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I wonder why zero-k never had a mature fork/mod

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14 years ago
I wonder why zero-k never had a mature fork/mod:

only one I found was zero-k:chicken - which is more like a mission.
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14 years ago
Both no forks ever work ..
ZK is a fork of BA and it took focused effort of tens of people over X years to make it a serious competitor.
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14 years ago
Neon-K :)

But now it is mainly a joke for a few new balancing ideas.
Once I got my first new unit I will open some matches that players can enjoy a new gameplay and get a oppinion how it was good or bad.

That is the only reason I make it - NOT to be balanced perfectly or having an own unlock+commander system.
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14 years ago
It probably has to do with the infrastructure required and the fast development cycle. Also the fact that mature forks are about as hard to produce as the base game and you could instead help with the base game.
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14 years ago
You could make a fork and everytime only replace the modinfo files and add or change a few units / unit stats.

For example:
* Only give metal makers.
* Give coms dguns and include dgun range around your base.
* Add a few ( maybe 5 or less ) new support units to different factories ( for example amphibious ).

You have a mod with some new featurs and have to get the main game + patch it every time.
After that upload it to make it accessible over rapid or springfiles.com.

It is easier to implement a mod option ( experimental units ) and add all the units from a specific developer ( or one factory ).
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14 years ago
Considering how ZK isn't just a typically packaged mod and is instead a complete system that extends the entire Spring infrastructure, I wonder how hard it would be to even do a fork. I mean, it's not like the BA "Open up the SD7, change the ModInfo entries and then start fiddling with all the Unit.TDF files". I wouldn't even know where to begin just creating the absolute bare-minimum name-changing ZK fork, much less decoupling it from the unlocking server and whatnot.
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14 years ago
The name is easy - there is a modinfo file -, but you have to change many unit descriptions too - some are multilingual.

I tried once to add a unit - for fun reasons, but failed to even add it into the build list. Lotus got broken this way until I removed it again.

There are many gadgets which are very hacky - overwrite strafing distance, etc.
If you want you can try to make one gunship fire at the target while moving in a tangente.
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14 years ago
I don't mean changing the name itself, I mean repackaging it in a form that allows me to make changes and have it live alongside the real ZK.
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14 years ago
I did mod early last year, it end up with I cannot test every time I uploaded, and soon my laptop broke down and I got no pc with a graphic compatible to run zero-k, thatÅ› the end of it. zk:raider out there you can grab, but don't expect much changes and its out-of-date.

Fork based on reason, I want faster gameplay and no shield and general longer range weapon.
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14 years ago
Define "mature fork/mod", did any spring game ever have this?

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14 years ago
AA, BA?
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14 years ago
BA picked up where AA left, not really a fork.
The various AA/BA rebalance mods do not count as mature imo.
was thinking like this:
http://springrts.com/phpbb/viewtopic.php?f=44&t=27173 (Red Annihilation)
or the BA/DSD CTF.

But thinking about it, zK did have this too, in form of missions that made new gameplay:
-this mission where 4 players had to avoid being caught by chickens.
-krogoth toss (use terraform and gravturrets to throw a krogoth)
also deployment mode (not sure if modoption or mutator)
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14 years ago
Red anni is nice, but after a few minutes ingame, you have 2k metal laying around on a single metal spot.

And you need at least T2 makers as fast as you can - that is a bit too much TechAnnihilation for zk players.

4 times as much efficiency is too much!
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