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How to run a mod

Posted: 22 Mar 2006, 17:15
by Jerry6ok
Ok I downloaded the TAK mod and cannot figure out how to get it to run.I tried the SpringSP wich shows the Kingdoms mod but when I click on the name to switch it I get a runtime error9.I have also tried dropping the base mod file into the Spring directory to no avail.

Posted: 22 Mar 2006, 18:14
by Min3mat
its not been updated in AGES
i wish someone would work on it, but everyone has other commitments or just isn't interested :( with the proof that high polies isnt bad a overhaul of the models and some minor changes to gameplay this mod could be awesome. i really think that spring should support more than one resource system however.

Posted: 22 Mar 2006, 18:18
by Jerry6ok
I am thinking of continuing the work on that mod but it would help if I could get it to run in its existing state :)

Posted: 22 Mar 2006, 19:48
by SinbadEV
first of all, you can run XTA PE right? take a look at XTA PE and a look at AA1.44 to see how to make mods... the wiki's a good place to start....

A team was supposed to be porting it here....


more specifically here

one problem that was run into is that some of the TAK scripting isn't supported by Spring

Posted: 22 Mar 2006, 21:24
by Jerry6ok
Axle is done with his part he has the bulk of it ported for someone else to pick up the leg work.

I have read thru the wiki and the file structure seems to be right and the modinfo.tdf seems to point to the appropriate files, but I still cant seem to get it to launch.As for the scripts if a person realy had to the could redo them but that would be alot of rescripting ( I have a nice utility for this thats TA compatible but makes very simple scripts).

Someone mentioned a startscript I cant find alot of mention of one.

Posted: 22 Mar 2006, 23:38
by smoth
email me and I will see what I can tell you.