TA for WG2...

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VeNoM
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TA for WG2...

Post by VeNoM »

I;m just curious.

Is there any Dev work going on for WG2 compatible versions of TA?

I still run a WG2 bbs because of the expense associated with upgrading or replacing all of my modules that dont work with 3. All of the dev work i read about seems to be pointed at the game which runs on WG3.

Are the WG2 and previous sysops going to be left behind?
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SouthernCross
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I would love for that to happen

Post by SouthernCross »

That would be amazing step forward. I use to run WG2 and 6.25. I spent tons of $$$$$ on almost every module I found and liked. I than got WG 3xxxxNT. And nothing worked from one to the next. I have a lot of stuff now, but would love to be able to incorporate the modules from the one to the other.


The problem is, even if someone had the cash to spend. They would not be able to purchase the modules when they manage to find them, due to a majority of the companies being out of business.

VeNoM
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Post by VeNoM »

I have the expense issue, and my users to think about.

If i move to wg3, and none of my old modules work, my board no longer has any of the things my users have come to enjoy.

I'd love to be able to offer the newer TA code when it becomes available, but if i cant on wg 2, then i cant offer it.
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Questman
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Post by Questman »

Give me a list of all the add-ons you have for WG2, please. I'll give you a rundown.

Also, when I compile TA2, I compile it both for WG3NT and WG2DOS. It will not support versions earlier than WG2 that way, but it's something.

The work to restore TA1 will be on the TA2 engine, and that will also be WG3NT and WG2DOS.

Dan Spain and I will release a new Tele-Arena game (to be named) that will also support WG3NT and WG2DOS.

So, no, it won't be NT only :-)

VeNoM
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Post by VeNoM »

glad to hear it!

I'll come up with a list of modules and send them to you in a PM, rather than clutter up your forums with them.

Thanks!
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dspain
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Post by dspain »

VeNoM wrote:glad to hear it!

I'll come up with a list of modules and send them to you in a PM, rather than clutter up your forums with them.

Thanks!
yeah its about done, however i rune a native WG2 development system when compiling WG2 mods so i finish it on NT first then when all seems good i do a WG3DOS, WG2DOS, and MBBS build on their own kits, some people say thats too much work but i like to know with 100% certainty everythignworks so i test it within that exact platform.

on a side note, the new TA is a bit different than the original, now everything is database driven which 1) increases speed by eliminating buffering and doing search,query,read right from the database, and 2) new things can be added right from within the database editor now such as new races, each with unique skills, new classes, each with unique skills, and new rune colors. also docks are customizable now if you wanted more dock type passages you dont need the c source to add those now.
i added a ton of stuff. if you rememebr correctly i spoke with you last year right before i began this project, dont know if you remember.

the project just released a beta 1.0 release with a new beta coming before the weekend, if those 2 go ok ill send Rick the proper files and begin public testing.

i did manage to take the original WG2 and make it so Rick can begin releasing it again by removing the old positions so the old tacrack.exe dont work on it anymore, and support for it to run in a DEMO mode, i need to get in touch with him on this so he can get it out, this is for WG2 only, some sysops dont want the new monster being built they want the old legacy and i try to compensate with everybody's wants :)

VeNoM
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Post by VeNoM »

Yea, i was talking with some of my users the other night. About the possibility of a new TA, and a few other upgrades.. Some of them actually told me they have no interest in learning a new world, they just plat TA for the nostalgia.

Then again, these are the users that will probably play for a few months, and then go back to their normal lives.

all in all, i think the game needs some updating, and you guys are providing just that.


Nice to hear you can made new docks without modifying the source.. How about arena's? I fought with that one for hours one night... heh

What about links from town to outside? As far as i can tell, that's a source mod too.
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dspain
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Post by dspain »

VeNoM wrote:Yea, i was talking with some of my users the other night. About the possibility of a new TA, and a few other upgrades.. Some of them actually told me they have no interest in learning a new world, they just plat TA for the nostalgia.

Then again, these are the users that will probably play for a few months, and then go back to their normal lives.

all in all, i think the game needs some updating, and you guys are providing just that.


Nice to hear you can made new docks without modifying the source.. How about arena's? I fought with that one for hours one night... heh

What about links from town to outside? As far as i can tell, that's a source mod too.
arenas in the old dos source are easy to modify, using a database editor add terrains to taelist.dbf, create some monsters and link em to the new terrain, create an arena and go back to the source and add this:
if (tlchan == ARNSUB+(NEW ARENA ROOM#)
{
if (margc == 2)
{
if ((sameas(margv[0],"ring") || sameas(margv[0],"ri")) &&
(sameas(margv[1],"gong") || sameas(margv[1],"g")))
{
ring(ARENA ROOM#,TERRAIN#);
return(1);
}
}
}
new arena will begin ringing in your new monsters.

but to answer your question, YES, the new game is easy to add arenas, i did ti 2 ways before coming to the final decision.

1st way was each arena had 5 slots to fill with monster data so each arena created could have 5 different monsters

2nd way was do arenas by monster level, so 1st town arena could be set to spawn any level 1 monster, town 2 arena could be set to spawn any level 6 monster, etc.....

i went with the second way becuase it gives a larger variety of enemies to fight and any sysop with a good imagination could mix it up really good .

the arena database can hold up to 100 arenas.

VeNoM
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Post by VeNoM »

dspain wrote:
VeNoM wrote:Yea, i was talking with some of my users the other night. About the possibility of a new TA, and a few other upgrades.. Some of them actually told me they have no interest in learning a new world, they just plat TA for the nostalgia.

Then again, these are the users that will probably play for a few months, and then go back to their normal lives.

all in all, i think the game needs some updating, and you guys are providing just that.


Nice to hear you can made new docks without modifying the source.. How about arena's? I fought with that one for hours one night... heh

What about links from town to outside? As far as i can tell, that's a source mod too.
arenas in the old dos source are easy to modify, using a database editor add terrains to taelist.dbf, create some monsters and link em to the new terrain, create an arena and go back to the source and add this:
if (tlchan == ARNSUB+(NEW ARENA ROOM#)
{
if (margc == 2)
{
if ((sameas(margv[0],"ring") || sameas(margv[0],"ri")) &&
(sameas(margv[1],"gong") || sameas(margv[1],"g")))
{
ring(ARENA ROOM#,TERRAIN#);
return(1);
}
}
}
new arena will begin ringing in your new monsters.

but to answer your question, YES, the new game is easy to add arenas, i did ti 2 ways before coming to the final decision.

1st way was each arena had 5 slots to fill with monster data so each arena created could have 5 different monsters

2nd way was do arenas by monster level, so 1st town arena could be set to spawn any level 1 monster, town 2 arena could be set to spawn any level 6 monster, etc.....

i went with the second way becuase it gives a larger variety of enemies to fight and any sysop with a good imagination could mix it up really good .

the arena database can hold up to 100 arenas.
Yea, i did eventually figure it out. Ended up making a new function to replace the one that's not editable in the source i have. Which let me specify whether or not a room was an arena.

The new way sounds much better.
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