TA Mutation For Spring

TA Mutation For Spring

Various things about Spring that do not fit in any of the other forums listed below, including forum rules.

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TA:Mutation For Spring. Good idea?

Yes
7
39%
No
7
39%
Dont Care
4
22%
 
Total votes: 18

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adamwalker13
Posts: 17
Joined: 19 Mar 2006, 02:08

TA Mutation For Spring

Post by adamwalker13 »

I know most people who were really into TA before spring came along will be with me on this one. We need TA:Mutation for spring. I'm not sure if the arcitechture of spring will work with mutation, but If I can get hold of the source code, and some people to help, I'm willing to give it a go. Just need some support on this one. Would it be a good idea / a worthwhile project?
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FLOZi
MC: Legacy & Spring 1944 Developer
Posts: 6241
Joined: 29 Apr 2005, 01:14

Post by FLOZi »

No. The client handles mod switching, map switching isn't needed, and individual unit switching is a bit silly, multiplayer wise.
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adamwalker13
Posts: 17
Joined: 19 Mar 2006, 02:08

Post by adamwalker13 »

I see what you mean about the mod units and maps, as we allready have that, it would be kinda pointless in that respect. I more meant the actual mutation section itself. Like build speed. build cost, warp gates etc.
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Min3mat
Posts: 3455
Joined: 17 Nov 2004, 20:19

Post by Min3mat »

id rather time was spent improving the engine...
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SinbadEV
Posts: 6475
Joined: 02 May 2005, 03:56

Post by SinbadEV »

well... the "build speed. build cost, warp gates" has been discussed as an option... but with it so easy to just make a different mod or map that responds to your needs it's been back burnered...

basically this type of this would be the kind of thing that should be easy to implement in the code (just adding multipliers to parts of the code that pasrses text files)... but not enough people have requested it...
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BlackLiger
Posts: 1371
Joined: 05 Oct 2004, 21:58

Post by BlackLiger »

why would we need TA:M spring? It can't be THAT hard to mod the spring program itself to do the job.
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SinbadEV
Posts: 6475
Joined: 02 May 2005, 03:56

Post by SinbadEV »

I think that's what he's asking... for additional TA:M style options to be added to the spring engine... the GalGate, from what I'm told, should acctually be possible within the engine, but having sliders for modifying build time/build speed/ units costs etc shouldn't be hard to add to the code and then be made available to the host window...
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SinbadEV
Posts: 6475
Joined: 02 May 2005, 03:56

Post by SinbadEV »

http://taspring.clan-sy.com/wiki/Source_Development

feel free to do it yourself as they say...

codes open source afterall...
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SwiftSpear
Classic Community Lead
Posts: 7287
Joined: 12 Aug 2005, 09:29

Post by SwiftSpear »

Apparently mutation code is already partially in place, it just isn't high priority so it isn't getting finished. Overall I don't think that mutation is something the game desperately needs. It was kind of fun in TA but I think standards for modding are a much more overal desireable scenario.
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adamwalker13
Posts: 17
Joined: 19 Mar 2006, 02:08

Post by adamwalker13 »

Thanks for the feedback, and I think now I'll probly work with the spring code itself to implement more options, for example mutators, rather than an external program. I guess it isnt priority, more an optional addon...
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