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48 Hrs later: First mod arrives! (Absolute Annihilation)
Posted: 28 Apr 2005, 19:02
by Caydr
Absolute Annihilation has been converted to full Spring compatibility. Get it here:
http://prdownloads.sourceforge.net/ta-a ... p?download
21 Megabytes
Install to your Spring directory.
This may or may not be compatible with Zwzsg's OTA patch.
Known bugs/issues:
Spring is not yet fully functional, and as such not all units animate as they would in TA. All units work properly as far as I can see. Exceptions are transports and paralyzer units, which have been either removed or had their weapons removed, as Spring does not currently utilize paralyzer-type weapons. Also, unit-specific damage has not been implimented yet in Spring, so this impacts gameplay to some degree.
Absolute Annihilation homepage for news and additional information:
http://www.planetannihilation.com/aa
Posted: 28 Apr 2005, 19:05
by Mars Keeper
Yay, just what I was wasiting for.
Posted: 28 Apr 2005, 19:40
by Mars Keeper
I have now tried it, and it works fine.
Gonna go play it in Mp right now.
Posted: 28 Apr 2005, 20:01
by SJ
Unit specific damage is in, check armor.txt in the install folder for more info.
Posted: 28 Apr 2005, 20:10
by Caydr
Ahh! Great SJ, thanks, I was wondering what that file was for.
Posted: 28 Apr 2005, 20:13
by Sean Mirrsen
It's in, but how do we use it?
Posted: 28 Apr 2005, 20:15
by Dwarden
what about to have mod folders
and / or options to enable / disable certain mods for MP / SP on wish ...
Posted: 28 Apr 2005, 21:18
by Caydr
Just install it to your Spring folder and it'll automatically become the default for all future games until uninstall.
Posted: 28 Apr 2005, 21:36
by Dwarden
and thats the problem ...
so
either i must have THREE different TASpring installs for now (AA, OTA, XTA) + each new mod
or just CAN have ONE TASpring install and 3 mods directories in \MODS\ ...
or st. in this way ...
please try keep KISS scheme (keep it stupid simple) ...
also i would like to see archive type distributions of mods (non executables or it will turn into ideal ground for viruses, trojans, whatever malware) ...
ideally opensource 7-zip archive (can be self extracting)
http://www.7-zip.org
Posted: 28 Apr 2005, 22:20
by maylander
I am also for MOD folders. After startup you can simple choose your MOD and start playing. If not its to troublesome for some ppl to fuss around with file copying and the like. But i think the SY will find a good solution anyway
Hmmph
Posted: 28 Apr 2005, 22:54
by Pxtl
Well, the ideal solution would be to go with UT's approach - no mods at all. Instead, you just treat each piece of content as atomic (each unit, map, texture, etc) and simply have the server configure what content is going to be used (such as loading a mod-script) in Spring, and then clients must download from the server (or p2p using a torrent-a-like, or an http-redirect) until all players are sync'd.
Posted: 28 Apr 2005, 23:16
by Dwarden
actually MODs (main engine modifications) in Unreal Engien are standalone dirs ... (mainly due to major changes done and size)
mutators and maps/textures/sounds/models etc are downloadable with engine itself
Posted: 29 Apr 2005, 01:34
by FLOZi
Mod folders would be a great idea. A switcher is a moderatly simple undertaking. I could probably fashion a rudimentry one in Python, but an integrated solution would be much better.
Posted: 30 Apr 2005, 05:08
by [K.B.] Napalm Cobra
Bump

Posted: 08 May 2005, 13:19
by Mars Keeper
This mod is great, but it does not seem to work in multiplayer for me and my friends.
The is always out of sync from the beginning of the game. And your opponent does not seem to be active.
Posted: 08 May 2005, 22:08
by [K.B.] Napalm Cobra
Its called lag

Doesnt' work
Posted: 28 May 2005, 16:31
by Delerion
AA doesn't seem to work in multiplayer at all, if a player joins the game crashes immediately
Posted: 28 May 2005, 17:22
by FLOZi
Out of interest, what did you do to make AA Spring compatible?