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How can New Races be added to Spring?

Posted: 10 Jun 2005, 00:46
by mongus
I was reading the faq, and noticed a question about new races limit.
It says there is no limit to races, wich made my think in the Leader Options menu, and having a lot of races there to choose.

I know the new unit format is not ready yet. (or at least ive not seen it).
But im curious about, are there some basic guidelines on defining Spring compatible new races?.
And how to add them to the game.
Any modder has an idea on it?

Posted: 10 Jun 2005, 17:04
by AF
how would I access a 3rd race anyways? Say I added the Rhyoss or Lost tribe etc...

Posted: 10 Jun 2005, 21:30
by mongus
I guess the "Leader Options" could be replaced by a race selection list.
There is a new client in the works, maybe its included there.
Making new races is maybe just as it was in old TA. (wich i dont know either).

What happens in this moment with (old)new races, is that they replace the arm or core. So cant be played against each other.

Posted: 12 Jun 2005, 21:35
by mongus
All unit ID number.

im thinking that right now, for example, the OTA patch, does NOT make a separate unit "set" but, modifies the existing one.

Thus, unit commander, let say unit "Acmd00" id 0001, haves the same ids and labels than the unit xTA uses.
These happens for every unit, but... the new ones in xTA. (?)

If instead, all the units included in OTA patch, (i.e.) used different labels and unit ids , lets say "OTAAcmd00" id 1001, and so on, there should be no overwritten units.
These concept includes dual sets of models, scripts,... so it "weights" more, but its modular.

That way both "races" could coexist without the "Mod" concept.

Im using OTA as an example, but this is true for races as TLL and all others. can be implemented over AA and such too.

(Im guessing the ids and labels formatting)

all different weapons id numbers.

Maybe the jeffy's laser wID 600 differs from Ota jeffy's laser, but both use the same wID (600) but with a different Definition for that weapon.

is very probable that, the same way unit labels and id "overlap" the weapons ids do too.

Again, different wID sets must be defined for every new race.
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Im sure there are more files that differ between "mods", and need to be changed or duplicated... or made Modular.

Also, the client must be able to generate the right Script, in which the starting unit (commander in this case), is replaced by the "commander" of the new race for the player that chooses it.

im really ignorant in these matters. im just guessing.

Posted: 14 Jun 2005, 19:08
by zwzsg
TA completly disregard unit ID, several official TA units have the same "UnitNumber" in the their fbi, only the name, the internal "UnitName" is relevant. TA do use weapon ID, but I always thought Spring disregarded weapon ID the way TA disregard unit ID.

If you want the XTA jeffy to be able to co-exist with the OTA Jeffy, give it another internal UnitName, XTAJeffy instead of ArmFav for instance.

You seem to have some weird conception about how new units are added.