Author |
Message |
Exalion
Joined: Fri Mar 02, 2007 6:59 am Posts: 1726 Location: NSW, Australia
|
build 14 will mean mod overhaul!
ok guys, if you have checked the devlog lately it looks like build 14 will render all current mods useless.
they will hvae to be re-made, although id say sprites will be the same sort of thing.
im making this thread so you can request mods you want re-made for build 14.
my 'wish' list:
*crobo series
*rebel armor suit
*steam howitzer
*spitfire (its a really awsm flamethrower, for those who cant remember it)
*skyscraper map (aka apoclaypse towers)
*my mods (ill do it)
*m41b (its some bizzare fire-,machine gun thing. its balanced, and fun)
*ropefaces infantry thingy (my little bro loves it)
*xrl-329( a huge dropship perfect for blocking up your base)
*those tripmine thingys.
post your wishlists, but try not to add ones allready said.
|
Thu May 31, 2007 10:43 pm |
|
|
aforsberg
Joined: Wed Mar 14, 2007 12:22 am Posts: 25 Location: In my mom's basement playing Cortex Command... duh.
|
no. just no.
why? what about backwards-comatability? I vote we all stick with the previous build.
|
Thu May 31, 2007 10:51 pm |
|
|
Exalion
Joined: Fri Mar 02, 2007 6:59 am Posts: 1726 Location: NSW, Australia
|
read the devlog, data is totally re-working the ACTUAL GAME ENGINE!!! this means the codes in our mods will not be comaptible anymore. read the devlog.
|
Thu May 31, 2007 10:53 pm |
|
|
coilgunner
Joined: Mon Apr 02, 2007 11:08 pm Posts: 163 Location: Kansas
|
build 14 will expand the mods we will be able to make meaning better mods.
|
Thu May 31, 2007 10:53 pm |
|
|
Exalion
Joined: Fri Mar 02, 2007 6:59 am Posts: 1726 Location: NSW, Australia
|
yeah, but the old mods won't be compatible, they will have to be fixed.
|
Thu May 31, 2007 10:54 pm |
|
|
Grif
REAL AMERICAN HERO
Joined: Sat Jan 27, 2007 10:25 pm Posts: 5655
|
I consider this a good thing. It puts everyone on the same "playing field", so to speak.
Anwyays, reflect on this.
The new build will feature:
Reworked MO-MO collision
No tunneling
New weapons, craft, and units
Possibly the scene builder
Probably better AI
The ability to order units to do tasks
Possibly some beta campaign
And probably even more.
So what, it breaks mods. If a mod is good enough, you'll make it for the new build.
|
Thu May 31, 2007 11:00 pm |
|
|
coilgunner
Joined: Mon Apr 02, 2007 11:08 pm Posts: 163 Location: Kansas
|
dude build 14 is gonna be sweet!
|
Thu May 31, 2007 11:01 pm |
|
|
aforsberg
Joined: Wed Mar 14, 2007 12:22 am Posts: 25 Location: In my mom's basement playing Cortex Command... duh.
|
well...
maybe a code translator? i have so many mods! maybe I'll need an old copy for my mods. when's it coming out?
|
Thu May 31, 2007 11:03 pm |
|
|
Grif
REAL AMERICAN HERO
Joined: Sat Jan 27, 2007 10:25 pm Posts: 5655
|
Re: well...
aforsberg wrote: maybe a code translator? i have so many mods! maybe I'll need an old copy for my mods. when's it coming out?
Not soon. And, more bluntly, whenever the hell Data makes it.
|
Thu May 31, 2007 11:14 pm |
|
|
Kirby teh Pink
Joined: Sat Apr 07, 2007 7:30 am Posts: 335 Location: Delicious food place
|
I dont know if improoving AI will make old mods outdated and incompadible.
they are pretty basic.
|
Thu May 31, 2007 11:16 pm |
|
|
Grif
REAL AMERICAN HERO
Joined: Sat Jan 27, 2007 10:25 pm Posts: 5655
|
Kirby teh Pink wrote: I dont know if improoving AI will make old mods outdated and incompadible.
they are pretty basic.
"The new build will feature:
Reworked MO-MO collision
No tunneling
New weapons, craft, and units
Possibly the scene builder
Probably better AI
The ability to order units to do tasks
Possibly some beta campaign"
Did, you, even, ah, READ the thread?
|
Thu May 31, 2007 11:20 pm |
|
|
coilgunner
Joined: Mon Apr 02, 2007 11:08 pm Posts: 163 Location: Kansas
|
lol! yea its a good idea to have read everything before posting.
|
Thu May 31, 2007 11:41 pm |
|
|
Exalion
Joined: Fri Mar 02, 2007 6:59 am Posts: 1726 Location: NSW, Australia
|
yes, build 14 will be the most awsmest thing ever, but if you like a mod, your gonna need to re-do lots of stuff.
|
Fri Jun 01, 2007 2:19 am |
|
|
Lt.Phist
Joined: Wed May 30, 2007 5:26 am Posts: 95
|
I think we should just forget all of the old mods, just because we can get new ones. Even though they are good, it's nice to get a fresh start. Anyways build 14 might have map editor on it and thus being no reason to carry out the old maps because we could just make more easy better ones on there and make even the same ones.
|
Fri Jun 01, 2007 3:35 am |
|
|
ProjektTHOR
Banned
Joined: Tue Feb 27, 2007 4:05 pm Posts: 2527
|
This is a perfect opportunity to begin instigating the program I theorized and proposed:
All mods go into a "Beta Mods" folder, and mods that are obviously superior to others go into another forum that can only be written to and edited by moderating staff, preferably a committee of mod reviewers.
|
Fri Jun 01, 2007 4:23 am |
|
|
|