TA:WD - Page 21

TA:WD

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.

Moderator: Moderators

Poll of the week: Should NATO and Mospact be devided into seperate countries?

Poll ended at 14 Jul 2006, 20:26

Yes, let's have 20.000 different races and a million units!
3
7%
Yes, but only split the up in factions like US and Canada, UK and Germany, etc.
24
56%
No! the sides need to say Binary! keep as it is.
6
14%
No, just make seperate factories for Bombers, Fighters and Helicopters.
4
9%
Yes, give the player a choice what country to play in game.
6
14%
 
Total votes: 43

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FizWizz
Posts: 1998
Joined: 17 Aug 2005, 11:42

Post by FizWizz »

Looking good, GZ! I'll be looking forward to the next release of World Domination!
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Nemo
Spring 1944 Developer
Posts: 1376
Joined: 30 Jan 2005, 19:44

Post by Nemo »

Same, I can't wait to play it.
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GrOuNd_ZeRo
Posts: 1370
Joined: 30 Apr 2005, 01:10

Post by GrOuNd_ZeRo »

There is a M60A3 in WD, i'll be redoing the new model for the M60 my self.

I'm glad you like it, i'm sorry WD is so slow on release, but it's just because it's not going anywhere since progress is slow...:(

to make matters worse, i'm immigrating to the United States in a day or so.
cCCP
Posts: 9
Joined: 12 Jan 2006, 07:14

Post by cCCP »

Me and a friend tracked a serious bug down.

WD apparently lacks a .3do for the second level of damaged hulk. Whenever a unit is destroyed in a manner that does not leave a hulk; such as by a ATGM or heavy bombing. the game crashes with a .3do cannot be found message.

Hopefully this can be fixed; as WD is the most fun RTS I've ever played; and this bug unfortunately makes it impossible to play with units other than infantry and aircraft.
User avatar
GrOuNd_ZeRo
Posts: 1370
Joined: 30 Apr 2005, 01:10

Post by GrOuNd_ZeRo »

I fixed the HEAP model problem, it's a problem of the mod data file.
cCCP
Posts: 9
Joined: 12 Jan 2006, 07:14

Post by cCCP »

Uh, can you release the patched version :) me and my friends really wanna start playing again.
Baloogan
Posts: 23
Joined: 15 Jan 2006, 17:52

Post by Baloogan »

cCCP wrote:Uh, can you release the patched version :) me and my friends really wanna start playing again.
YES please. :D

And quickly too. AAI and this works almost perfectly.
Calm Llama
Posts: 1
Joined: 16 Jan 2006, 00:43

Post by Calm Llama »

Please release the new version. TA:WD is the best spring mod, but nobody will play it because "its too buggy." Oh, and i found that if you try to build a metal extractor from the adv. helicopter it crashes the game.
cCCP
Posts: 9
Joined: 12 Jan 2006, 07:14

Post by cCCP »

Bump.
Baloogan
Posts: 23
Joined: 15 Jan 2006, 17:52

Post by Baloogan »

Bump.
Baloogan
Posts: 23
Joined: 15 Jan 2006, 17:52

Post by Baloogan »

Bump. :(
Baloogan
Posts: 23
Joined: 15 Jan 2006, 17:52

Post by Baloogan »

Baloogan wrote:Bump. :(
smokingwreckage
Posts: 327
Joined: 09 Apr 2005, 11:40

Post by smokingwreckage »

Okay, let's not get silly. I'm sure we'll get TAWD soon! After all, it is a freakin cool mod.


In other words I suppose, "bump".
Baloogan
Posts: 23
Joined: 15 Jan 2006, 17:52

Post by Baloogan »

smokingwreckage wrote:Okay, let's not get silly. I'm sure we'll get TAWD soon! After all, it is a freakin cool mod.


In other words I suppose, "bump".
I'm going to bump this every 2 or 3 days till we all get TAWD. :(
SeanHeron
Engines Of War Developer
Posts: 614
Joined: 09 Jun 2005, 23:39

Post by SeanHeron »

I rekon you might now it, but a bug notice: When the "lvl 1" anti infantry Tank is destroyed (and doesn´t blow to smithereens) the game crashes , and it says file missing "I cant remember" . I´m pretty sure its a texture of the wreckage that missing.

Oh and by the way, World Domination is good fun ! Good work, and well done to you guys that made it. (removing the bug would be way cool, cause than I could play some more).
XigXag
Posts: 32
Joined: 28 Jan 2006, 19:40

Post by XigXag »

In my impatience to play this mod, I repackaged the zip file with the heap .3do's included (which I just copied from the XTA zip) and it ran fine with no crashes after that. It might just be me, but it generally seems more stable than XTA...

This mod is great fun! It is much different than OTA/XTA and has its own "logic." It's much harder to win by rushing. Plus, it is hilarious. Favorite moment: my commander-tank shelled an enemy soldier, sending the guy flying into a tree, which fell over (!), leaving only a red splotch on the ground.

Even better, Submarine's "aai" AI puts up a good fight with this mod... some of the best games I've had against AIs so far have been with TAWD and AAI.

