XTA-CE project re-launched

XTA-CE project re-launched

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Dead.Rabit
Posts: 264
Joined: 03 Sep 2005, 04:28

XTA-CE project re-launched

Post by Dead.Rabit »

Renamed to XTC!

well some may remember about 6 months ago, EnlightenedOne and myself were ranting and raving about the need for a comeback of the older XTA mods.

then we argued alot and all was forgotten

so now ive come back and am putting the final touches on a program that can do it all for us =D.

we did release an XTA-ce of XTA-0.95, but the minor errors of rewriting it all by hand did show, with very accurate turreting, paper boats(didnt change categories) and a missile unit that was so slow it couldnt leave the kbot hanger.

anyway it had its pro points, the organised build list, and the 1 change we made of changing the commander laser to a paralyzer gun, didnt go down like a lead balloon like i expected.

might blanketly change the word lab to hanger... because it sounds cooler.

further minor experimental changes to follow.

also if anyone is interested in the program... i dont imagine the executable will be of much use, but after i tidy up the source i'll probably release it.

some questions...
what do you think of the new name?
i've noticed unknown files is down, whats the new place?
if anyone does have an old version of spring (XTA-PE and before) can you please make me aware, link me to it?

i can forsee the program being finished today or tomorow. tidied up, commented and all Win32 specific stuff noted, and released on an svn account somewhere or uploaded somewhere in a few days.

depending on when i find a good mod to change and finish throwing all the stuff it can't process at EnlightenedOne to do by hand, it should take a couple of days to do stuff like make the nsis installer, test it, make logos/pictures etc...

any personal favourite old school XTA mods?
favourite oldschool maps?

on that note, does anyone know what these 3 maps are, i remember them but not the names...
http://spring.clan-sy.com/screenshots/screen109.jpg
http://spring.clan-sy.com/screenshots/screen81.jpg
http://spring.clan-sy.com/screenshots/screen09.jpg - desert something...

all the best
Dead.Rabit
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CarRepairer
Cursed Zero-K Developer
Posts: 3359
Joined: 07 Nov 2007, 21:48

Re: XTA-CE project re-launched

Post by CarRepairer »

ist2_1152377_coat_hanger.jpg
ist2_1152377_coat_hanger.jpg (10.38 KiB) Viewed 1190 times
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1v0ry_k1ng
Posts: 4656
Joined: 10 Mar 2006, 10:24

Re: XTA-CE project re-launched

Post by 1v0ry_k1ng »

I remember enlightened one convinced me and noruas to play the old classic xta with him a few months back. we abused all the bugs and balance issues to the max and showed the mod to be so poor and porcy after playing the new xtas even EO agreed it was pretty poor. gunship swarms are totally insane, porcing is so so so easy. i meann, it was probably pretty fun if you were newer to the game but theres a reason that xta has got less porcy over time- static gameplay quickly becomes boring once you get to know the mod and want more challenge and more decisive battles. me and noruas stalemated for about an hour with this, and that was on a small map. enlighted ones oldschool playstyle with the oldschool mod was still schooled by the new xta playstyles...
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AF
AI Developer
Posts: 20687
Joined: 14 Sep 2004, 11:32

Re: XTA-CE project re-launched

Post by AF »

nostalgia makes rose tinted glasses look wimpy. Buy one get one free!
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