Xect vs. Mynn
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- FoeOfTheBee
- Posts: 557
- Joined: 12 May 2005, 18:26
Xect vs. Mynn
I started working with Michilus_nimbus' Xect vs. Mynn conversion. I think I have the Xect commander's script fixed in terms of building. His legs still don't move, but he is at least functional.
- Tim Blokdijk
- Posts: 1242
- Joined: 29 May 2005, 11:18
I like to help porting this to Spring.
To be clear I'm only interested in it as Spring needs content under the GNU GPL license.
If you like to make a version with arm, core, mynn and xect together I'm not interested.
Simply because the licences are not compatible.
I just send a mail to the Linux mailing list asking if it would be a idea to make use of the svn or cvs at BerliOS or SourceForge for Mynn and Xect mod development.
As it's more easy to work on something with multiple people using a system like that.
To be clear I'm only interested in it as Spring needs content under the GNU GPL license.
If you like to make a version with arm, core, mynn and xect together I'm not interested.
Simply because the licences are not compatible.
I just send a mail to the Linux mailing list asking if it would be a idea to make use of the svn or cvs at BerliOS or SourceForge for Mynn and Xect mod development.
As it's more easy to work on something with multiple people using a system like that.
- FoeOfTheBee
- Posts: 557
- Joined: 12 May 2005, 18:26
I also want 100% free content for Spring. My intent would be to release both a MYNN + Xect + XTA mod, and a mod with only Mynn and Xect.
Below I've put the script I have for the Xect Commander. It somewhat works. He can only build if he builds a structure before moving at all. I've pretty well butchered the original script I think. Hopefully zwswg will take pity on me and tell me what the problem is.
UPDATE: fixed it. Hope to release something playable soon.
Below I've put the script I have for the Xect Commander. It somewhat works. He can only build if he builds a structure before moving at all. I've pretty well butchered the original script I think. Hopefully zwswg will take pity on me and tell me what the problem is.
UPDATE: fixed it. Hope to release something playable soon.
Last edited by FoeOfTheBee on 17 Nov 2005, 02:40, edited 2 times in total.
- FoeOfTheBee
- Posts: 557
- Joined: 12 May 2005, 18:26
- Tim Blokdijk
- Posts: 1242
- Joined: 29 May 2005, 11:18
- FoeOfTheBee
- Posts: 557
- Joined: 12 May 2005, 18:26
Now that the commander is fixed I've been testing and have run into errors with several different units. If other people are interested in getting this mod to work, it would make sense to divide the work. I am willing to coordinate a project like this, but if any of the people who have a clue on scripting and modeling have time, they could probably do it better. Anyway, what do y'all think?
- Tim Blokdijk
- Posts: 1242
- Joined: 29 May 2005, 11:18
- FoeOfTheBee
- Posts: 557
- Joined: 12 May 2005, 18:26
Okay, I´ll make a to-do list and put what I have so far on my ftp server uncompressed. This way anyone can download the full mod to work on, then upload changed files to the server when problems are fixed or significant progress is made. I'll do this in the next 7 hours I think.
The errors are things like missing textures, some FBI problems, and script problems. It would be great to have someone with more scripting experience involved, but I thinl I am catching on. BOS scripts aren't complex, but they also aren't well documented. Overall I think the unit models are ok, but there are a few that are a bit ugly in my opinion. I think some of them can stand to be rescaled as well. I would like to give the mod the feel of XTA, while preserving its unique aspects.
The errors are things like missing textures, some FBI problems, and script problems. It would be great to have someone with more scripting experience involved, but I thinl I am catching on. BOS scripts aren't complex, but they also aren't well documented. Overall I think the unit models are ok, but there are a few that are a bit ugly in my opinion. I think some of them can stand to be rescaled as well. I would like to give the mod the feel of XTA, while preserving its unique aspects.
- PauloMorfeo
- Posts: 2004
- Joined: 15 Dec 2004, 20:53
I saw it.Tim Blokdijk wrote:...
I just send a mail to the Linux mailing list asking if it would be a idea to make use of the svn or cvs at BerliOS or SourceForge for Mynn and Xect mod development.
As it's more easy to work on something with multiple people using a system like that.
Answering the mail and these posts,
- There is SVN and CVS tools for windows too.
- I think it is a good idea so several people can work at it. There are, indeed, several people interested at it.
- PauloMorfeo
- Posts: 2004
- Joined: 15 Dec 2004, 20:53
- Tim Blokdijk
- Posts: 1242
- Joined: 29 May 2005, 11:18
I don't care as long it's ported. (Alright, and a little fun to playPauloMorfeo wrote:I, for one, would prefer to see them with a feel more oTA swarming than XTA big units...Foe OfTheBee wrote:... I would like to give the mod the feel of XTA, while preserving its unique aspects.

The FTP thing can work but I think SVN works beter.
But let's start with a FTP server.
- FoeOfTheBee
- Posts: 557
- Joined: 12 May 2005, 18:26
what I have so far is on my server.
http://blancandrin.dyndns.org/~foe/xect ... n_v02a.sd7
I also installed subversion on my server. Creating a repository looks fairly straight forward, but non-trivial. I'll try to figure that out tonight.
I played a test game with Mong and found only missing textures and a lot of Xect units that don't shoot. After about 20 min there was a catasrophic crash that gave no error message. Also, when I fixed the Xect commander's construction ability I broke his attack ability.
