Ta: Kingdoms Spring

Ta: Kingdoms Spring

Discuss game development here, from a distinct game project to an accessible third-party mutator, down to the interaction and design of individual units if you like.

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Hoi
Posts: 2917
Joined: 13 May 2008, 16:51

Re: Ta: Kingdoms Spring

Post by Hoi »

http://spring.clan-sy.com/wiki/TA2Spring

That's all I can give you, and I hope it works becaus it's made for ta, and if you really want this, you'll have to do the rest of it yourself.
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KDR_11k
Game Developer
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Joined: 25 Jun 2006, 08:44

Re: Ta: Kingdoms Spring

Post by KDR_11k »

You can already use TAK scripts AFAIK. There are some get constants that aren't implemented because they have no meaning in Spring (e.g. "ON_ROAD" makes no sense as there are no roads).
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smoth
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Re: Ta: Kingdoms Spring

Post by smoth »

The development forum is for engine development. Please stop coming here begging for someone to port ta:k for you.
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WredXIII
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Joined: 04 Dec 2008, 01:05

Re: Ta: Kingdoms Spring

Post by WredXIII »

Sorry about bringing a dead horse back to life, but I'm going to work on porting TA:K to Spring...

I'm working on everything, models, scripts, even TAK maps...
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lurker
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Joined: 08 Jan 2007, 06:13

Re: Ta: Kingdoms Spring

Post by lurker »

KDR_11k wrote:You can already use TAK scripts AFAIK. There are some get constants that aren't implemented because they have no meaning in Spring (e.g. "ON_ROAD" makes no sense as there are no roads).
Check if the movetype you're on gives you >1 speed?
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WredXIII
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Re: Ta: Kingdoms Spring

Post by WredXIII »

Right!
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KDR_11k
Game Developer
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Joined: 25 Jun 2006, 08:44

Re: Ta: Kingdoms Spring

Post by KDR_11k »

lurker wrote:
KDR_11k wrote:You can already use TAK scripts AFAIK. There are some get constants that aren't implemented because they have no meaning in Spring (e.g. "ON_ROAD" makes no sense as there are no roads).
Check if the movetype you're on gives you >1 speed?
Dunno, I have no idea what ON_ROAD was used for.
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WredXIII
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Re: Ta: Kingdoms Spring

Post by WredXIII »

In TAK, it really made a big difference in the story, but whenever a unit hit a road or trail on the map, there speed would increase. It's just one of the many differences b/t TAK's coding and TA's.
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lurker
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Joined: 08 Jan 2007, 06:13

Re: Ta: Kingdoms Spring

Post by lurker »

Have you seen the spring maps with proper roads? Units just love to use them.
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WredXIII
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Joined: 04 Dec 2008, 01:05

Re: Ta: Kingdoms Spring

Post by WredXIII »

When I get around to it, I'm going to make plenty of maps with roads. I'm going to try and re-create the old TAK maps.


Here's what the mod looks like so far:
Image
jk, although one day, I hope it may look somewhat like this. But for now, I'll stick with doing what must b done in order to make it stable.

First off. I may have trouble with copyright laws as far as the units in-game go. I've tried to edit them to look presentable, but they just won't look, normal. I have thought about using custom units instead of the classic Aramon, Taros, Veruna, and Zhon. But I just don't wanna take any chances. What do you say?
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Machiosabre
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Joined: 25 Dec 2005, 22:56

Re: Ta: Kingdoms Spring

Post by Machiosabre »

I don't think you would ever get in trouble for using the TA:K ip, on the other hand you might as well make up a new story with new guys as ta:k was pretty generic.
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WredXIII
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Re: Ta: Kingdoms Spring

Post by WredXIII »

You're right... I thought about making a new story line.... I may start after my first stable release.

I used to make units for the old TA:K and I'm going to use them along with other cool 3rd party units to make the game a little interesting.
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azaremoth
Cursed Developer
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Joined: 17 Feb 2005, 22:05

Re: Ta: Kingdoms Spring

Post by azaremoth »

Feel free to use my units from "the cursed":

http://home.arcor.de/juergen_bechmann/T ... 1_(3p).ufo

And here are some units for an elven race I never finished (it is just a small mini sub-race for Zhon so far):

http://home.arcor.de/juergen_bechmann/TAK/elves.ufo

It is all very old .3do stuff, but maybe it is of some use for you.

I really would love to see TAK running in Spring. Keep up the good work! :-)
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WredXIII
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Re: Ta: Kingdoms Spring

Post by WredXIII »

Awesome! I will definitely add these units. Do you want me to use any specific names for the elven mini race?
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azaremoth
Cursed Developer
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Joined: 17 Feb 2005, 22:05

Re: Ta: Kingdoms Spring

Post by azaremoth »

WredXIII wrote:Awesome! I will definitely add these units. Do you want me to use any specific names for the elven mini race?
Name them and do with them whatever you want. :wink:
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Hoi
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Joined: 13 May 2008, 16:51

Re: Ta: Kingdoms Spring

Post by Hoi »

So after the undead race you're working on now there will be an elven race?
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azaremoth
Cursed Developer
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Re: Ta: Kingdoms Spring

Post by azaremoth »

Hoi wrote:So after the undead race you're working on now there will be an elven race?
What!? No!

I did "the cursed" for TA:Kingdoms years ago. It is a fantasy themed undead race.

The race I am currently working on is something like "the cursed II" for Spring. It is a sci-fi themed undead race with the same name. So don't get confused. :wink:
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Hoi
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Re: Ta: Kingdoms Spring

Post by Hoi »

Hmm, I never played tak, I thought those 3do's were like the mod you're making now, but in 3do :P

A fantasy elven race would be cool for your mod tough :wink:
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WredXIII
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Re: Ta: Kingdoms Spring

Post by WredXIII »

Thanks Hoi! Until I rework all the old races models the Elven race may be the only race (it looks good azaremoth).
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Hoi
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Joined: 13 May 2008, 16:51

Re: Ta: Kingdoms Spring

Post by Hoi »

I actually meant for azeremoth's mod, lol, but an s3o tak would be very cool too:)
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