ng
Posts: 4656
Joined: 10 Mar 2006, 10:24

Post by 1v0ry_k1ng »

I preffer the forums on other pages, as you can have topics about each indiviual units. the people behind XTA are p33t, noruas and neddidrow I think.
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Peet
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Joined: 27 Feb 2006, 22:04

Post by Peet »

Gizmo and Myg as well.
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Peet
Malcontent
Posts: 4384
Joined: 27 Feb 2006, 22:04

Post by Peet »

Fixed an error on login...stupid phpbb stores its domain info in more than one place.
obstgegenrechz
Posts: 12
Joined: 20 Feb 2007, 19:02

Post by obstgegenrechz »

when going to the new XTA forum... i'm told that i've been banned!
is it just me? and why?
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Peet
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Joined: 27 Feb 2006, 22:04

Post by Peet »

I enabled admin activation because spambots are irritating. I'll activate you when I get home.
tripy-devo
Posts: 14
Joined: 25 Apr 2007, 04:24

new kbots

Post by tripy-devo »

I think the kbots need to be remodeled...

just make them look better.

I can help model if yea need me to
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AF
AI Developer
Posts: 20687
Joined: 14 Sep 2004, 11:32

Post by AF »

XTA modelling usually comes in the reverse order

as in:

Person X comes along with model y

rather than

Person X says they want to model something and they're given y

Because usually its obvious what is a cavedog model and which ones would look better remodelled.
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ginekolog
Posts: 837
Joined: 27 Feb 2006, 13:49

Post by ginekolog »

could someone put final v9 on modinfo?
Lisa
Posts: 2
Joined: 01 Sep 2007, 16:51

Post by Lisa »

Im dedicated XTa player, i didnt realy aprove of the level 2 constructing by commander, but now that i have it i dont realy like the restricted of building 2nd level after building a level 1 even tought i never do that, also the fusion powerplant restriction >.> dont realy see the point of this... and i beleve commander should go down whit a bang all the way to the edge of explosion :D
Lisa
Posts: 2
Joined: 01 Sep 2007, 16:51

Post by Lisa »

Xta is going pretty far from beeing like originale Total annihilation lately... i mean 9.1 changes alot ;/ like models of fusion, not to mention the enyoying lights on fusion powerplants ect...

Im starting to think to start hosting ota only, another mod that seem to go where Xta was first, closer to originale ta, but whit updated graphics and stuff..
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Noruas
XTA Developer
Posts: 1269
Joined: 24 Feb 2005, 02:58

Post by Noruas »

I suggest you try posting this in the xta forum, as most xtaiers will not look here and your voice will be most likely not heard.
DZHIBRISH
Posts: 357
Joined: 16 Mar 2007, 22:28

Post by DZHIBRISH »

Suggestion for xta to make win.
Xta needs nanos.
Xta needs a comm that does not explode or makes an emp explosion.
Please discuss.
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AF
AI Developer
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Joined: 14 Sep 2004, 11:32

Post by AF »

err, goto the xta forum to discuss thigns
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