I don't think it will take me more that a few days to get subversion set up. I could be wrong about that though, so feel free to fix anything. A general to do list follows. The list should definitely be more specific, but I haven't quite had time to do detailed testing, feel free to add specific errors to this thread.
1. Fix Xect commander attack script.
2. Fix non-firing units (all Xect air units I'v tested so far, many other Xect units)
2. Create the missing textures.
4. Pretty up a few pulchritude challenged models, fix motion scripts.
To use this mod with the lobby, you will have to host a game before you can play a game. If you don't, synch errors and crashes result. I think this is a lobby bug caused by races with names other than arm or core.
http://blancandrin.dyndns.org/~foe/xect ... n_v02a.sd7
I also installed subversion on my server. Creating a repository looks fairly straight forward, but non-trivial. I'll try to figure that out tonight.
I played a test game with Mong and found only missing textures and a lot of Xect units that don't shoot. After about 20 min there was a catasrophic crash that gave no error message. Also, when I fixed the Xect commander's construction ability I broke his attack ability.
I don't think it will take me more that a few days to get subversion set up. I could be wrong about that though, so feel free to fix anything. A general to do list follows. The list should definitely be more specific, but I haven't quite had time to do detailed testing, feel free to add specific errors to this thread.
1. Fix Xect commander attack script.
2. Fix non-firing units (all Xect air units I'v tested so far, many other Xect units)
2. Create the missing textures.
4. Pretty up a few pulchritude challenged models, fix motion scripts.
To use this mod with the lobby, you will have to host a game before you can play a game. If you don't, synch errors and crashes result. I think this is a lobby bug caused by races with names other than arm or core.
- Tim Blokdijk
- Posts: 1242
- Joined: 29 May 2005, 11:18
I was thinking about using the SVN that is used by the Linux porting project.Foe OfTheBee wrote:what I have so far is on my server.
http://blancandrin.dyndns.org/~foe/xect ... n_v02a.sd7
I also installed subversion on my server. Creating a repository looks fairly straight forward, but non-trivial. I'll try to figure that out tonight.
I played a test game with Mong and found only missing textures and a lot of Xect units that don't shoot. After about 20 min there was a catasrophic crash that gave no error message. Also, when I fixed the Xect commander's construction ability I broke his attack ability.
I don't think it will take me more that a few days to get subversion set up. I could be wrong about that though, so feel free to fix anything. A general to do list follows. The list should definitely be more specific, but I haven't quite had time to do detailed testing, feel free to add specific errors to this thread.
1. Fix Xect commander attack script.
2. Fix non-firing units (all Xect air units I'v tested so far, many other Xect units)
2. Create the missing textures.
4. Pretty up a few pulchritude challenged models, fix motion scripts.
To use this mod with the lobby, you will have to host a game before you can play a game. If you don't, synch errors and crashes result. I think this is a lobby bug caused by races with names other than arm or core.
That way the engine and content are together.
The Linux version will become the main version once it runs stable and fast on Windows.
That will make the Xect and Mynn race something like a default race for Spring development.
The Sy can still put the non-GPLed XTA in it but that's there thing then.
Unfortunately I don't yet know if Chris and Jelmer (the lead dev's) share this idea.
I will mail them about it tomorrow.
For the porting of the Xect and Mynn..
Is anything dependent on non GPL parts?
I looked at your package and so far I see that:
a. The cursors need to be replaced.
b. Copyright notices in the FBI files.
c. The sounds BEEP4.WAV, BEEP6.WAV and BUTTON9.WAV
I can try my hand at a and b.
c can be fixed with using another sound from the same dir.
- FoeOfTheBee
- Posts: 557
- Joined: 12 May 2005, 18:26
A few of the other sounds might be questionable. Some, I'm pretty sure, are from the daleks in Dr. Who. This might be ok, I don't really know the law. The Xect page says it is GPL.
http://www.xenoclone.com/xect.cfm
http://www.xenoclone.com/xect.cfm
- Tim Blokdijk
- Posts: 1242
- Joined: 29 May 2005, 11:18
Well I'm quite anal about this and "questionable".... won't do it.Foe OfTheBee wrote:A few of the other sounds might be questionable. Some, I'm pretty sure, are from the daleks in Dr. Who. This might be ok, I don't really know the law. The Xect page says it is GPL.
http://www.xenoclone.com/xect.cfm

But not sweat, just put it on the todo list so I (we) don't forget to change it at some point.
If it's up to me we make the (legal) content problem Springs strong point.
- Tim Blokdijk
- Posts: 1242
- Joined: 29 May 2005, 11:18
Just a quick follow-up, I had a little e-mail conversation with Zaphod (Jelmer).
He's a little hesitant about using binary data via SVN/CVS but I don't expect that it will be a deal breaker.
Chris Han seems to be out of town for the weekend, so I did not had a response from him yet.
I'm going to occupy myself with the cursors thing.
He's a little hesitant about using binary data via SVN/CVS but I don't expect that it will be a deal breaker.
Chris Han seems to be out of town for the weekend, so I did not had a response from him yet.
I'm going to occupy myself with the cursors thing.
- PauloMorfeo
- Posts: 2004
- Joined: 15 Dec 2004, 20:53