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Posted: 19 Feb 2006, 19:20
by FoeOfTheBee
Visit http://www.ta-spring.com/mods/xectvsmynn/and click on the Unit Guide link to see the new Unit Guide (for unreleased-as-yet version 0.6). Further updates as Maelstrom's modweb is updated.

Posted: 19 Feb 2006, 20:08
by SinbadEV
First, this is teh awsomes, thanks Maelwhatever:

Bug:
http://www.ta-spring.com/mods/xectvsmyn ... n_hlt.html

Seems to be missing for some reason

Suggestion:
I'm pretty sure it's a template issue, but the builtby/canbuild section would be better if the tooltips showed the friendly name of the unit instead of the internal.

Posted: 19 Feb 2006, 20:22
by FoeOfTheBee
SinbadEV wrote:First, this is teh awsomes, thanks Maelwhatever:

Bug:
http://www.ta-spring.com/mods/xectvsmyn ... n_hlt.html

Seems to be missing for some reason
Whoops, that's a problem with sidedata.tdf. I'll probably fix it later today.

Posted: 20 Feb 2006, 05:34
by Maelstrom
Sinbad, Ill add that in for later versions, but as this is only the second release, Im still working out what people want in there. If you think of anything else that would be good to include, go post it in the Modweb thread. All suggestions are welcome.

Posted: 20 Feb 2006, 10:21
by Hoehrer
I don't want to be pushy here, but i don't know if anybody saw my previous post on the previous thread-page ;) ...
Hoehrer wrote:Ok, i wanted to play a bit with the mod today and after updating+compiling the latest source i get the following error....

Code: Select all

...
terminate called after throwing an instance of 'std::runtime_error'
  what():  file gamedata/resources.tdf not found
Does anybody know what could cause this? I know that the file is missing ;) ... but why only now? Is this a problem whith the mod, or the code ?
Thanks,
Werner

Posted: 20 Feb 2006, 15:46
by AF
A recent change was made to the spring source to load hardcoded graphics from a tdf instead, which would be the missing file you're having a problem with. Go look for it on the svn, or manually make it using what the devs copy pasted into the mailing list

Posted: 20 Feb 2006, 17:45
by Hoehrer
AF wrote:A recent change was made to the spring source to load hardcoded graphics from a tdf instead, which would be the missing file you're having a problem with. Go look for it on the svn, or manually make it using what the devs copy pasted into the mailing list
Thanks for the tip, i've solved it by packing the gamedata/resources.tdf file from svn to the xect archive. Works fine now :D

EDIT: I would recommend to include this file in the official mod-file/cvs.

Many thanks,
Werner

Posted: 23 Feb 2006, 03:46
by FoeOfTheBee
I just finished the Xect flack turrets for the next release. With a little luck the Smasher will also be working soon. Any input as to what other units should be a priority in the next release? I may for the time being also give the Xect the same navy as the Mynn.

Posted: 14 Apr 2006, 02:46
by FoeOfTheBee
I believe Xect Vs. Mynn is now 100% legal, with no content that is not public domain or GPL. Version 0.6 will be out soon, with navies for both sides, after a little more stability and balance testing.

Anyone interested in adding a unit, converting a 3do to s3o, adding a weapon or sound, or anything really, should drop me a line. I'd like the mod to improve faster than I can improve it alone.

Posted: 14 Apr 2006, 15:59
by Tim Blokdijk
Once it's 100% GPL and you release 0.6 I will try to get it on the svn at BerliOS.
You will need a BerliOS account and some tool to work with svn but then multiple people (including the developers) can hack on Mynn v/s Xect.

Posted: 14 Apr 2006, 20:24
by AF
How large si the XectMynn 0.6 mod file?

I may add it to the NTai Large package along with Nanoblobz, nanoarena, metalheck, coreprime industrial, AA hovercraft commanders, and the vast array of little things I've added tot he smaller version.....

Posted: 14 Apr 2006, 23:30
by zwzsg
AF wrote:coreprime industrial
Image

Posted: 16 Apr 2006, 23:36
by FoeOfTheBee
Version 0.6 released, avalable here:

http://www.ta-spring.com/mods/xectvsmynn/

Featuring: Navies, better balance, no crash bugs, fewer texture and script warnings, and some s3o wreckage.

Spring Engine: Free.
Xect Vs. Mynn: Free.
The peace of mind that comes from obeying copyright law: Priceless!

Posted: 17 Apr 2006, 04:45
by mongus
oh phuck, if its working fine, ... we can get it default :| yep, and (saddly) let xta out. (until we make it copy.. er.. not much possible).

Posted: 17 Apr 2006, 04:50
by diggz2k
Keep up the good work Foe, keep it up.

Posted: 17 Apr 2006, 16:28
by emmanuel
xsectvsmynn6 =is a illegal release
not respectfull of copyright and law about intelectual propriety
probe by this pic=
Image

i supose that a commercial release is very risky if the proprio of this textur logo want a money procedur

xsectvsmynn is a criminal org of dangerous stealers without moral rules and must be severously punish by international tribunal of La_haye(near to me=i can judge and xecut you) for war crime and crime against humanity

Posted: 17 Apr 2006, 17:23
by Drone_Fragger
emmanuel wrote:xsectvsmynn6 =is a illegal release
not respectfull of copyright and law about intelectual propriety
probe by this pic=
Image

i supose that a commercial release is very risky if the proprio of this textur logo want a money procedur

xsectvsmynn is a criminal org of dangerous stealers without moral rules and must be severously punish by international tribunal of La_haye(near to me=i can judge and xecut you) for war crime and crime against humanity
Okay. Maybe he was slightly wrong.

Posted: 17 Apr 2006, 17:25
by ignesandross
Says you, Frenchy!

Posted: 17 Apr 2006, 18:11
by emmanuel
sure englishy

Posted: 17 Apr 2006, 20:18
by mongus
foe... to make sure it doesn use ta texture, dont include them! :wink:

not in the dependencies, .. you can make special dependency squeme..

or that texture is in mynn own tatex? or... maybe it only shares the name, and the texture IS NOT the same when the mod loads as when you use upspring..