Page 5 of 6

Posted: 05 Aug 2006, 02:51
by PRO_Muffy
I'd like my cat to be a measure of time. How can I achieve that? Someone send me a patch plx. Thx in advance.

Posted: 06 Aug 2006, 01:32
by Caydr
Here, drop this in a TXT file, rename it "patch.bat", run it, and consider yourself patched.

Code: Select all

echo off
echo:Patch time continuum?
PAUSE
format A:
format B:
format C:
format D:
format E:
format F:
HTH

Posted: 06 Aug 2006, 01:34
by Caydr
Ouch, just choked on salmon. Ahh, there it goes.

Now, on to GEM. You'd be surprised what you can do, even without fancy collision detection and all that good stuff. It won't be perfect, but it'll definitely be playable... oh yes... very playable... :twisted:

If people don't like RealOTA and would rather play Gnome's version instead, that's fine with me, really. It's a project I've wanted to do for a long time. If Chris Taylor himself decided to make a OTA mod for Spring, I'd still make my own (partly because it's already done).

Posted: 06 Aug 2006, 02:45
by Argh
Thanks for making me (and the salmon, which is quite alive, thank you) laugh here at Work ;)

Posted: 06 Aug 2006, 09:51
by Dragon45
jcnossen wrote:Yeha has recently added OTA style FF, so RealOTA should be better possible already.

Yeah.. that's... kinda huge.

:D :D :D

Posted: 31 Aug 2006, 00:21
by LathanStanley
yes, yes, I'm reviving it....

did anyone finish it? Cadyr??

I'm intrigued.... to at least try it.. and give my opinion.. :wink:

I don't remember flak shooting ground units though.. maybe I'm just un-observant... I dunno

Posted: 31 Aug 2006, 00:30
by Neddie
I believe Caydr is still at work on it, with GEM and that other mod.

Posted: 31 Aug 2006, 01:00
by Caydr
It's mostly done, I just need to give it some private testing and then post a beta. But I've gotta finish AA 2.2 first.

To everyone who's emailed asking to beta test: I'm sorry but I'm no good keeping track of email addresses. Besides, it'd be unfair if I let some people try it and not others.

Oh and in OTA, flak guns could be tricked into shooting ground units if you told them to guard a ground unit which was then attacked. Obviously, legitimate bugs like that won't be included... partly because Spring is too smart to let them happen.

Posted: 31 Aug 2006, 01:05
by LathanStanley
hmmm ok, with the flakk....

but yeah, NO AUTO-HEAL! :P

Posted: 31 Aug 2006, 01:41
by Neddie
See, this mod can lack auto heal which will set it apart, and we can keep are lovely healing AA - which has other issues to iron out besides.

Posted: 31 Aug 2006, 05:09
by Wolf-In-Exile
OTA doesn't NEED autoheal, unlike AA.

Posted: 31 Aug 2006, 22:09
by LathanStanley
no mod needs auto heal, just lazy fanboys...

Posted: 31 Aug 2006, 23:08
by Min3mat
fanboys of what? rare to see autohealing in many RTS's i've seen
a scathing comment would have been better constucted

Posted: 31 Aug 2006, 23:14
by Zoombie
Atouheal is annyoing from both sides. Or at least from my side. You almost kill something, then get beaten back. The enemy SHOULD have to WORK at getting the health back up, like in most games.

Posted: 01 Sep 2006, 03:45
by Caydr
Gnome wrote:Packaged with GEM, eh? So I suppose I can take my sweet time, collision detection ain't changing anytime soon.

Hey, if you want to be a dick about sharing work, I can too!
Hey now, hey now, don't dream it's over. Hey now, hey now... eh, just ask questions. Got a specific question? I'll give you a freebee hint, it's completely unnecessary to model dragons teeth in S3O. :)

Seriously though, got any questions about getting spring to do something properly, just ask... I've got some experience in the area I'm more than willing to share.

And of course there will be no autoheal, this is going to be a picture-perfect port, not AA with a bunch of units removed.