Constructive criticism:

I scoured the other posts and found that the bugs I noticed have already been reported. These include:
- missing textures
- missing heap .3do's
- bad build button for NATO con heli (the armed mine that costs 5000)
- the amazing factory gun ;-) ... the 100mmshell model is misnamed or something
- one of the mospact scout planes shows its LoS to the enemy (I forget which one, sorry)

Non-bug issues/taste things:
- Some machine guns seem very inaccurate (pillboxes, tank MGs), to the point where sometimes they're just wildly spraying away... perhaps their accuracy could be improved a teensy bit (it seems like there are certain locations/ranges that they have a hard time hitting at, the sniper towers also).

- Infantry units are capable of drilling down into the center of the Earth with their assault rifles. This is especially noticeable when a squad of soldiers are shooting at a tank. They can dig the poor tank right down to the water table in only a few seconds, and the tank will be lucky if it can drive or shoot out of the hole.

- It's difficult to tell what the many airplanes do based on their brief descriptions. Maybe if I was a military hardware buff I could tell at a glance but alas. I usually just end up building one of each and hoping for the best.

Wish list:
Landmines
Transport aircraft (even just for infantry would be nice)
Boats/ships
It might be nice if there was a more-mobile lvl1 builder... a con jeep?

I hope this helps. I've had a lot of fun with this mod, thanks for making it.
User avatar
HildemarDasce
Posts: 74
Joined: 13 Nov 2005, 12:06

Post by HildemarDasce »

That sounds great XigXag!
Could you briefly describe how to do whatever you did to make it work?
Would be tremendous!
XigXag
Posts: 32
Joined: 28 Jan 2006, 19:40

Post by XigXag »

Sure thing. First, you need a piece of free software called 7-Zip. It's an archive utility like WinZip but much better. I originally found it through the Spring wiki page, I think, under the mod-making tools section.

I'm assuming you understand that a mod file (the .sd7 and .sdz files in your mods directory) is an archive that contains a bunch of files and directories, basically a glorified zip file. The reason why this version of WD crashes is because it is missing a bunch of .3do files (3-d models) that are heaps of debris (at least I think that's what they are). They are called by the game when certain units die (tanks, mostly) and if it can't find them, blammo, it crashes. (This is distinct from the missing textures problem, which doesn't crash the game but does spam the chat channel.)

So basically we need to find some copies of these heap thingies and stick them into the TAWD zip file (I'm calling it a zip file as a generic term, even though it's really .sd7). As luck would have it, there's some in the XTA mod (the version I used is xta_se_v066.sdz). Fire up 7-Zip and open the xta file. It works just like file explorer. There's a directory called "objects3d" that contains the heap objects we need. They have funky names that start with "1x1A.3do" and finish with "7x7D.3do."

Now, there's probably a slicker way to do this than what I did, but I couldn't figure it out if there is. Ideally, you should be able to just copy the heap objects from one archive and then (while still running the same instance of 7-Zip) paste the files into the other archive. I tried a couple of different ways of doing this and it didn't work.

So the way I eventually got the files in there was to first extract them from the xta mod into New Directory #1, then extract ALL the files from the WD mod file into New Directory #2. Then I copied (with regular file explorer) the heap objects from New Directory #1 into the proper subdirectory ("objects3d") under New Directory #2. THEN... (gasp)... I went back into 7-Zip and created a new archive file from New Directory #2 with a name similar to, but different, than the original WD mod file (I called mine "springwdb4-HEAPS.sd7"), assuming you want to keep a copy of the original file around (always a good idea). OR you can rename the old file first (say "springwdb4.sd7.BAK"). I used a different name for mine to avoid confusion and incompatibility when/if playing with others.

IMPORTANT! When 7-Zip asks you, choose "non-solid archive" or it will crash when you try to run it.

Now, when it comes to running AAI, I had to delete some pre-existing AAI cache files (NOT the .cfg file, which you need) pertaining to WD or it would crash, I'm guessing because there was some kind of conflict - I had earlier run AAI with the un-fixed version of WD, and I think the cache files it generated it conflicted with the fixed version. Whatever the case, I deleted the old AAI cache files, which let AAI create new ones, and it worked fine after that.

It doesn't seem to crash unless I run several instances of AAI at once. Other than that, it's very stable (playing as ARM/NATO, that is; I haven't really tried Mospact much).
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HildemarDasce
Posts: 74
Joined: 13 Nov 2005, 12:06

Post by HildemarDasce »

Excellent! Tried it out and it works swell indeed.

Now then, maybe an upload to File Universe would be in order? Just so everyone will use the same filename. Then we could start waging war on each other online and such...
XigXag
Posts: 32
Joined: 28 Jan 2006, 19:40

Post by XigXag »

Regarding playing WD with AAI: I forgot to mention, if you call your newly created mod file a different name than the original, as I did (i.e., not "springwdb4.sd7"), you will also have to create a new .cfg file for AAI with the same name as the one you chose for the mod file. For example... my patched mod file is called "springwdb4-HEAPS.sd7", so I copied the existing AAI config file "springwdb4.cfg" and pasted it in the same directory as "springwdb4-HEAPS.cfg" and voila...
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