SY's 16K Weapon ID / Unit Limit Boost Patch for OTA

SY's 16K Weapon ID / Unit Limit Boost Patch for OTA

Post just about everything that isn't directly related to Spring here!

Moderator: Moderators

Post Reply
User avatar
REVENGE
Posts: 2382
Joined: 24 Aug 2006, 06:13

SY's 16K Weapon ID / Unit Limit Boost Patch for OTA

Post by REVENGE »

You know, I've tried for over five years to get this thing to work, following the instructions posted online, but it's never worked for me. Has anybody actually gotten this to work and played OTA with more than 512 units installed?
User avatar
REVENGE
Posts: 2382
Joined: 24 Aug 2006, 06:13

Re: SY's 16K Weapon ID / Unit Limit Boost Patch for OTA

Post by REVENGE »

Hmm, ok, if I used ddraw.dll version 4, and set my total.exe to 98/ME compatibility mode, I can at least get the Units and Animations to load, but then I crash when loading 3d...

EDIT: According to Yeha's half decade old posts on TA Universe, the dll simply patches totala.exe before the game starts. Did Yeha leave his code anywhere, in order for us to make a permanent patch or something?
User avatar
Caydr
Omnidouche
Posts: 7179
Joined: 16 Oct 2004, 19:40

Re: SY's 16K Weapon ID / Unit Limit Boost Patch for OTA

Post by Caydr »

It works but I remember back in the day I'd have problems in multiplayer if I tried to use it, even if all players had it.

IMO TBH that many IDs is excessive. There are only about 200-300 decent third party units, and if you're any good at modding you can keep your weapon IDs below 256. AA 6.0 for OTA uses something like 480 unit IDs and 245 weapon IDs despite having every unit you'd want pretty much.

Only thing OTA has on Spring is interface, and I can't see that lasting forever. Well, that and better performance on old computers. And possibly more user-friendly LAN game setup if that hasn't been fixed yet. Pretty much all Spring's weaknesses can be hidden or eliminated if you know what you're doing as a modder.
User avatar
KDR_11k
Game Developer
Posts: 8293
Joined: 25 Jun 2006, 08:44

Re: SY's 16K Weapon ID / Unit Limit Boost Patch for OTA

Post by KDR_11k »

Larger ID space = fewer collisions.
User avatar
Caydr
Omnidouche
Posts: 7179
Joined: 16 Oct 2004, 19:40

Re: SY's 16K Weapon ID / Unit Limit Boost Patch for OTA

Post by Caydr »

Competent modding = no collisions.
User avatar
REVENGE
Posts: 2382
Joined: 24 Aug 2006, 06:13

Re: SY's 16K Weapon ID / Unit Limit Boost Patch for OTA

Post by REVENGE »

I don't care about Spring vs. OTA or modding efficiency. I brought out OTA because I want to have me some fucking fun against AIs. :lol:

My question is basically, can I make it work under Vista? I can get the loading to finish basically, but when the game tries to launch, it crashes...

Oh, and if you're wondering why I need it in the first place, I'm trying to use AA60 and FF74 at the same time. :P Around 600 Units total.
User avatar
KDR_11k
Game Developer
Posts: 8293
Joined: 25 Jun 2006, 08:44

Re: SY's 16K Weapon ID / Unit Limit Boost Patch for OTA

Post by KDR_11k »

Caydr wrote:Competent modding = no collisions.
Only if everything was made or changed by the same person.
User avatar
Caydr
Omnidouche
Posts: 7179
Joined: 16 Oct 2004, 19:40

Re: SY's 16K Weapon ID / Unit Limit Boost Patch for OTA

Post by Caydr »

Ehhh...I'm not trying to be argumentative but just downloading units and praying they'll work doesn't do any good no matter how many IDs you've got. Regardless you've got to at least use Conflict Crusher, and there's almost no way you're going to need more than OTA's maximum number of slots.
User avatar
KDR_11k
Game Developer
Posts: 8293
Joined: 25 Jun 2006, 08:44

Re: SY's 16K Weapon ID / Unit Limit Boost Patch for OTA

Post by KDR_11k »

No way you'll need more than 256 weapons and 512 units if you use 600 units?
User avatar
Caydr
Omnidouche
Posts: 7179
Joined: 16 Oct 2004, 19:40

Re: SY's 16K Weapon ID / Unit Limit Boost Patch for OTA

Post by Caydr »

More like, no way you'll find 600 units worth having. I modded OTA for something like 6 years, I was only able to find about 500 at the peak, then I trimmed some of the fat and brought it down to about 490 or 480.

