TA: Final Frontier - Mod Development Thread - Page 2

TA: Final Frontier - Mod Development Thread

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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Gnomre
Imperial Winter Developer
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Post by Gnomre »

Alantai Firestar wrote:We need an example map thats totally in space, and maybe buildings might need modelling touchups to suite the fact they would be seen from all 360* instead of just from above.
I have one around here somewhere... it uses that new Voidwater=1; tag. It crashes Spring with TA:FF at least, though, because the commander units are NOT designed to spawn underwater.
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AF
AI Developer
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Post by AF »

I thought the voidwater tag got rid of everythign and not just the water....
Gnomre
Imperial Winter Developer
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Post by Gnomre »

Nope, just water. Hence Voidwater...
raikitsune
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Post by raikitsune »

sorry to resurect an old topic but is it just me or do some of CORE's weapons not work?
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AF
AI Developer
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Post by AF »

I dunno, and perhaps if mobiles building mobiles is made to work like factories then perhaps in TA:FF we could make all buildings mobiles, just very sloow ro with a speed of zero, at least then we can shift them around with transports.
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Triaxx2
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Post by Triaxx2 »

Perhaps adjust it so we can build things in mid air, and so that the GUARD mode makes planes hover properly, if it's not fixed already. Then we can just build things already in air, and eliminate the need for a ground base at all, except for mexxess.
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Dragon45
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Post by Dragon45 »

TA:Dark Suns or the original TAWIS would be a much more suitablle for Spring... they both rely on "space" areas (ground and water, respectively) for most of the map, with a few asteroids here and there for metal and such.
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SinbadEV
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Post by SinbadEV »

asteroids are now "easy", make little metal islands and use voidwater, then you could have 3 levels of planes to occupy (and hopefuly some units could travel between all of them), undewater, surface water and air... you could have 2 layers of asteroids even... because feautures should show up under void water you can just put passable-features underwater where the underwater metal patches are to mark them and you can make the "islands" look more like asteroids by marking them with asteroids... if you makes these features extend ground the 3D bottoms will show up... I've been doing some tests here... I'll post something when they stop looking like garbage...
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SinbadEV
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Post by SinbadEV »

GENIUS IDEA!!! I had a great idea... make all of the metal extractors also be geo-extractors, so it forces you to build them on geo-vents (that means you can only build them on "asteroids" that you've makred with geovents... unless you want people to be able to build random extractores all over space)...
Gnomre
Imperial Winter Developer
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Post by Gnomre »

Voided water is still treated as water, so if you use that you can still only build mexxes on the parts of asteroids above water level anyway.

And FF will always be superior to DS/WIS/those style space mods, because of one very simple reason: Pathfinding. Of all units they could have chose in DS, they chose *hovercraft*, which easily have THE worst pathfinding in the OTA engine... and in spring, aircraft collide properly, so there's no reason to NOT make space units aircraft.
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SinbadEV
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Post by SinbadEV »

but what about underwater mexes?
Gnomre
Imperial Winter Developer
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Post by Gnomre »

They're treated exactly the same. FF doesn't have UW mexxes, so why does it matter?
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hrmph
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Post by hrmph »

Check out this thread: http://taspring.clan-sy.com/phpbb/viewtopic.php?t=2639

Looks like TA:FF might have a brighter future :)
raikitsune
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Post by raikitsune »

**pokes everyone again** seeing as no one answered my question i'll post it again. is it just me or do the majority of COREs weapons on TA:FF not work?
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GrOuNd_ZeRo
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Post by GrOuNd_ZeRo »

I did not have the chance to test it yet...I'll test it for ya...
raikitsune
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Post by raikitsune »

Thanks GZ
kk5
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Post by kk5 »

i have had similar problems with core weapons also. they used to work but now most just make sound.
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FizWizz
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Post by FizWizz »

Gnome wrote:And FF will always be superior to DS/WIS/those style space mods, because of one very simple reason: Pathfinding.....
It's too bad that TA:WIS used hovercraft for capital ships, because I really liked TA:WIS a ton, despite the capitalships and the bugginess. TA:WIS could become so awesome if it was re-made from the ground up, but using basically the same units (except some of the capital ships would have to be re-modeled because let's face it, they were damned ugly), and an all-aircraft system like FF. I guess what I want to say is that I like the feel of TA:WIS better, but it is too bad that it wasn't nearly as well done as FF.
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Zoombie
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Post by Zoombie »

I'm throwing in my vote for FF. Why?

Its just so damn cool!

All the units look great and the battles are explosive to an insane deegree! now i take it i havent played or heard of any of the other mods quoted, but im siding for FF.

Now if someone could show me some other space mods... hehhoho!
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