Star Wars Spring 1.0
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Those screenshots
Those screenshots look 10x better than the fugly ones posted to the Moddb.com newspost. Really should've used them instead.
edit: whoop, my bad - you made a new post to moddb using those. Teh sexy.
edit: whoop, my bad - you made a new post to moddb using those. Teh sexy.
to get singleplayer to work stick the sd7 in springs root folder (TASpring is the default) then singleplayer will work. however it will absolultely fuck up playing online so make SURE u put it backThe screenshots look great on the site but, I'm having problems running this, I have the most current spring version, I dropped it into the mods sub-folder, and I got the single player file and made it spawn.txt, but when I run random enemies, it says improbot(something like that) type isn't found, anyone know why it would do this, maybe not reading the other sd7 file? Does this belong in the help section?
Looks loverly!! Ofcourse anyone making a screen shot on one of my maps would get an instant thumbs up, but I actully have to admit I'm well impressed!! Will the Jedi and Sith be making into spring (I see tehre slated for a TA release on your homepage... but I know the jedi and that have bloody werid scripts from teh last time I checked...)
aGorm
aGorm
Since forever I've been telling them to replace all the crafts by maestro's imperial authority. Not only they look hugely better, and hugely more starwarsy, but it would also gives a much more complete line of craft, with Lamda shuttle, Gunship, Corellian freighter, and many more.GrOuNd_ZeRo wrote:You need to recruit Maestro for better models, looks good so far, interesting maps...
Imp Radar definitely works. Being an Imp player myself and relying heavily on it, I would have noticed that *very* quickly if it didn't. Remember that the spring engine makes radar very similar to LOS, in that if there's a mountain in the way you won't get the radar's full range that way...
About the air battles: I'm not sure this engine likes having lasers as anti-aircraft weaponry. Although I've seen TIE/i's defend against bombers and gunships successfully, they do tend to miss a lot. I suppose we could do some testing with giving the beams very slight amounts of tracking, which shouldn't be noticable in game but would help with accuracy. For what it's worth, a week ago they never hit until I increased their tolerance
The Droids looked even more similar in their original forms. If you have suggestions for new texture jobs on them to make them stand out, go ahead, Plo.
Here's a list of all the units: http://wormhole.tauniverse.com/swtaunitlist.txt - I think we ended up removing the REBSABO because it didn't work as intended in Spring, though. We just let the Commando keep his reclaim ability instead.
Sorry Alantai, I thought I had replied to that.
Zwzsg: We decided against using Maestro's units because they didn't fit within SWTA's visual appearance. Some of his models (the A-Wing and V-Wing spring to mind, but there were others) weren't nearly as good as ours, and the texture jobs didn't really fit with ours (though that may have worked out if he had made his own version of *every* one of our aircraft units). I'm not trying to be mean to Maestro or anything, I respect his work, it's just that we felt it was better to retain our own models which match the visual style perfectly.
I think Dragon45 is working on the Spring version of his SWTA War in Space mod. Not sure though.
About the air battles: I'm not sure this engine likes having lasers as anti-aircraft weaponry. Although I've seen TIE/i's defend against bombers and gunships successfully, they do tend to miss a lot. I suppose we could do some testing with giving the beams very slight amounts of tracking, which shouldn't be noticable in game but would help with accuracy. For what it's worth, a week ago they never hit until I increased their tolerance

