TA:S will support 3rd Party units, what about mods?

TA:S will support 3rd Party units, what about mods?

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Wingflier
Posts: 130
Joined: 22 Apr 2005, 06:21

TA:S will support 3rd Party units, what about mods?

Post by Wingflier »

Will TA:S support 3rd party mods? In particular, I mean, could you easily mod it with UberHack?

Or would you manually have to go in and change all the units until they were UberHack modified?

Sorry I'm asking so many questions, I'm just curious.

Wing
Liam
Posts: 93
Joined: 02 Nov 2004, 22:43

Post by Liam »

ask them all in the same thread... and one of the videos is of that star wars mod, so i'm thinking yes. (it can run TA content anyway, so i don't see why not) as for uberhack, i don't know if it's a modification of the original exe or what, or if it's just units, never used it.
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[K.B.] Napalm Cobra
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Joined: 16 Aug 2004, 06:15

Post by [K.B.] Napalm Cobra »

Damnit man, think about it, if it supports ota unit format units, and the units are in ota unit format, what do you think is going to happen?

Not to mention that half the screenshots and video's are non ota.
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zwzsg
Kernel Panic Co-Developer
Posts: 7052
Joined: 16 Nov 2004, 13:08

Post by zwzsg »

We know that Spring works with 3rd party units, but the question is:
Is there an interface to easily swap between mods?

You see, TA mods and TC usually consist of several files, and having to manually remember their name and move them around without forgetting any can be tedious when there's many mods. That's why it would be nice to have an interface allowing to swap mods with a simple mouse-click already integrated in spring. A bit like TA:Mutation or TA:Commander.

Not to mention half of TCs use their own formats. (Like .swx and rev40.gp4 containing .swu for SWTA, like or rev50.gp5 and .wtx for WarHammerTA, like rev31.wdf containing .wdu for World Domination, like rev31.ddf containing .ddu for War At Sea)
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Gabba
Posts: 319
Joined: 08 Sep 2004, 22:59

Post by Gabba »

zwzsg wrote:We know that Spring works with 3rd party units, but the question is:
Is there an interface to easily swap between mods?
I suspect TA:Mutation or TA Commander still work with Spring. Someone (it's original author?) could easily modify TA:M to synchronise mods between players, as it does now, but launch Spring instead of TA.
Not to mention half of TCs use their own formats. (Like .swx and rev40.gp4 containing .swu for SWTA, like or rev50.gp5 and .wtx for WarHammerTA, like rev31.wdf containing .wdu for World Domination, like rev31.ddf containing .ddu for War At Sea)
I don't know if these are really different file formats, or if they are just .ufo or .hpi files with a different file extension. But if Spring can read these without renaming/extracting the files, then you'll be able to play any mod straight from TA:Mutation, and even use some of the cool mutators! For now, this sounds better to me than something integrated in Spring to switch mods. TA:Mutation has a lot of features, and matching that would require quite a bit of coding. However, if one of the SYs has time for that... :wink:

Some mods use modified TA executables, but I'm sure the SYs know that, and will make sure Spring can adapt to these mods as well.
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BlackLiger
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Joined: 05 Oct 2004, 21:58

Post by BlackLiger »

Actually, The SYs once said they were considering inputing a program like TAM into spring directly. so you start the game then chose the mod, like UT2004
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AF
AI Developer
Posts: 20687
Joined: 14 Sep 2004, 11:32

Post by AF »

Yah they're just different file extensions still all HAPI archives.

hhmmm I dont remember that being said liger though ti seems familiar. And yah TACommander and TAM should still work.
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