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I want OTA in spring
Posted: 15 Dec 2008, 08:00
by Gota
split from: http://spring.clan-sy.com/phpbb/viewtop ... 91#p322791 - moderator
Spring cant even come close to the awesomeness of OTA air behavior IMO.
If you retain auto shooting at radar blips it changes the entire gameplay thus you should rename your mod from basically OTA.
OTA was a lot about LOS...If stuff shoots at radar blips automatically,LOS loses much of It's meaning and the game plays in a fundamentally different way.
Re: The BOTA Thread - Version 1.6 Beta ready for open testing!
Posted: 15 Dec 2008, 09:24
by Pressure Line
Gota wrote:Spring cant even come close to the awesomeness of OTA air behavior IMO.
If you retain auto shooting at radar blips it changes the entire gameplay thus you should rename your mod from basically OTA.
OTA was a lot about LOS...If stuff shoots at radar blips automatically,LOS loses much of It's meaning and the game plays in a fundamentally different way.
are you EVER gonna stop jacking peoples threads and telling them "You need to do it my way or pack up your stuff and move on" Gota?
Sheesh. If OTA flight behaviour is that important to
you, go learn c++ and write a patch, or learn lua and write a movectrl gadget.
Re: The BOTA Thread - Version 1.6 Beta ready for open testing!
Posted: 15 Dec 2008, 12:39
by Hoi
or just leave spring and go play ota
Re: The BOTA Thread - Version 1.6 Beta ready for open testing!
Posted: 15 Dec 2008, 15:29
by Gota
Pressure Line wrote:Gota wrote:Spring cant even come close to the awesomeness of OTA air behavior IMO.
If you retain auto shooting at radar blips it changes the entire gameplay thus you should rename your mod from basically OTA.
OTA was a lot about LOS...If stuff shoots at radar blips automatically,LOS loses much of It's meaning and the game plays in a fundamentally different way.
are you EVER gonna stop jacking peoples threads and telling them "You need to do it my way or pack up your stuff and move on" Gota?
Sheesh. If OTA flight behavior is that important to
you, go learn c++ and write a patch, or learn lua and write a movectrl gadget.
Its not my way.
This mod is called Basically OTA...
I just think the spring community is going through a crisis ATM and i think a second OTA inspiration wave will do Spring good.
Re: The BOTA Thread - Version 1.6 Beta ready for open testing!
Posted: 15 Dec 2008, 20:35
by Pressure Line
Gota wrote:Its not my way.
This mod is called Basically OTA...
I just think the spring community is going through a crisis ATM and i think a second OTA inspiration wave will do Spring good.
Wait for Hardcore Annihilation, or fix Classic TA to work in current version. Stop WHINING and do something.
Re: The BOTA Thread - Version 1.6 Beta ready for open testing!
Posted: 15 Dec 2008, 20:54
by Pxtl
You are totally free to take Hardcore Annihilation and make whatever changes to it you like as long as you change the name - it's all ripped anyways.
Re: The BOTA Thread - Version 1.6 Beta ready for open testing!
Posted: 18 Dec 2008, 05:03
by Quanto042
The mod is called Basically OTA.
Not OTA.
OTA was awesome but not perfect, if it was perfect, i would still be playing it. If you think its so perfect go troll the TA Zone forums, you'd fit right in with Venom and all the other wankers.
Re: The BOTA Thread - Version 1.6 Beta ready for open testing!
Posted: 18 Dec 2008, 05:24
by Argh
I just think the spring community is going through a crisis ATM and i think a second OTA inspiration wave will do Spring good.
Crisis? What crisis?
If you really think fighter dancing is that cool, try the settings I described in black and white on the last page (for about the 5th or 6th time, btw) and jack them up really high, to do dancing fighters (
they will also turn on a dime, but that's the price you pay, it's all tied together in that one variable).
And if you really want the OTA-style radar, here's a little hint: that freeware code I released for LOS could be used to implement a new radar system, that does
not allow auto-fire... veeeeeery easily

Re: The BOTA Thread - Version 1.6 Beta ready for open testing!
Posted: 18 Dec 2008, 05:28
by Quanto042
Argh wrote:I just think the spring community is going through a crisis ATM and i think a second OTA inspiration wave will do Spring good.
Crisis? What crisis?
If you really think fighter dancing is that cool, try the settings I described in black and white on the last page (for about the 5th or 6th time, btw) and jack them up really high, to do dancing fighters (
they will also turn on a dime, but that's the price you pay, it's all tied together in that one variable).
And if you really want the OTA-style radar, here's a little hint: that freeware code I released for LOS could be used to implement a new radar system, that does
not allow auto-fire... veeeeeery easily

