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is someone have using sucefully ta:k units in spring ?
Posted: 11 Aug 2006, 16:38
by emmanuel
in changelog is write enable the suport for ta:k(total annilation kingdom)units :
i tried before not weapon work
and now the game issue with message =missing sound (when i changed the sound for an taspring standard)
i test for ta:k commanders(4units)
Posted: 11 Aug 2006, 17:03
by Drone_Fragger
someone did for a very old version. Also, I'm pretty sure the animations don't work.
Posted: 11 Aug 2006, 17:43
by emmanuel
but a file named taspring\changelog.txt talk about enabled this suport isn t?
(maybe someone had write it in?)
isnot a medevil taspring will be a wonderfull dream?
Posted: 11 Aug 2006, 18:10
by rattle
No, master yoda.
You've probably found a rather old old changelog.txt.
TA:K is bollocks tbh. It's only good feature was melee combat and the magic system if you're into that kind of thing.
Posted: 11 Aug 2006, 19:02
by emmanuel
you say ta:k was compatible and not be now???
it s a reverse improv(a deprov maybe)
i don t search for ta:k gameplay
but for import nice models like dragon deamon and gargoyls...
Posted: 12 Aug 2006, 00:12
by rattle
No, they weren't in spring yet, not that I know of.
Posted: 12 Aug 2006, 00:54
by Kuroneko
the TA:K scripts were so totally different from TA scripts, that you'd need to rebuild them all from scratch. I know some have been converted.
Posted: 12 Aug 2006, 01:51
by Zoombie
I actually liked TA:K, because my freind would build nothing but zombies and I would gun them down with cannons. Good times, they were.
But the TA:K port...didn't work. At all. It was a bummer, but it just seemed to break on many many fundamental levels. Like how the Taros barracks would build pretty much anything at a snails pace, even WITH no cost. Stuff like that.
Posted: 12 Aug 2006, 01:56
by emmanuel
founded !
changelog.txt
"TASpring change log
0.72b1
...
0.63b1
...
-Added support for loading TA:K COB files and implemented the TA:K-specific opcode play-sound.
..."
someone have read changelog???