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New Absolute Annihilation versions are NOT spring-compatible

Posted: 10 Jul 2005, 20:10
by Caydr
I'm getting asked by a lot of people why AA:Spring is causing all these problems on their computer. The reason is that no recent version of AA is compatible with spring. There was one limited-release version (5.0) which was made Spring-compatible. It is no longer widely available or supported since I decided that Spring in its current state is still too buggy to support large mods such as AA.

The three big things that are missing: paralyzing weapons, rezzing, unit-specific damage from weapon tdf files. All of these are big items in AA. Also there's the issue of units whose barrels do not rotate (very rare, such as the arm Epoch in AA 5.0) and many units whose barrels fly off.

When these have been fixed/added, you can count on seeing more versions of AA made specifically for Spring. Until then, there are two possibilities:

Play a different mod - I think I heard talk of a UTASP version for Spring, but I imagine it's got many of the same problems as AA, and then some; it wasn't ported by the actual UTASP team as far as I know. Porting a mod to spring can be a bit tricky if you want to get it right, and I don't know of anyone who's been any more successful than I have been. I think there was also a SWTA version, but again I'm not really sure how that went.

Play AA on regular Total Annihilation - version 5.4 is out currently, and 5.5 is in development. http://www.planetannihilation.com/aa Please don't ask AA questions on the Spring forum, since they probably won't get answers. AA has a forum of its own which doesn't even require registration.

AA:Spring 5.0 - http://www.fileuniverse.com/?page=showitem&ID=708
Spring UTASP - http://www.fileuniverse.com/?page=showitem&ID=1047
Spring SWTA - http://www.fileuniverse.com/?page=showitem&ID=993
Spring OTA - http://www.fileuniverse.com/?page=showitem&ID=715

Absolute Annihilation home, for newest AA versions - http://www.planetannihilation.com/aa
AA Forum - http://www.planetannihilation.com/aa/forum.htm

Re: New Absolute Annihilation versions are NOT spring-compat

Posted: 10 Jul 2005, 20:21
by Gnomre
Caydr wrote:The two big things that are missing: paralyzing weapons, unit-specific damage from weapon tdf files. Both of these are big items in AA. Also there's the issue of units whose barrels do not rotate (very rare, such as the arm Epoch in AA 5.0) and many units whose barrels fly off.
Aren't they adding paralyzation support for the next version? I thought I read that somewhere, but I could be wrong. FLOZi worked out how to do unit specific weapon damage, go read his topic in this forum about them. I haven't seen any barrel rotation problems, mainly only movement rotation problems (wheels not rotating while moving and things like that), but the barrel flying off thing not working does make a bit of sense given Spring's current limited script interpretation.

Posted: 11 Jul 2005, 01:03
by FLOZi
And they added rezzing. :P

Posted: 11 Jul 2005, 17:28
by Min3mat
one of the awesome looking hovers barrels fly off and it refuse to shoot :? but i've not seen any barrel rotation problems...then again my AA experiance is a hour or two frolicking about in single player

Posted: 11 Jul 2005, 19:37
by Gnomre
Zwzsg's Bridodon's turret-falling-off script annoyingly works fine in spring...

Posted: 14 Jul 2005, 06:27
by smokingwreckage
The "legend" hovercraft fires its barrel off once it achieves some experience, then the barrel flies over the battlefield firing back at the "legend" briefly before falling to earth. It's fun, but silly.

Posted: 19 Jul 2005, 20:57
by Caydr
I know it's possible to do unit-specific damage (via the armor file, right?). I worked that out on the night Spring was released. But it's a whole lot of tedious work to add information on 250 weapons. Every mod ever released has relied upon unit-specific damage in some way, and I think that eventually the SYs will probably implement it into Spring. In the meantime, modding TA is already a pain sometimes! :P

Posted: 20 Jul 2005, 04:41
by FLOZi
its 2 keyboard inputs in my program, one of them being enter. :wink:

Posted: 20 Jul 2005, 21:18
by Caydr
Hey... yeah? Could you direct me to it, good sir?

Posted: 20 Jul 2005, 21:31
by FLOZi
Here
(You'll need Python)

Step by step:
1. Place all your unit .fbi in a folder
2. stick the program in there
3. press 2 and enter
4. press 9 and enter
5. enter 10 to exit the program :P

Best to let it create a new one everytime, because I made that function in a rush and so it doesnt check that a type is already in Armor.txt, and it appends, rather than overwriting.

PM me if you have any issues, or grab me on MSN.

Posted: 21 Jul 2005, 00:25
by [K.B.] Napalm Cobra
Wooohooo

Posted: 21 Jul 2005, 05:17
by Caydr
Thanks, I'll give this a try.... waiiit a minute! MY KEYBOARD DOESN'T HAVE A "10" KEY!!! :P