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Posted: 29 Oct 2005, 00:18
by Gnomre
If the mods are assembled correctly (all the files in /mods/ and/or /base/) then no, you can have different crap installed, as long as both players have the same version of the mod itself and any dependencies installed. If either player has loose mod files (ufo, hpi, sdz, whatever, it doesn't matter) installed in the main Spring directory, though, it does seem to cause sync errors from what I understand.

Posted: 10 Nov 2005, 00:39
by Wingflier
There are already 3 or 4 new races. I'd say if you were actually serious about using a 3rd race, just use one that has already been created.

It would be a simple matter of importing all the units from OTA to Spring and then balancing them (good luck.) Besides, this is much easier than trying to create a whole race by yourself from the very beginning.

Baby steps in this business. You could even add the third race and then once you've gotten some experience add a FOURTH race (that you created).

Probably the best 3rd party race is The Lost Legacy. http://www.planetannihilation.com/tll

Good luck.

Wing

Posted: 10 Nov 2005, 01:44
by Noruas
but the client doesn't support more custom input from mod files as to how many races are in the game and what thier icons are/what they are called,
why cant it use a white black outlined box with a red question mark inside symbolizing a missing icon for a race in the client and when it reloads it can read the mod file and if an icon is present than use the icon, but if there is no icon, why not have just use a default for the missing rather than crashing, errors, or arm, core duplication sign confusion and so on?

Posted: 10 Nov 2005, 03:58
by duffus
Why have icons???

Can a GUI be made that can see different races by the commander of each side and pick up the name from the ufo or what ever unit file there is??

Alternately

Posted: 10 Nov 2005, 15:22
by Pxtl
This could be done through script. The players could select their faction after they enter the game... for example, they spawn with a root unit which contains a build menu, and the unit that is built in that menu is built instantly, after which the root unit self-destructs. AFAIK, there was a mod that worked similar to that, but with the root construction facility jamming after construction instead of self-D (which , imho, is a less elegant solution). Plus, with script, you could make the starting layout more complicated than simply "one commander".

Re: Alternately

Posted: 10 Nov 2005, 16:56
by FizWizz
Pxtl wrote:This could be done through script. The players could select their faction after they enter the game... for example, they spawn with a root unit which contains a build menu, and the unit that is built in that menu is built instantly, after which the root unit self-destructs. AFAIK, there was a mod that worked similar to that, but with the root construction facility jamming after construction instead of self-D (which , imho, is a less elegant solution). Plus, with script, you could make the starting layout more complicated than simply "one commander".
You might be thinking about the Warpgate mutators for TA:mutation. depending on the particular mutator used, you could have 1 or 2 Commanders (picked in game), either spawned nearby the warpgate or wherever you want on the map, and there were also variations in starting resources too.

Posted: 10 Nov 2005, 17:22
by SinbadEV
I was thinking it would be awsome to have the option to spawn a pre-defined base and instead of a commander... could be a cool way to do it...

Posted: 10 Nov 2005, 20:25
by Caydr
Would just need to be able to define custom scripts either in the mod file or TASClient besides "Commanders". You could then, for instance, start out with a bunch of solars, etc... whatever you want.

Posted: 11 Nov 2005, 00:15
by BadMan
RUMAD was pretty cool too. For those of you who play starcrap, they are like the toss.

Made by those Mad TA ppl. http://www.planetannihilation.com/madta

The site seems down tho....herm...

Posted: 11 Nov 2005, 00:54
by duffus
You might be thinking about the Warpgate mutators for TA:mutation. depending on the particular mutator used, you could have 1 or 2 Commanders (picked in game), either spawned nearby the warpgate or wherever you want on the map, and there were also variations in starting resources too.

is there anyway to use Warpgate mutators in TA Spring.

Posted: 11 Nov 2005, 22:20
by SinbadEV
uhm... not really... but something similar could be set up I'm sure... oh wait... they are called mods...