Re: Converting/Porting a Total Annihilation mod over to Spring..
Posted: 07 Jul 2011, 00:10
hmmm deja vu
Open Source Realtime Strategy Game Engine
https://springrts.com/phpbb/
Well, the problem is that it's been 5 years since I diverged from AA, and I've made a lot of changes since then, mostly, but certainly not only, unit and weapon stats.hoijui wrote:did you try any Spring mods yet? for example BA?
if you would like BA except balance, then it might really be worth to start with that.
See the above paragraph. If it ends up being less work, and assuming no one would get bent out of shape about it, using BA as a baseline might be a good idea, depending on how much I'd have to re-do or change.smoth wrote:Any particular reason why you do not want to work from ba as a base? 90% of the two will probably be similar outside of the handful of units which are purloined from unit universe?
How different, I wonder? The balance is more based around the units compared to each other, their roles, etc, although some of it is based on certain resource assumptions. Any radical change to resources, such as a metal map, will of course alter the gameplay flow to a large extent.Your balance you talk about, be ready to throw that away. This isn't TA and the maps have fairly different resource values.
Sure, that's fair enough. I just don't know if it will be 95% similar, or more like 60-70% similar. I recognize a lot of the BA unit names, but as far as the way the speeds, armor, ranges, and so forth have been altered by me, compared to BA, who can say? (Someone who has played both, I suppose, but that's not me as of yet)Expect everyone to compare it to AA which was your base so the ba comparisons are not unjustified
No offense, but to some extent I have been doing something very similar to what you describe for the last 5-7 years. I've seen TA:T with dozens of players playing multiple 3v3 or bigger games every night, and I've seen it with hardly a game or two every few weeks, and everywhere in between.Are you ready to devote years to a project that will be marginalized due to saturation of the very small player base who already has a TA fix.
Only in the smallest amounts. As I work on porting TA:Twilight over to Spring, I intend to do just that. Part of the allure of Spring for me was continuing to bump into the limits of the TA engine, and what it was capable of, time after time, and wishing I could find a way around it. And, while I have utilized some very clever work-arounds (A few by me, many by others), it would be nice to have more than 3 weapons per unit, or more than 510 or so different types of units, or be able to control how fast a unit is captured, or have have units easily set to repeatedly transport others to a certain spot, or have a unit that can build another unit, or a mobile factory, or...well, you get the idea.Have you tried the other spring projects to see what this engine can do? I am not talking only the TA variants
No, I very much appreciate what you've said. It's good to know what you're getting into, or at least have an idea. In short, I've run TA:Twilight close to as far as I can with the TA engine, both regarding technical engine limitations, and playerbase (TA is over 13 years old). I'm hoping that Spring, with its new engine, (Which is still being updated! So nice compared to working without source code on the TA engine so long) will let me do things with the mod I've only wished for previously.Not trying to be mean just putting that out there
Gl hf
I try to avoid taking offense, and I like to think that occasionally, I succeed. :)FLOZi wrote: Most importantly you have a thick skin.
Welcome to Spring.
I do sometimes get flak from people about my username, but I've been using it since the late 1990's, and it has nothing to do with the book/movie series. My apologies if that disappoints anyone, or ruins their visions of just what my mod was about. :) I just happen to like the lighting at that time of day, among other things.Forboding Angel wrote:Troll Successful.MidKnight wrote:TWIIIILIIIIGHT!
YAAAAAAAAAAAAAAY!
I agree, but I've got to start somewhere. I figured working with something I'm familiar with, and then extending out from there might be a good plan. I may be gravely mistaken, though.smoth wrote:Spring has advanced WAY beyond mere weapon and unit limits, you should get an idea of what is available to you.
How do I do this, exactly? I've done everything else on the list, I think.zwzsg wrote: - Add a gadget to spawn the start units
Hmmm, you make a very good point...BaNa wrote:While I know nothing specific about modding, i do know that the AA and BA teams (and outside supporters) did a lot of work in bringing the old ta models and whatnot kicking and screaming into the new century.
I see no point in replicating their efforts, so I also recommend taking BA or XTA as a base, gutting their balance and putting your own in. Should be a much easier task than taking your mod for TA and then doing all the changes in models and scripts and lua and ect. that are needed.
Code: Select all
VFS.Include("luagadgets/gadgets.lua",nil, VFS.BASE)Code: Select all
VFS.Include("luagadgets/gadgets.lua",nil, VFS.BASE)Code: Select all
return include("luagadgets/gadgets/game_spawn.lua")You wouldn't believe!I'm optimistic for the new possibilities that I hope will open up.

well, check if a ; is missing in that file on line 35[f=0000000] Error parsing units/talgate.fbi: [string "gamedata/parse_tdf.lua"]:58: could not find value, missing ";" ? (units/talgate.fbi line 35) " YardMap=occccccco"