There's just not a lot of diverse excellent units. I mean, there's probably a hundred awesome assault tanks, but you only need one or two of those per side so you pick a couple and you're done with it. And yet on the other side of the spectrum I had to actually make L2 anti-air kbots from scratch because absolutely nobody had made one. Weird. Anyway my point is unless you're going for "I wonder how many units I can put into a single package", beyond 512 is ridiculous.

There's simply no need for them. If TAUIP/TAUCP/UTASP taught us one thing, it's that just throwing a bunch of units together doesn't make a fun mod. Or, at least a mod with staying power. They just aren't fun once you realize you only need one unit out of each factory and all the others are useless.
User avatar
REVENGE
Posts: 2382
Joined: 24 Aug 2006, 06:13

Re: SY's 16K Weapon ID / Unit Limit Boost Patch for OTA

Post by REVENGE »

Text
Ok, thanks for answering my question.






:roll:






Now, can someone please answer my question? Or is no one here willing or able to help? I'm guessing that this is a little too old for even Spring users. :?
User avatar
Caydr
Omnidouche
Posts: 7179
Joined: 16 Oct 2004, 19:40

Re: SY's 16K Weapon ID / Unit Limit Boost Patch for OTA

Post by Caydr »

Has anybody actually gotten this to work and played OTA with more than 512 units installed?
I answered that in my first reply.
Did Yeha leave his code anywhere, in order for us to make a permanent patch or something0
Ask Yeha or someone that knows him, there aren't many (any?) old-school SYers on here anymore.
My question is basically, can I make it work under Vista?
Nobody uses Vista except AF or, possibly, possibly Bill Gates. Try PMing one of them.

If someone comes into this thread they will see you ask a question and me answer it... so... really if you had a specific question you should've put it in the original post. Like everything else it runs fine under XP but I wasn't going to suggest you upgrade, it's a nightmare going back to XP without formatting.

You know you can't just put two mods together very easily right? Nevermind the balance problems, I don't think I've heard of more than maybe one mod that adds a third race.
User avatar
rattle
Damned Developer
Posts: 8278
Joined: 01 Jun 2006, 13:15

Re: SY's 16K Weapon ID / Unit Limit Boost Patch for OTA

Post by rattle »

Sounds like a drug lord doing his own stuff.
User avatar
Caydr
Omnidouche
Posts: 7179
Joined: 16 Oct 2004, 19:40

Re: SY's 16K Weapon ID / Unit Limit Boost Patch for OTA

Post by Caydr »

Also, unless there's some miracle going on you're probably going to find that FF uses a totally different scale of damage/health than AA, not to mention that my anti-air wasn't designed with shooting down starships in mind. Unless you're embarking on a wild modding spree in full knowledge that there aren't many people playing OTA anymore, turn back now before you put too much work into it.
User avatar
BlueTemplar
Posts: 314
Joined: 28 Oct 2007, 22:37

Re: SY's 16K Weapon ID / Unit Limit Boost Patch for OTA

Post by BlueTemplar »

IMHO it would be great to have a "Sandbox Mod" that would contain all the available units ever created for OTA/Spring. It wouldn't be competitive at all, of course, if you were playing multiplayer, the idea would be to define a battleground in the center of the map (tabula?) and sometimes send units there.
(BTW, IMHO Spring desperately needs an UMS mode - can you even play missions from startscripts in multiplayer?)
They just aren't fun once you realize you only need one unit out of each factory and all the others are useless.
The fun is in finding out what each unit does, with 4000 of them, you will have fun for quite some time...

I recently tried to make UTASP5 work, sadly it didn't quite work... maybe sometimes I'll try again!
Post Reply

Return to “Off Topic Discussion”