Here's a list of all the units: http://wormhole.tauniverse.com/swtaunitlist.txt - I think we ended up removing the REBSABO because it didn't work as intended in Spring, though. We just let the Commando keep his reclaim ability instead.
Sorry Alantai, I thought I had replied to that.
Zwzsg: We decided against using Maestro's units because they didn't fit within SWTA's visual appearance. Some of his models (the A-Wing and V-Wing spring to mind, but there were others) weren't nearly as good as ours, and the texture jobs didn't really fit with ours (though that may have worked out if he had made his own version of *every* one of our aircraft units). I'm not trying to be mean to Maestro or anything, I respect his work, it's just that we felt it was better to retain our own models which match the visual style perfectly.
I think Dragon45 is working on the Spring version of his SWTA War in Space mod. Not sure though.
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- Posts: 854
- Joined: 28 Jan 2005, 18:15
Just did a once over of all the units, got a few points to bring up.
Rebel Espo security walker: Only fires from one laser, doesn't cycle barrels.
Rebel Swoop Scout Vehicle: has trouble attacking. Obvious problems at the ground, from some angles against enemy units. Line a couple of the up parallel and watched them "wave" at each other for a couple minutes.
Combat Cloud Car and Combat Airspeeder: Have trouble manuevering outside of combat, and especially around other units because of extremely low altitude.
Heavy Trooper Veteran: Has trouble firing his laser (at least at the ground), sometimes displaying arm waving behavior that also stops usage of the thermal detonator.
All Aircraft: non-turreted weapons on aircraft only fire straight forward in my experience. This makes it difficult for them to attack the ground, and ,if their weapons are to wide, (like X-Wings) other aircraft that are smaller than that width. No idea on how to solve this besides Gnome's slight tracking idea.
Also, I don't have any idea what might cause it, but if tacking control of many (or all? didn't check them all) of the aircraft while they are landed, they won't take off properly.
A couple non-bug issues:
AT-ST Scout Walker: Perhaps you could put in those weapons on the side of its head? They are already there on the model.
Republic Fighter Tank: I just think the main turret's available firing cone is awfully small. I can't imagine it getting to use it much in battle.
All in all, great work.
Rebel Espo security walker: Only fires from one laser, doesn't cycle barrels.
Rebel Swoop Scout Vehicle: has trouble attacking. Obvious problems at the ground, from some angles against enemy units. Line a couple of the up parallel and watched them "wave" at each other for a couple minutes.
Combat Cloud Car and Combat Airspeeder: Have trouble manuevering outside of combat, and especially around other units because of extremely low altitude.
Heavy Trooper Veteran: Has trouble firing his laser (at least at the ground), sometimes displaying arm waving behavior that also stops usage of the thermal detonator.
All Aircraft: non-turreted weapons on aircraft only fire straight forward in my experience. This makes it difficult for them to attack the ground, and ,if their weapons are to wide, (like X-Wings) other aircraft that are smaller than that width. No idea on how to solve this besides Gnome's slight tracking idea.
Also, I don't have any idea what might cause it, but if tacking control of many (or all? didn't check them all) of the aircraft while they are landed, they won't take off properly.
A couple non-bug issues:
AT-ST Scout Walker: Perhaps you could put in those weapons on the side of its head? They are already there on the model.

Republic Fighter Tank: I just think the main turret's available firing cone is awfully small. I can't imagine it getting to use it much in battle.
All in all, great work.
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- Imperial Winter Developer
- Posts: 3742
- Joined: 24 Aug 2004, 08:59
The instructions on how to use the single player spawn have since been updated. Apologies for not being more clear on this earlier.
Yay! A flu!
(Influenza was the leader of the original SWTA team)
To get an idea of the level of detail we expect our finished models to achieve, build an ATRT (imperial barracks) or just a stormtrooper. Those are completed high-poly models.
I am in the process of redoing a number of models, but you won't get hold of them till the next release (I can't wait to get that hideous imperial mobile arty out of the system).
Yay! A flu!
(Influenza was the leader of the original SWTA team)
To get an idea of the level of detail we expect our finished models to achieve, build an ATRT (imperial barracks) or just a stormtrooper. Those are completed high-poly models.
I am in the process of redoing a number of models, but you won't get hold of them till the next release (I can't wait to get that hideous imperial mobile arty out of the system).
Correlian freighter, not cruiser. It's the ship the Millenium Falcon and the Outrider were before being heavily modified.Min3mat wrote:correlian freighter? nice. when are biggy ships going to be supported (if they are that is)
I still say maestro models are better looking, more detailed, and shaped more like the real ones. And that his texturing is more starwarsy. The curent SWTA/SWS ship texturing style is so greyish! maestro, on the other hand, go the color just right.
I will prove my point with these shots:
Current SWTA 3do:



maestro 3do:



(last one is animated)
(Don't look at the very big crafts, they are map elements)
Oh, even his tanks and hovertanks looks both better and more starwarsy than the current SWTA tanks. Only the AT-ATs look better in SWTA than in maestro's imperial authority.
Why you were paying that much attention to notice I'll never understandArchangel of Death wrote:Just did a once over of all the units, got a few points to bring up.
Rebel Espo security walker: Only fires from one laser, doesn't cycle barrels.

