No, nothing to do with C&C.
LinkThe engine needed to play it
Screenie:
It doesn't look great, the textures are just rudimentary affairs but I know I won't get anything done if I try too much to get decent graphics going (the map is not part of the mod).
Get NTAI and set the unit limit at least to 1000 if you want to try it offline.
Replies
I'm actually digging the simplified look of the units, even if it is temp art. With the chaos that ensues in your mod, it's hard to stop and look at the artwork
I've never been able to launch them, even though I had the radar dish and commander vehicle
aesir: I don't think I'll need help yet. Never mind that Spring has nasty features like requiring segmented meshes and not supporting animations (you have to do any animations through the script).
Yeah, the Spring engine lacks, for sure.
And thanks for the clarification, KDR. Now I can nuke some biznitches.
On a side note, when using NTai with your mod, I get HUGE lag spikes. This happens not too long after that AI first sees my units. It becomes unplayable shortly thereafter. I get delayed-synch responses, and my offline "ping" jumps to 20,000 or more.
I tried using KAi, but by the time I'm ready to attack, it's only built a factory and 2 drones :P
Quaternion rotations? Is that a wish or a feature I just couldn't find in that mess they call "documentation"?
Thanks, KDR. I think I skipped over it quickly in order to try it.
You're pretty much the only person who has actual MANUAL files. Everyone else sticks them into readme's, which 1/2 the internet ignores, anyways.
Quaternian animation is basically what spring uses. Simple position/rotation data with segmented meshes. No vertex animation/morphing, etc. =\
The first game I worked on used quaternian animation and interpolation (apparently), though for my object animations I had no bones.
I got hosed :P
Good luck with getting Spring to take those anim files. Would be interesting if it worked