Dude is a lazy shit who doesn't even know how to open notepad, you're wasting valuable advice on him.
Re: The BOTA Thread - Version 1.6 Beta ready for open testing!
Posted: 18 Dec 2008, 05:35
by Argh
Eh, I figure giving stuff like that out is a freebie that somebody else will see the value of. I'll probably do the OTA-style radar, where you don't get auto-targeting (unless you have a Targeting Facility, one of those things in all Spring games that is basically either gone or a quaint piece of uselessness right now) just because I can... and it's really easy.
Re: The BOTA Thread - Version 1.6 Beta ready for open testing!
Posted: 18 Dec 2008, 07:35
by SwiftSpear
Gota wrote:Its not my way.
This mod is called Basically OTA...
I just think the spring community is going through a crisis ATM and i think a second OTA inspiration wave will do Spring good.
What you're looking for is "anal retentively OTA"
It's not in development.
Re: The BOTA Thread - Version 1.6 Beta ready for open testing!
Posted: 18 Dec 2008, 09:20
by Gota
Argh wrote:I just think the spring community is going through a crisis ATM and i think a second OTA inspiration wave will do Spring good.
Crisis? What crisis?
If you really think fighter dancing is that cool, try the settings I described in black and white on the last page (for about the 5th or 6th time, btw) and jack them up really high, to do dancing fighters (
they will also turn on a dime, but that's the price you pay, it's all tied together in that one variable).
And if you really want the OTA-style radar, here's a little hint: that freeware code I released for LOS could be used to implement a new radar system, that does
not allow auto-fire... veeeeeery easily

Obviously i have tried all that.
It doesn't work.
And quanto if you don't see how OTA air behavior was better than spring's than at least understand that Air played a much bigger factor in OTA unlike All OTA based mods ATM which have crippled Air abilities.
OTA was defiantly not perfect but the airplane behaviour tat it allowed is probably its trademark,and for a reason.
I have tried toying with different tags Argh's tags included.I have done many tests to try and get closer to the way air behaved in OTA but couldnt.
There is no way through tags atm.
If argh says its easy to code and will do it that would be superb and THAN I suggest BOTA should include it just cause it is awsome.
I will include it in SA,im not advocating this especially for BOTA.
BOTA was just on the way and i thought you might benefit from it as well.
If you wanna be aggressive,whatever,i still think you should implement it in BOTA if argh codes it.
While I cant think of any disadvantages the OTA Air behavior system had I can sure think of a few the spring system has.
Re: The BOTA Thread - Version 1.6 Beta ready for open testing!
Posted: 18 Dec 2008, 09:50
by Argh
Yes, so can everybody who's dealt with the flight model, Gota. Nothing new there. That said, you could probably fake the OTA behavior by making stuff an air transport- they basically act like OTA fighters did, which is to say that they don't really act 3D beyond staying X above the ground, and they obey turnrate. Making them occasionally barrel-roll or whatever in combat is trivial animation.
And I can think of a LOT of things that were wrong with the OTA flight system. Everything from flying off-map (you want that replicated, too?) to various buggy behaviors that made it hard to ever generate hits on fast-moving fighters...
I mean... wtf, man. You want OTA, with sparking, nuke-flooding, etc.... go play it. Don't try to tell us it's something that should be re-created in every detail, though- it was a great game, in the day, but rather primitive by today's standards.
Re: The BOTA Thread - Version 1.6 Beta ready for open testing!
Posted: 18 Dec 2008, 10:21
by Gota
No I'm not talking about the harmful glitches i'm talking about the overall.
and I'm not saying those harmful ones need to be recreated.
How can transports be made to act like OTA fighters in spring?
fighters can already be made to turn on the spot ifyou adjust the 3 max tags (maxrudder etc..)
Basiclly what is needed is for fighters to be able to turn on the spot but still do fly byes when attacking rather than just hovering above their target like they do now if they are made to turn on the spot.
Same thing with bombers.
They need to have on the spot turning but still do flybyes if they are given a target (it should still be possible to tell the bomber manually to turn around after he just attacked and it should turn on the spot but if left alone to attack it should do flybyes like spring's bombers).
Re: The BOTA Thread - Version 1.6 Beta ready for open testing!
Posted: 18 Dec 2008, 10:23
by Gota
Argh wrote:Yes, so can everybody who's dealt with the flight model, Gota. Nothing new there.
I wasn't saying it was news..i was just explaining what my starting point is.
Re: The BOTA Thread - Version 1.6 Beta ready for open testing!
Posted: 18 Dec 2008, 10:24
by Argh
How can transports be made to act like OTA fighters in spring?
Well, basically transports don't hover-attack, but do obey turnradius. Past that, you'll have to figure it out.
Re: The BOTA Thread - Version 1.6 Beta ready for open testing!
Posted: 18 Dec 2008, 10:25
by Gota
Argh wrote:How can transports be made to act like OTA fighters in spring?
Well, basically transports don't hover-attack, but do obey turnradius. Past that, you'll have to figure it out.
But that's the point....they don't attack so you don't see what happens when planes that can turn on the spot try to attack targets...
The problem is exactly that...what happens when a fighter or bomber can turn on the spot and tries to attack a target.
Re: The BOTA Thread - Version 1.6 Beta ready for open testing!
Posted: 18 Dec 2008, 10:36
by Argh
They don't attack, because you haven't tried one with a weapon. Which you would know, if you weren't just a stat-pusher who thinks that Tired knew what he was doing.
<facepalm>
Re: The BOTA Thread - Version 1.6 Beta ready for open testing!
Posted: 18 Dec 2008, 11:24
by Gota
What?sigh...i guess i explained myself poorly..or your just trying very hard to not understand.
What your saying is that transports,if given a weapon will do flybyes?
if transports have a weapon they will hover above a target and shoot.
Am I wrong?
By the way you can save the personal attacks to someplace else.
Re: The BOTA Thread - Version 1.6 Beta ready for open testing!
Posted: 18 Dec 2008, 11:32
by Argh
Try it yourself
And moderators, I apologize for bothering in this thread, feel free to clean this up. It's a needless distraction from BOTA.