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Its your chance to make OTA FF! Take it or die!

Posted: 21 Jul 2006, 11:40
by Optimus Prime
This thread goes to all who are crying the whole day about my FF version. It is so unplayable, imbalanced, boring and the OTA FF version was 100 times better and more playable - namely smoth, Guessmyname, Forboding Angel and some other.
Behind this link i uploaded exactly the same version, i began to work with: http://files.filefront.com/final_fronti ... einfo.html

and behind this link, there is the OTA FF version. Just extract the hpi file and copy all unit and weapon values to the spring version.
http://savant.tadesigners.com/

sure you have to change some variables so that it will work with spring, but even people like you should be able to do so.

And dont even try to hide now, else i have to think of you that you are the dumbasses who can only cry all the day but if you get the chance to change something, than you are creeping away.

Like smoth said it, its just some value editing and you can just copy the ota values, so its even simpler.

Dont begin to argue here again about my FF version! This thread is ONLY about the OTA FF version and YOUR chance to make it better!

Do it, or all people will see that there is nothing behind your words.

And after you have done your dreamwork, i m happy that you will never come and spam any FF thread because you have your own FF. *I really cant wait this day*

Posted: 21 Jul 2006, 11:52
by smoth
As far as crying... dude, get over yourself. I shed more tears for dead cockroaches.

oh, so you are not going to give them the partially converted version you were given when you started FF? you are not going to give them all the reworked models that fang did? heh.

Also, yeah it is value editing... this isn't a matter of serious code work. Something tedious not really challenging... I'd bet that minemat or drone can pull it off.

Posted: 21 Jul 2006, 11:59
by Min3mat
screw working from OTA FF
the current FF's models and FX are fine, a good starting point.

Posted: 21 Jul 2006, 12:01
by smoth
well, if you have any questions in your work minemat pm me I'll help where I can.

Posted: 21 Jul 2006, 12:08
by KDR_11k
People can just write a new set of fbi and tdf files and list FF as a dependency. That keeps the filesize small as well.

Posted: 21 Jul 2006, 12:10
by smoth
true, that would allow the fans of the current balance to still have the current setup.

GOOD IDEA!

Posted: 21 Jul 2006, 12:57
by Min3mat
yeah could you PM/Post how to make a
-mod dependancy thingey
-new mod (different name for the RAR without crashing)

Posted: 21 Jul 2006, 12:59
by smoth
This is the one I used for my tiny comm mutator.

Code: Select all

[MOD]
{
	Name=Gundam 1.1 Tiny Comm;
	Description=Gundam Tiny commander version;
	URL=http://www.planetannihilation.com/gundam;

ModType=1;
NumDependencies=1;
Depend0=gundam_1.1.sdz;

	antistall=3;
}
I hope this helps.

Posted: 21 Jul 2006, 13:07
by Guessmyname
what does antistall do?

Posted: 21 Jul 2006, 13:13
by smoth
something for NTAI... I forget what it does but I have it there because atlantia asked me to put it there so I did.

Posted: 21 Jul 2006, 13:26
by Das Bruce
Roffle cookies.

Image

Posted: 21 Jul 2006, 13:40
by Optimus Prime
oh, so you are not going to give them the partially converted version you were given when you started FF? you are not going to give them all the reworked models that fang did? heh.

Also, yeah it is value editing... this isn't a matter of serious code work. Something tedious not really challenging... I'd bet that minemat or drone can pull it off.
1. you said the exact OTA version was so good, so you should take exactly this. Fang put some turrets on some ships and changed textures, so it wouldnt be OTA FF.

2. sure it is value editing.. all inside the pc is value editing. 0->1, 1->0 a millions of times. And btw... modeling and scripting isnt even as hard, as balancing is. I made about 50 units now and scripted them (mosts have better scripts than normal units). They all work fine, only the balancing isnt done yet. So dont tell me anything about hard work by making units - and i m making them in 3do so its a lot harder to texture every single polygone.

Posted: 21 Jul 2006, 15:28
by BvDorp
err.. this thread isn't making a lot of ppl happier, is it? :(

However, good luck making stuff better!

