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Modding - how far?

Posted: 22 Jul 2006, 16:18
by pin_
How much can you mod in TASpring? Say I want to make a mod with Warcaft III features (heroes, special abilites, etc.) and keep the current models and animations, would it be possible?

Posted: 22 Jul 2006, 16:27
by Comp1337
If you can code C++ anything is possible, spring is open sorce :-)

Posted: 22 Jul 2006, 16:33
by Snipawolf
OH DEAR GOD, Doing melee seems like hell, have fun...

Veteran levels could let you learn skills, but I dunno how do to do special effects....

Posted: 22 Jul 2006, 16:36
by pin_
I knew it's open source, there are those original TA dependencies so I was thinking where does 'open source' begin.

Posted: 22 Jul 2006, 16:38
by pin_
Snipawolf wrote:...Doing melee seems like hell, have fun...
what do you mean by that?

Posted: 22 Jul 2006, 16:54
by Snipawolf
Melee is hard, animating a unit is done by scripts...
It won't count the actual units hitting the other, you have to make a model or something to do it... At a very short range...

Posted: 22 Jul 2006, 17:08
by pin_
Snipawolf wrote:Melee is hard, animating a unit is done by scripts...
It won't count the actual units hitting the other, you have to make a model or something to do it... At a very short range...
oh, I had in mind a modern RTS so no melee fights. Also I'd use the units that TASpring has, that means no melee soldiers.

Thanks for replies

Posted: 22 Jul 2006, 17:33
by Snipawolf
Oh okay :P
Melee might be in my mod, but 3 units at most, I'm not doing more than that

Posted: 22 Jul 2006, 17:46
by Decimator
At the moment, special abilites aren't possible, except for the dgun ability, which can be any weapon, really.

Posted: 22 Jul 2006, 17:53
by pin_
Decimator wrote:At the moment, special abilites aren't possible, except for the dgun ability, which can be any weapon, really.
why does Comp1337 say if I know C++ everything is possible, why can't I modify the code to make possible use different types of DGun for same unit?

Re: Modding - how far?

Posted: 22 Jul 2006, 18:12
by smoth
@_pin

Heros: no we do not have any kind of unit limit. Once the request forum settles down I will put in a detail request about how we will need it(In my patch research I conclude an fbi tag is not enough)

Special abilities: We have d-gun and an on-off switch, you would have to write a patch to support it

Items/inventory: No support for it, you would have to write a patch.

Controlled experience: No support for it, you would have to write a patch.

auras: No support for it, you would have to write a patch.

blah blah... you get the gist...

Posted: 22 Jul 2006, 18:16
by pin_
So it's possible after all.
Thanks!

Posted: 22 Jul 2006, 18:17
by KDR_11k
The talk about C++ means modifying the engine itself to accomodate your ideas. That goes beyond the scope of a normal mod but most people will appreciate new features in the engine (of course you cannot break any existing features in the process).

Posted: 22 Jul 2006, 18:25
by smoth
pin_ wrote:So it's possible after all.
It is only possible if you write what is known as a patch.. which is a modification of the game code(c++) that is submited to the devs for aproval. If aproved it is then it would be.

However, writing patches is not an easy task and there are some in the community that will bitch about any patch that is made so if you do it you will need to ignore the nay sayers. The ones whos opinion really matter would be the devs.

Posted: 22 Jul 2006, 18:33
by j5mello
smoth wrote:...

However, writing patches is not an easy task and there are some in the community that will bitch about any patch that is made so if you do it you will need to ignore the nay sayers. The ones whos opinion really matter would be the devs.
And maybe the mod makers :o

Posted: 22 Jul 2006, 22:46
by smoth
lol, well yeah but we don't decide if the patch is commited to spring. That is where it matters.

Posted: 23 Jul 2006, 04:43
by j5mello
touche

Posted: 24 Jul 2006, 20:53
by Cyberwal
Well, for his own mod couldn't he simply modify the engine for his needs? It doesn't have to stay compatible to the original spring

Posted: 24 Jul 2006, 22:13
by Neddie
But then he excises his mod from the community, and it will sink into obscurity.

Posted: 24 Jul 2006, 22:15
by smoth
Cyberwal wrote:Well, for his own mod couldn't he simply modify the engine for his needs? It doesn't have to stay compatible to the original spring
That is what is called a stand-alone. Which means he will have to start a whole new community.