smoth wrote:There is no ai that supports gundam
Argh wrote:Bigger problem though, as I (and zxswg and the S'44 crew, I presume) ran into, is that there are all of these other major parts missing- single-player support is basically a wasteland, there is no explicit support for Missions and Campaigns, the front end, while considerably improved, is not really anything like a professional game would support, etc.
And without a Mission Builder that is maintained, that area is now going fallow very quickly. I wish I had time to build an all-Lua one, but I just don't atm.
All of these things are major issues.
I found out the hard way that you should not rely on external AI or mission builder, because they'll break, author won't bother to fix for several monthes if not more, and then all your Single Player system is gone. Luckily KDR_11k made a Lua AI, and I've made a Lua skirmish generator, a Lua rudimentary mission thing, a Lua Single Player frontend. It is much better because Lua code, I can fix and improve myself, as well as any other actual Spring modder (as opposed to TA statsheets tweakers). I hope to port them to other games soon.
smoth wrote:That isn't the argument. Stop bringing the popularity argument to the table. It is infuriating.
smoth wrote:My point of bringing up the perceived worth of something has less to do with popularity and more to do with people giving something a try.
Ok, let's say I used the wrong wording. Replace "
popularity" by "
willingness to try" in my previous post. Point still stands.
smoth wrote:The argument is that the term mod is misleading and confusing for new players. The same players who have a hard time understanding how to make the spring thingie work.
My point is that the new players should not even have to be read the word "mod", and should not have to figure out how to make the Spring thingie work.
smoth wrote:as far as lobby configuration, what TASClient? the dev of that project has a beef with me and has been known to put code bombs in his shit when he doesn't like something.
If you're paranoid about that, disable autoupdating and thoroughly check every TASClient you pack.
smoth wrote:Springlobby is not configurable like tasclient...
No, it is configurable in a different way
smoth wrote:This is a freeware project... not a professional project. Professional appearance is irrelevant.
It is relevant insofar as having your project being taken seriously, as showing your project can stand on its own feet like a real game, instead of leaning on a seperately installed game like a mod.
smoth wrote:Complete installer would force a spring version.
smoth wrote:And the user would be stuck with that version of spring.
smoth wrote:Quake doesn't have updates weekly and when it did, the players playing said mods didn't have to update to play online.
Then redo installer everytime Spring updates. Doesn't take long wit a well done script. I'll even give you a Gundam NSIS installer script so you don't have to waste time writing it. What takes long is finding and fixing all the bugs new Spring version introduces. Which has to be done even if Spring is bundled separatly. Or shall I say, which has to be done even more so when Spring is bundled separatly.
smoth wrote:I have... it is pretty easy, install spring, double click the files in the gundam zip...
You forgot the part about putting yourself in the shoes of a newbie. Oh well, I knew about everybody would fail at seeing how what we take for evident here really isn't.
smoth wrote:Hosting is even more impossible as most of the time I am required to host. Feel free to keep blaming me for the lack of gundam games on the server, I'll happily take the blame when players can readily host.
Run an autohost.
I'd also like to point out most of your issues have nothing to do with the "game" vs "mod" terminology. Which shows how irrelevant it is.