Mods with Playable Versions Discussion - Page 2

Mods with Playable Versions Discussion

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.

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SinbadEV
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Joined: 02 May 2005, 03:56

Post by SinbadEV »

I had intended for the entire post to be under the 800px limit... I'm thinking this is unrealistic now...
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smoth
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Joined: 13 Jan 2005, 00:46

Post by smoth »

kdr, did you get a chance to do that merge? Or do I need to do it?
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KDR_11k
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Joined: 25 Jun 2006, 08:44

Post by KDR_11k »

I can do it now, wanted to do it earlier but forgot about it. I was a bit reluctant because it's only necessary until the next Spring version is released.

EDIT: http://www.unknown-files.net/spring/380 ... 111_fix_2/
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smoth
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Post by smoth »

well, there was also the parser issues that had to be fixed before the next release of spring, so at the very least this patched version could give people a chance to play gundam until we make that next release.

I will go ahead and do an update and post in the playable mods thread when I get home tonight. Thanks man!
Sertse
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Joined: 23 Mar 2008, 23:57

Re: Mods with Playable Versions Discussion

Post by Sertse »

*Thread Necromancy*

Abiding rules that order me to post in this thread to comment on the sticky thread!

This was a great idea, too bad no one really took it up. Any chance people would want to update their posts in the other thread? And I'm sure we would of have a couple of more "playable" mods since. Even if some of them are more *A spinoffs. ;)

Personally, I want to use the thread as a basis for revamping the Mods section of the wiki. http://spring.clan-sy.com/wiki/Mods

Like (and it seems obvious tbh), making it so only Mods that are playable and/or still supported are "showcased" in the box there?

Ideally, though perhaps for another thread, it would be very useful to have a definite list what AI work with what mods.
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