Page 1 of 2
TASClient Compatible MODs
Posted: 03 Nov 2005, 17:23
by SinbadEV
RE: Cadyr changing around the mods pages,
basically what was done was good, but, by my deffinition, Gundam and SWTA Mods Are NOT TASClient Compatible mods, they are crude mods that do not follow the current mod standard that is used to load mods automatically into TASClient when you click on a game, and they are not stable. I'm going to post in the forum before doing it, but I'm pretty sure they don't belong in that part of the list and should be moved off the mod category template and back into the "crude mods" category... am I mistaken? is their a compatible version of these mods I'm missing?
edit: also, linking directly to a file universe or another web site from the template doesn't follow the "form" which makes it easy to navigate the wiki, if they have to be in their they should link to wiki pages first...
Posted: 03 Nov 2005, 18:29
by Kuroneko
I think there is a SWTA version in progress, but no where near release. I've seen this crude mod interfere with more games than any other "Dude, my comm is a tank!"
Also, I did a crude conversion for Gundam Annihilation, but never released it.
So, I agree with you on this one.
Posted: 03 Nov 2005, 18:41
by SecurE
Indeed, SWTA is in progress, and from a purely technical viewpoint it is quite close to a release. But depending on which things Gnome/WZ decides that still should be polished (perhaps changing it to a more realistic scales and the effect it has on balance etc) it will still be some time until release. This beta version is also obviously compatible with the client.
However, of the two buggy releases there are of SWTA both deserves to be in the crude section until the new version is released.
Posted: 03 Nov 2005, 21:13
by Caydr
I agree with you wholeheartedly if what you say is true. Previously to my edits, though, those two mods were listed as total conversions that were available, and listed in the TASClient compatible section, so I just put two and two together.
Make sure if/when you edit them back, you keep things in proper alphabetical order.
Posted: 03 Nov 2005, 21:15
by SinbadEV
yeah... that the problem when 2 is a variable representing some completely different value...
Posted: 03 Nov 2005, 21:17
by Caydr
K, fixed it up as it should be.
http://taspring.clan-sy.com/wiki/Category:Mods
Changes will take a bit to... do whatever they do... so that they're visible cross-site.
Posted: 03 Nov 2005, 21:36
by SinbadEV
my understanding is, when you edit a page with a link to and updated template it will update right away... and I think the server does like a maintenance run every 24 hours or something too... maybe fnordia can tell us for true...
Posted: 03 Nov 2005, 22:43
by Fnordia
There's no scheduled stuff for the wiki software at least so I guess it should update things directly.
Posted: 03 Nov 2005, 23:47
by zwzsg
Maybe I should remove the old SWTA mod from FU. It wasn't meant to stay in that state so long.
It's silly that there's only that ugly buggy poorly made in haste SWTA port available for grab and that Gnome and SecurE are keeping their good polished version secret for themselves only.
Posted: 04 Nov 2005, 00:10
by Min3mat
nah, when its released it shall pwn (although i heard theres NO BIG SHIPS! O,o...i won't acutally play it without star destroyers, ill go all out and buy Empire at War then :>) id rather not see it in progress as that ruins the shiny new release
Posted: 04 Nov 2005, 00:57
by Gnomre
We might incorporate starships one day, but right now we're mainly working with converting what we have to Spring and polishing it a little first. Adding starships would also radically change the gameplay, so we'd really need a way to designate space and land maps seperately...
Posted: 04 Nov 2005, 02:22
by Guessmyname
Either that or you coerce someone into converting SW:WIS to spring, and make a few space maps
Posted: 04 Nov 2005, 03:29
by Dragon45
Posted: 04 Nov 2005, 12:39
by Warlord Zsinj
Well, my quick port might have been nasty, but it does the job for anyone who is curious.
The thing is, we'd rather release something very solid, then release something that isn't perfect, and then lose the interest with a bunch of subsequent releases.
Besides, right now we have the Imperial infantry looking gorgeous, and the rebel infantry walking around as blockheads, which isn't very fair.
On top of that, Gnome and I are working on finishing the final pack of SWTA for OTA, so we've got a lot on our plate.
Posted: 04 Nov 2005, 13:15
by Doomweaver
It's good to hear that SWTA is being worked on... I didn't even realise you guys had done anything but a quick port! Do you think you'll have a release in a month or two?
Posted: 04 Nov 2005, 20:57
by SinbadEV
I was noticing today that in the process of making the mods pages all work well with eachother the list of compatible mods was replaced by the mods template... I was thinking it was better when the mods page acctually had a brief description of the working mods... one more thing to update but helpful for new users...
I was thinking of putting it back in like this, but wondering if people prefer the simple one like it is now.
Code: Select all
===TASClient-Compatible Mods===
*[[Absolute_Annihilation|Absolute Annihilation: Spring]] - A Radical rebalance taking Spring to a whole new level of "Annihilation".
*[[KuroTA|KuroTA]] - A "big pile of units that were in Kuroneko's old TA unit collection" mod.
*[[EvoTA|OTA + Evo + better BPs]] - A mod that attempts to get the gameplay style of the Orriginal Total Annihilation back in Spring, also includes some improvements to the models and unit buildpics and an XTA based mod with these improvements.
*[[SpiderPack|Spider Pack]] - Adds more spider units to the ARM build tree in variouse mods.
*[[TA-WD|TA: World Domination]] - A "Modern Warfare" or "Reality" mod.
*[[UberHack|UberHack]] - Another balancing mod from the old days of TA.
*[[XTA|XTA]] - The default mod for Spring, a re-balance of the old Total Annihilation units.
Posted: 04 Nov 2005, 21:13
by Caydr
Would be ideal if it could be a tooltip.... but that's probably not possible in wiki, I suppose.
Maybe if it was very small text, like, size 8.
Posted: 05 Nov 2005, 02:05
by mongus
Most importantly is a description to what a mod is, think of the newbs!
also, there can be a description of different types of mods (well. that was for TA but some styles may still be actual).
Like Total conversion, Unit model mod, Balance, Build pics, Madness...
Posted: 05 Nov 2005, 07:30
by Caydr
And who would write these descriptions? Your one for Kuro doesn't sound very favourable... I've not had much experience with it, but I bet Kuroneko would take issue with his mod being called "a big pile"

Posted: 05 Nov 2005, 13:28
by SinbadEV
well... I was hoping people would make suggestions in here...