Posted: 21 Jul 2006, 15:45
by Optimus Prime
none of the other FF-threads made anyone happier. But perhaps this thread stops it.
This will make ppl happier if they really use the chance to make their lovely ota ff version. If they will play it or not, that is another question but than we all can stop these pointless discussions.
I dont wanna attack them, but i want to force them to do exactly that, what they told me a lot of times. Only flaming is pointless - they have to change something. I dont want to because i m happy with my version, so its up to them.

Posted: 21 Jul 2006, 16:09
by Min3mat
btw found a great way to crash spring, unRAR part of a sdz into the /mods folder x)

Posted: 21 Jul 2006, 16:32
by Guessmyname
That shouldn't crash Spring. I have quite a few folders in there, though the mod-stuff, like the objects3d and scripts folders are subfolders within, ie:

Spring/Mods/*modname*/Objects3d

That causes no problems

Posted: 21 Jul 2006, 17:46
by AF

Code: Select all

[MOD] 
{ 
   Name=Gundam 1.1 Tiny Comm; 
   Description=Gundam Tiny commander version; 
   URL=http://www.planetannihilation.com/gundam; 

ModType=1; 
NumDependencies=1; 
Depend0=gundam_1.1.sdz; 

   antistall=3; 
}
This si very wrong.

antistall=3 is a mod.tdf tag for a buildtree not a mod_info.tdf tag. Look at the mod_info.tdf for AA/XTA/EE. That tag goes in a custom mod.tdf

Posted: 21 Jul 2006, 18:03
by smoth
well, you told me to put it in my MOD tdf file... which is what I did.

Posted: 21 Jul 2006, 18:12
by rattle
Goes into .\Spring\AI\GUNDAM\mod.tdf

Posted: 21 Jul 2006, 18:23
by smoth
Optimus Prime wrote: 1. you said the exact OTA version was so good, so you should take exactly this. Fang put some turrets on some ships and changed textures, so it wouldnt be OTA FF.
Dude, yeah FF runs fine in ta but it has issues that happen in spring only. This was corrected before you started your simple text editing. As I said earlier and even that is only tedious crap. Fang did more then you give him credit for, then again the guys who FIRST converted it did most of the work. However, what I was saying was that you were GIVEN several things from people and it wasn't all you. To be complete fair you need to offer those resources to others.

As far as scripting... yeah you have it EASY you do not have to do humanoid units. I had to time animations etc you had only to worry about fixed external turrets. WAY easier.


If I wasn't busy with my own work I would have done this a long time ago.
Optimus Prime wrote:2. sure it is value editing.. all inside the pc is value editing. 0->1, 1->0 a millions of times. And btw... modeling and scripting isnt even as hard, as balancing is.
bullshit... tons of people can edit a text document. Not everyone has the skill to model or texture. Also, guess what you failed at balance.. me I get many complaints about gundam... guess what... balance and how well modeled the mod is are NEVER among them.

You say you spent 1000+ hours testing your mod, I do not argue that. However, in a year and a half I have spent well over that testing.. but unlike you 99% my testing is offline and at lan parties! so I don't have a clock to tell you how much time I have spent.

Balance is easy for me... then again that might not be one of your skills as you obviously do not do it well.

Optimus Prime wrote: I made about 50 units now and scripted them (mosts have better scripts than normal units). They all work fine, only the balancing isnt done yet. So dont tell me anything about hard work by making units - and i m making them in 3do so its a lot harder to texture every single polygone.
Cry me a river... you will get no sympathy for those low poly jokes you called your third race and your additional units. I made all of my units tooo... and they are WAY more detailed then your modeling failures. The xamel alone has over 1,200 faces all of which had to be textured one at a time using solid colors to get the most efficiency out of the model. All models had to be painstakingly created with limited reference art and a lot of time.


I really tire of arguing with you. Others I am sure will try but like I said earlier... you need to stop bitching about people not playing you mod. You will not listen to people and correct things so your mod will ultimately fail. Minemat argues with you because he sees the waisted potential that is your mod. I am the same way, I see this mod as a largely a failure on your part.