Spring Modding Conventions - Page 2

Spring Modding Conventions

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.

Moderator: Moderators

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smoth
Posts: 22309
Joined: 13 Jan 2005, 00:46

Post by smoth »

answering the same question over and over when there is clear documentation is aggitating.

Argh, you need a rtfm image macro. :)
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Argh
Posts: 10920
Joined: 21 Feb 2005, 03:38

Post by Argh »

Nah, just moar sleep so I am not aggro :roll:
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rattle
Damned Developer
Posts: 8278
Joined: 01 Jun 2006, 13:15

Post by rattle »

You mean coitus
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FLOZi
MC: Legacy & Spring 1944 Developer
Posts: 6241
Joined: 29 Apr 2005, 01:14

Post by FLOZi »

Argh wrote:This thread should just remain dead, it's full of outdated crap.

New modders should download NanoBlobs, study its documentation, the Wiki, and Maestro's last UpSpring guide, and start cracking.

I have decided that I'm not answering questions from people who have not studied the files in NB anymore, because I'm getting thoroughly annoyed with people who haven't bothered looking at the files, for things like S3O file/texture structure, how to write explosion generators that aren't just a Heatcloud and a Groundflash, etc., etc. It's not that I'm a heartless jerk- really, I'm not. I've tried helping everybody a lot. It's that I'm sick of answering stupid questions that are easily answered by studying NB at least twice a week...
No, it isn't.
SpikedHelmet
MC: Legacy & Spring 1944 Developer
Posts: 1948
Joined: 21 Sep 2004, 08:25

Post by SpikedHelmet »

Stop expecting everyone to download and "study" NB as if it were the fucking bible. Yeah, it contains pretty much every Sping feature in existance, but I for one would never spend 2 hours of my life sifting through piles of files and folders just to find the answer to a question that would take approximately 7 seconds to answer.

Not everyone can conform to your "learning cirriculum". :roll:
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