The problem only seems to stem from force firing and firing at targets too closely. I'm not sure there's anything we can do to resolve it without scrapping the animations, so if you have any ideas, do share.Rebel Swoop Scout Vehicle: has trouble attacking. Obvious problems at the ground, from some angles against enemy units. Line a couple of the up parallel and watched them "wave" at each other for a couple minutes.
Yeah, we're probably going to raise their altitude a bit more in the future. Possibly a maneuverability increase, but I don't know.Combat Cloud Car and Combat Airspeeder: Have trouble manuevering outside of combat, and especially around other units because of extremely low altitude.
Will look into it.Heavy Trooper Veteran: Has trouble firing his laser (at least at the ground), sometimes displaying arm waving behavior that also stops usage of the thermal detonator.
Interesting insight, I didn't think about the turret tag. I'll have to test that and see how it goes. Maybe turret=1; plus a semi-strict fire arc would resolve the problems better; then again, maybe the tracking would be better.All Aircraft: non-turreted weapons on aircraft only fire straight forward in my experience. This makes it difficult for them to attack the ground, and ,if their weapons are to wide, (like X-Wings) other aircraft that are smaller than that width. No idea on how to solve this besides Gnome's slight tracking idea.
It's been doing this since about 0.50. XTA does it for me as well, so I think it's an engine thing. Is there a way to get around it?Also, I don't have any idea what might cause it, but if tacking control of many (or all? didn't check them all) of the aircraft while they are landed, they won't take off properly.
STs are already *very* powerful as it is; I think those weapons were originally intended to be the grenades, but they decided it was powerful enough without them.A couple non-bug issues:
AT-ST Scout Walker: Perhaps you could put in those weapons on the side of its head? They are already there on the model.
In OTA it was a d-gun weapon only; in Spring, having a weapon1 and weapon3 without weapon2 crashes (or at least it did for a short time during one of the eary 0.6 versions), so we made it auto fire. Since the gun it fires from has no real way to turn without remodelling the thing, and since it was a special weapon anyway, we decided a heavy fire arc on it would be a fair trade for auto fire. It takes just as much micro to select it and micro-turn it as it does to select it and use a d-gun weapon.Republic Fighter Tank: I just think the main turret's available firing cone is awfully small. I can't imagine it getting to use it much in battle.
Sorry for the double post, too lazy to go back and edit. Anyway, I ported IA to spring alone so we could determine if we wanted to use the stuff. Honestly, they don't fit in with SWTA at all. They *look* much too different from the other SWTA units, and the texturing looks very very bland in 3D. Plus several of his models have underside polygons deleted, which aren't deleted in ours.zwzsg wrote:Correlian freighter, not cruiser. It's the ship the Millenium Falcon and the Outrider were before being heavily modified.Min3mat wrote:correlian freighter? nice. when are biggy ships going to be supported (if they are that is)
I still say maestro models are better looking, more detailed, and shaped more like the real ones. And that his texturing is more starwarsy. The curent SWTA/SWS ship texturing style is so greyish! maestro, on the other hand, go the color just right.
I will prove my point with these shots:
Current SWTA 3do:
pics
maestro 3do:
pics
(Don't look at the very big crafts, they are map elements)
Oh, even his tanks and hovertanks looks both better and more starwarsy than the current SWTA tanks. Only the AT-ATs look better in SWTA than in maestro's imperial authority.
The new aircraft tags for Spring might come in handy for SWS, especially the gravity one for the repulsor lifts.
http://spring.clan-sy.com/wiki/Units:FBI (at the bottom of page)
http://spring.clan-sy.com/wiki/Units:FBI (at the bottom of page)