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TA Mutation For Spring
Posted: 19 Mar 2006, 02:14
by adamwalker13
I know most people who were really into TA before spring came along will be with me on this one. We need TA:Mutation for spring. I'm not sure if the arcitechture of spring will work with mutation, but If I can get hold of the source code, and some people to help, I'm willing to give it a go. Just need some support on this one. Would it be a good idea / a worthwhile project?
Posted: 19 Mar 2006, 02:22
by FLOZi
No. The client handles mod switching, map switching isn't needed, and individual unit switching is a bit silly, multiplayer wise.
Posted: 19 Mar 2006, 02:26
by adamwalker13
I see what you mean about the mod units and maps, as we allready have that, it would be kinda pointless in that respect. I more meant the actual mutation section itself. Like build speed. build cost, warp gates etc.
Posted: 19 Mar 2006, 02:43
by Min3mat
id rather time was spent improving the engine...
Posted: 19 Mar 2006, 03:26
by SinbadEV
well... the "build speed. build cost, warp gates" has been discussed as an option... but with it so easy to just make a different mod or map that responds to your needs it's been back burnered...
basically this type of this would be the kind of thing that should be easy to implement in the code (just adding multipliers to parts of the code that pasrses text files)... but not enough people have requested it...
Posted: 19 Mar 2006, 04:21
by BlackLiger
why would we need TA:M spring? It can't be THAT hard to mod the spring program itself to do the job.
Posted: 19 Mar 2006, 04:43
by SinbadEV
I think that's what he's asking... for additional TA:M style options to be added to the spring engine... the GalGate, from what I'm told, should acctually be possible within the engine, but having sliders for modifying build time/build speed/ units costs etc shouldn't be hard to add to the code and then be made available to the host window...
Posted: 19 Mar 2006, 04:44
by SinbadEV
http://taspring.clan-sy.com/wiki/Source_Development
feel free to do it yourself as they say...
codes open source afterall...
Posted: 19 Mar 2006, 08:19
by SwiftSpear
Apparently mutation code is already partially in place, it just isn't high priority so it isn't getting finished. Overall I don't think that mutation is something the game desperately needs. It was kind of fun in TA but I think standards for modding are a much more overal desireable scenario.
Posted: 19 Mar 2006, 12:39
by adamwalker13
Thanks for the feedback, and I think now I'll probly work with the spring code itself to implement more options, for example mutators, rather than an external program. I guess it isnt priority, more an optional addon...