Absolute Annihilation for TASpring version repacked ... - Page 2

Absolute Annihilation for TASpring version repacked ...

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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Caydr
Omnidouche
Posts: 7179
Joined: 16 Oct 2004, 19:40

Post by Caydr »

Please let me develop the Spring version. I appreciate what you're trying to do here, but independent releases of my mod will only cause confusion. Please don't make any more.
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genblood
Posts: 862
Joined: 19 Jan 2005, 03:37

Post by genblood »

Caydr,


I did this repack due to what I read on the TA AA web site.

There is a few issues I found after releasing the repack.

*The banshee planes has a sfx 1 error message .... I fixed

*The nanotowers caused Spring to crash when
blow up by crawling bombs ... I resolved it by removing them.
Its must likely a Spring issue ... maybe .. looking into it

*Arm and Core subpens had issues when units got stuck...
I resolved it by removing them till they get fixed

*Core Nuke silo fires nukes now ... quick fix ...

I have another release with these fixes included ....

I can released it or not... If you don't want me to release it.
I wouldn't an I'll let you take over and I'll wait for your version.
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genblood
Posts: 862
Joined: 19 Jan 2005, 03:37

Post by genblood »

:lol: messed up double post
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Kuroneko
Posts: 483
Joined: 03 Jan 2005, 05:32

Post by Kuroneko »

genblood wrote:Caydr,


I did this repack due to what I read on the TA AA web site.

There is a few issues I found after releasing the repack.

*The banshee planes has a sfx 1 error message .... I fixed

*The nanotowers caused Spring to crash when
blow up by crawling bombs ... I resolved it by removing them.
Its must likely a Spring issue ... maybe .. looking into it

*Arm and Core subpens had issues when units got stuck...
I resolved it by removing them till they get fixed

*Core Nuke silo fires nukes now ... quick fix ...

I have another release with these fixes included ....

I can released it or not... If you don't want me to release it.
I wouldn't an I'll let you take over and I'll wait for your version.
How'd you fix the SFX error?

And when you say they got stuck, you mean they got stuck like the fibbers in XTA? If so, all you nede to do is change it's movetype to one that exists.
IMSabbel
Posts: 747
Joined: 30 Jul 2005, 13:29

Post by IMSabbel »

hm. Nanotowers crashed when bombed by my liche, too.

Maybe it has something to do with high damage detonations?
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[K.B.] Napalm Cobra
Posts: 1222
Joined: 16 Aug 2004, 06:15

Post by [K.B.] Napalm Cobra »

Caydr, I do believe you wrote the following on the news section of your site...
It's been brought to my attention that newer versions of the Spring engine feature a mod management interface which AA:Spring is incompatible with in its current state. There will not be a fix released for this until AA:Spring resumes development at an indeterminate time. In the meantime, you're welcome to try to find a fix yourself, since it's probably just a matter of moving AA's dataset to a different directory or something similar to that.
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NOiZE
Balanced Annihilation Developer
Posts: 3984
Joined: 28 Apr 2005, 19:29

Post by NOiZE »

Caydr wrote:Please let me develop the Spring version. I appreciate what you're trying to do here, but independent releases of my mod will only cause confusion. Please don't make any more.
BLEGH
10053r
Posts: 297
Joined: 28 Feb 2005, 19:19

Post by 10053r »

Give him a week. In the mean time, we can play your version, Genblood. And Noize and Napalm, the man has a right to change his mind. He might have thought that the spring community wasn't interested in AA, but we showed him otherwise, and now he's interested in supporting us. On the other hand, if all he's interested in is retaining control, he'll have to keep us satisfied with the rate of development if he wants to do that. :P
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genblood
Posts: 862
Joined: 19 Jan 2005, 03:37

Post by genblood »

I had the mod file removed from the FU site. I only did it to
help out after reading what I read on the TA: AA web site.
Looks like things changed ... subject closed ...
I'll wait till Caydr releases it ...
Doomweaver
Posts: 704
Joined: 30 Oct 2004, 14:14

Post by Doomweaver »

Caydr if you are reading this i love AA its the best mod ever, please don't abandon us :!:
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[K.B.] Napalm Cobra
Posts: 1222
Joined: 16 Aug 2004, 06:15

Post by [K.B.] Napalm Cobra »

Gnomre
Imperial Winter Developer
Posts: 1754
Joined: 06 Feb 2005, 13:42

Post by Gnomre »

Doomweaver wrote:Caydr if you are reading this i love AA its the best mod ever, please don't abandon us :!:
Clean up the soda I just spilled while you're down there on your knees...
Doomweaver
Posts: 704
Joined: 30 Oct 2004, 14:14

Post by Doomweaver »

Ew! For your information, I don't suck cock, you sick bastard! But seriously, go aa, it's one damn awsome mod and the only reason I still play TA.
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SwiftSpear
Classic Community Lead
Posts: 7287
Joined: 12 Aug 2005, 09:29

Post by SwiftSpear »

Doomweaver wrote:Ew! For your information, I don't suck cock, you sick bastard! But seriously, go aa, it's one damn awsome mod and the only reason I still play TA.
It's an innocent mistake, I mean after all, you are a weaver...
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