The Lost Legacy v1.04 (13 dec 2005) - Page 4

The Lost Legacy v1.04 (13 dec 2005)

All game release threads should be posted here

Moderator: Moderators

User avatar
Min3mat
Posts: 3455
Joined: 17 Nov 2004, 20:19

Post by Min3mat »

noooo! just make the auto-heal take a decent time to start eg. 1-3 mins don't remove it! that is so cool for deep strikes, just waiting for them to heal before moving on =D
User avatar
SwiftSpear
Classic Community Lead
Posts: 7287
Joined: 12 Aug 2005, 09:29

Post by SwiftSpear »

Min3mat wrote:noooo! just make the auto-heal take a decent time to start eg. 1-3 mins don't remove it! that is so cool for deep strikes, just waiting for them to heal before moving on =D
Is that possible?
User avatar
Caydr
Omnidouche
Posts: 7179
Joined: 16 Oct 2004, 19:40

Post by Caydr »

Yes, that's easily possible.

So, I take it we've lost the legangy now? :-)

edit: LEGAGY now??
smokingwreckage
Posts: 327
Joined: 09 Apr 2005, 11:40

Post by smokingwreckage »

With builder patrols still bugged in the engine (apparently), I think self-heal is a good thing, for now.

Legangy lagagy legacy?
User avatar
SwiftSpear
Classic Community Lead
Posts: 7287
Joined: 12 Aug 2005, 09:29

Post by SwiftSpear »

cadyr: Legacy
User avatar
Caydr
Omnidouche
Posts: 7179
Joined: 16 Oct 2004, 19:40

Post by Caydr »

I was just logged into the client, saw The Lost Legagy 1.02.
User avatar
NOiZE
Balanced Annihilation Developer
Posts: 3984
Joined: 28 Apr 2005, 19:29

Post by NOiZE »

grrr my english..
User avatar
Min3mat
Posts: 3455
Joined: 17 Nov 2004, 20:19

Post by Min3mat »

:) its close enough ^-^
User avatar
Neuralize
Posts: 876
Joined: 17 Aug 2004, 23:15

Post by Neuralize »

I'm cooking up some load screens, do you want them dimmed?
... a la XTA loadscreens? I think they look better that way, then you can see the loading text and what not :p
User avatar
NOiZE
Balanced Annihilation Developer
Posts: 3984
Joined: 28 Apr 2005, 19:29

Post by NOiZE »

you got a pm
User avatar
PauloMorfeo
Posts: 2004
Joined: 15 Dec 2004, 20:53

Post by PauloMorfeo »

NOiZE wrote:...
And how about i strip autoheal off each unit, except the commander?
Like Min3mat, i would rather see it taking a longer time to start than having it removed.
Also, if you're doing any changes, i would like to see the Commander and the builders having autoheal/better-autoheal.
User avatar
NOiZE
Balanced Annihilation Developer
Posts: 3984
Joined: 28 Apr 2005, 19:29

Post by NOiZE »

v.103
- Fixed some missing Texture errors
- Removed some not used units
- Cleaned up all FBI's
- Krogoth can no longer be airtransported
- TLL Moho Metal Maker will activate automaticly when build
- TLLBomber drops bomb correctly now
- TLLABomber drops bomb correctly now
- Fixed spelling error for once and for all
- Removed one unused movementclass
- Fixed Armor.txt, by doing that the stunner gun is no longer bugged
- Made TLLLoki, CORMART and ARMMart Hight trajectory
- Fixed Commanders head while nanolathing
- Fixed Arm Advart name
- doubled requierd idletime before autoheal
- halfed autoheal rate
- Scaled some tech 2 and tech 3 units
- Replaced Loadscreen with a other Loadscreen, and Neuralize provided 7 screenshots, i still want your cool screenshots!!


DOWNLOAD

Have Fun!!

and post feedback :lol:
User avatar
BlackDawnBR
Posts: 33
Joined: 07 Dec 2005, 14:28

Post by BlackDawnBR »

Finaly thnx to TA Spring i can play the game as its never been before.

I havent downloaded the spring or played with it yet so i get curious with some things like:

What other files i need to download before it?
Do i have to download the Original TA Spring first before geting the TLL Mod?
What do i need to do to get my 3rd party units to work on it?
What 3rd party units already come in it?

I have some 3rd party units i made and i would like to play with some times so what would i need to do to play with them aswell? Or could i just put them in the TA Spring folder with the rest?

I would feel awfull to play without my Shaman :(
Image
User avatar
Tim Blokdijk
Posts: 1242
Joined: 29 May 2005, 11:18

Post by Tim Blokdijk »

I'm running Linux so I might be wrong here, but..

You need the Spring engine and the TLL mod to play it.
You need to place the TLL mod in the Spring mods directory.
After that you can select it in the lobby.

If the TLL use content from the original TA you need to legaly own a original TA copy.
User avatar
NOiZE
Balanced Annihilation Developer
Posts: 3984
Joined: 28 Apr 2005, 19:29

Post by NOiZE »

do u got a website about your units... i might include them in the mod..
User avatar
BlackDawnBR
Posts: 33
Joined: 07 Dec 2005, 14:28

Post by BlackDawnBR »

Unfortnetly my units are still not Bug free since i havent learned how to do the scripting yet so some dont work correcly yet but still there are some that do and i also havent learned to make the Buildpic wich the 3DO Builder never accepts the images i put to make the buildpic so they apear as a gray square on the build menu.

At least buildings dont have slope problems and some units like tanks that i make get all wiggly and slowdown on slope. But seems Kbots work fine.

I used the Core Necro´s Script to make the TLL Shaman wich is a Resurrection Kbot i made for the TLL since it didnt have any yet and other fans have already made them for the Arm.

I could send my units to someone who knows how to make scripting and fix them for me but i get emberased with the idea of geting help from the others. the only thing im realy good at is the modeling but i wouldnt mind sharing the credits for the unit with others in case thats what others fear of.
User avatar
SinbadEV
Posts: 6475
Joined: 02 May 2005, 03:56

Post by SinbadEV »

When we say you need to legally own this game to play, it's like when you say you need to own the orriginal game to use the ROM or that you need to own the orriginal CD to use the MP3, so no, you don't need to install TA on your computer to play.

Also, this page has links to good places to find out about create units (can't do it myself):
http://taspring.clan-sy.com/wiki/Create_units

also a note, 3DO builder isn't where you specify build pics, at least not for spring.
User avatar
BlackDawnBR
Posts: 33
Joined: 07 Dec 2005, 14:28

Post by BlackDawnBR »

Well, about the Having Original TA i have.

On the 3DO Builder there is a function for making the build pic but seems it doesnt work correctly.

Still i hope to get to make my units work correclt soon but theres much on scripting i have to learn and reading isnt one of my specialty since i start to get sleepy after a few seconds of reading.
User avatar
Isaactoo
Posts: 124
Joined: 08 Dec 2004, 21:53

Post by Isaactoo »

I use the gaffer http://www.fileuniverse.com/?p=showitem&ID=319 to make 64x64 BMPs into buildpics...then I'm pretty sure you specify that Gaf in the .fbi file for the unit. I'm pretty sure it just takes the Objectname=yourunit; and looks for yourunit.gaf in the anims folder.
User avatar
AF
AI Developer
Posts: 20687
Joined: 14 Sep 2004, 11:32

Post by AF »

hmmm didnt you read that spring cannot open GAF files. They need to be jpeg or bmp or dds format. preferably DDS or jpeg.
Post Reply

Return to “Game Releases”