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Axis and Allies Total Annihilation.

Posted: 26 Jul 2005, 15:01
by Neuralize
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Posted: 26 Jul 2005, 15:18
by Michilus_nimbus
Exponentially sweet!
Is it stable? Can you upload your version? Does it use OTA textures?

Posted: 26 Jul 2005, 15:33
by AF
=! Neuralize! Are you in the process of moving loads of mods over? Where do you get all this time from?!

Posted: 26 Jul 2005, 19:48
by hrmph
Alantai, its not exactly brain surgery :) Some mods can be ported in like 10 minutes. Screens look nice, I'll have to play a game of TA:WD to hold me over!

Posted: 26 Jul 2005, 23:41
by FLOZi
The balance will be terrible until you implement an AATA specific Armor.txt :wink:

Although Spiked is redoing weapons balance anyway, I think.

Posted: 27 Jul 2005, 04:47
by [K.B.] Napalm Cobra
I KNEW there was a mod missing, I'd love to help out with it, ww2 > modern day :P

Posted: 27 Jul 2005, 05:25
by Zoombie
Look's nice!

Posted: 27 Jul 2005, 12:20
by Warlord Zsinj
Mmm, didn't I post a bunch of screenies of these when Spring came out?

When Spring came out, I ported this straight after SWTA.

The problem with it is that AATA was an unfinished product in OTA as it was, and so it didn't really port particularly well. The balancing, which wasn't entirely fixed in OTA is occasionally made significantly worse in Spring.
Also, many of the hacks which SpikedHelmet had put in to make some weapons work logically in TA look very strange in AATA, such as some of the mortar weapons, and the way dogfighters shoot weapons (think the weapon sprays from the last page in buggi's latest build thread).

But even so, it is a pretty well done mod, so it does look good, if it does play somewhat strangely.

Posted: 27 Jul 2005, 12:50
by Gnomre
Well, for mortar, you could make use of the HighTrajectory=1; tag in the FBI file to force it to always fire high and... mortary. The armor.txt would need done like FLOZi said, but once you know how it works it's not a hard thing to use. Don't know how to resolve the spray thing yet though.

Posted: 27 Jul 2005, 14:07
by Neuralize
Warload, I did the exact same thing when Spring came out, however, with that version of Spring there was a lot of crashy crashy, so I decided I've get it another go now. :P

Yeah, I tried messing around with the armor.txt using Flozi's app, however it did some confusing things and made me cry. Seemed like it might have loaded a bad file.. Or somethingm I'll work at it a little more. Is it really that hard for the SY's to add old support for individual damages? Seems like one of those features that harshes a lot of mods being converted.

I've also noticed that all tank destroyers that don't have a turret have a problem with firing their weapon. Furthermore if you try and pilot them and attempt to force fire, the weapon will always be stuck on "Aiming."

Posted: 27 Jul 2005, 14:17
by FLOZi
I'd like you to take a look at some recent versions of Spring-ized TACW, Zsinj, trying to make all the improvements I can think of before doing the same with AATA.

Neuralize... Probably the complete lack of error-checking in that program, I know it's sloppy but I only imagined me using it. :oops:


Funny that AATA tank destroyers do that, TACW turretless SPG and TD (specifically the Russian SU-100/122-54 and ISU-122/152) work fine and function, afaik, in the same way as AATAs. :|

Posted: 28 Jul 2005, 00:20
by zwzsg
I'm pretty sure SpikedHelmet is still working on AATA and interested in Spring (he posted screenshots of his tiberian sun TA mod in Spring not that long ago), so he'll sure port his own mod to Spring himself when the time comes.

Posted: 28 Jul 2005, 12:19
by Warlord Zsinj
Yes, he is still working on AATA a bit, but I would think he has a long way to go to finishing the TA version; and there would be a big step to the Spring version.

Okay flozi, I probably have enough time to have a look at it, just poke me on MSN. I hope you have made your infantry much more spring worthy though.

Posted: 28 Jul 2005, 19:17
by FLOZi
:oops: Not yet.

No good at modelling infantry. :|

Posted: 29 Jul 2005, 18:52
by GrOuNd_ZeRo
I recently tried to model some infantry with more rounded features and such.

It's very hard, and the more faces, the more textures.

Unless I do it Generals style, virtually no textures.