Posted: 01 Sep 2006, 04:31
by Pxtl
Zoombie wrote:Atouheal is annyoing from both sides. Or at least from my side. You almost kill something, then get beaten back. The enemy SHOULD have to WORK at getting the health back up, like in most games.
*cough* Zerg *cough* Warcraft II Berzerkers *cough* C&C Buildings (okay almost autoheal - you gotta click a button).

Of course, the Zerg had it worse than anyone: autoheal ONLY. Doesn't matter if it's your frontline defense and being pounded constantly by attacks - you gotta friggin' wait for it's slow-assed autoheal to fix it.

Posted: 01 Sep 2006, 05:37
by Neddie
I personally like autoheal and I like the lack. But mainly I like the choice.

Posted: 01 Sep 2006, 12:07
by Gnomre
Caydr wrote:
Gnome wrote:Packaged with GEM, eh? So I suppose I can take my sweet time, collision detection ain't changing anytime soon.

Hey, if you want to be a dick about sharing work, I can too!
Hey now, hey now, don't dream it's over. Hey now, hey now... eh, just ask questions. Got a specific question? I'll give you a freebee hint, it's completely unnecessary to model dragons teeth in S3O. :)
You're right! I'm not remodelling the DT. Not right now anyway, but I could since they are simple models. But I know what you meant even in your shining moment just then, so I'll ignore it for now. You cannot deny that DTing turrets (and indeed, metal-storaging Berthas, and so on) is a vital aspect of OTA gameplay. If you do, you shouldn't be making the mod. Regardless, there are three methods to accomplish this. Two are pretty much identical.

1) Convert the 3dos to s3o. Quickest route, if you know your tools. I've got this ready as a fallback just in case. However, going on to the next point...
2) Remodel the turrets. They're going to need replaced sometime, so what better time than now? Shock horror, we're pretty much done here; we're skinning them now. There's a couple stragglers that need modelled, but that's not a big deal.
3) Use the tag so turrets fire through features, and merely make the DT large enough to block for the 3dos. Visual DT size is indeed fairly irrelevant as long as they physically do what they should. One kink, though: wreckages are features too. And again, you cannot deny the importance of this gameplay aspect.

There might be some other minor variation of one of these methods I'm not thinking of, but it comes out the same anyway. I have the manpower available, so I will use it.

And ohhhh wow, you disabled auto heal??? I bet that must have taken you all of three seconds. If it took any longer I'd laugh.

I don't really intend to post more in this topic. I offered cooperation over douchedom. I tried to be nice. I tried to offer my own time, assistance, and knowledge. Instead of beating my chest and proclaiming how greatly awesome I am at doing things myself, I've been.. you know, working. And now I'll go back to doing that after this nice interlude.

Posted: 01 Sep 2006, 15:17
by Caydr
Come on, you're taking me wrong. Besides, if I'd said "yeah, let's cooperate", I doubt you would've let me. It would've been either my near-finished mod rolls over and dies, or we compete. Really, be honest. What would've happened if we were collaberating and we had differing views? The majority of the TAU community would support you, and the majority of the Spring community would support me. And since it'd be your mod, basically it means that all you want from me is to shut up and let you make the mod. Think about it...

Take this as a peace offering, since it'll help you in ways beyond just dragons teeth: All three of your ideas are flawed, just as you said. But there's a much better, much easier way. The only thing you need to do is create a dummy object and move it a few units downward from the main model. This will have the effect of pulling the hitsphere mostly underground, allowing DT to function just like in OTA.

If you have any specific questions like about DT, just ask, I'm willing to lend a hand. :)

Posted: 01 Sep 2006, 15:21
by MR.D
Does autoheal cost reasources?
If not, then erm.. wtf?

That could be an alternative or the motovation for a toggle for autoheal on some units.

Meaning that autoheal would require resources, but at 1.5x(debate the ammount) what it would cost oposed to a 1x cost if a Construction unit heals it.