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Re: STOMP v1.12[message #257700] Tue, 27 July 2010 23:23 Go to previous messageGo to next message
Nickfighter is currently offline Nickfighter

 
Messages:118
Registered:December 2007
Location: Poland
Shadow without being a ranger would be called Fog...Everybody can see Fog Smile

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Sergeant
Re: STOMP v1.12[message #257702] Tue, 27 July 2010 23:39 Go to previous messageGo to next message
Jinxed is currently offline Jinxed

 
Messages:238
Registered:October 2008
Location: Land of Skanks and Cottag...
Nickfighter
Shadow without being a ranger would be called Fog...Everybody can see Fog Smile


Except Shadow is an ex US Ranger (military) and has the hunter trait. Which btw I think is quite funny.

It is useful to have some kind of trait that has the current ranger abilities, just imo needs to be reworked into something else. I just cannot accept the fact that there would be highly trained ex military personnel who are hunter or ranger in this form. Rebels, or MERC mercs like Gasket yes it makes sense. But not ex military...

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Sergeant 1st Class
Re: STOMP v1.12[message #257703] Tue, 27 July 2010 23:41 Go to previous messageGo to next message
Nickfighter is currently offline Nickfighter

 
Messages:118
Registered:December 2007
Location: Poland
Shadow rocks man. And Ivan. And Scully. And Len...Shit, I don't want to list it all. Biff rocks too, he's good at catching flying bullets, ya know. He does that all the time.

[Updated on: Tue, 27 July 2010 23:43] by Moderator

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Sergeant
Re: STOMP v1.12[message #257722] Wed, 28 July 2010 03:40 Go to previous messageGo to next message
HLTVpro

 
Messages:210
Registered:October 2008
Location: USA / PRC
Jinxed
Nickfighter
Shadow without being a ranger would be called Fog...Everybody can see Fog Smile


Except Shadow is an ex US Ranger (military) and has the hunter trait. Which btw I think is quite funny.

It is useful to have some kind of trait that has the current ranger abilities, just imo needs to be reworked into something else. I just cannot accept the fact that there would be highly trained ex military personnel who are hunter or ranger in this form. Rebels, or MERC mercs like Gasket yes it makes sense. But not ex military...



well, then start thinking of something. cuz everyone else was okay with it Very Happy

---------------------------------

i thought swimming was already incorporated in athletics. hmm.

i do aggree swimming and diving skill makes a huge difference in actual combat. i cannot swim to save my life and that is the reason i was not qualified for boarding team (VBSS) Q_Q...most navy seals were great swimmers, some are on professional athletic level. i've know a few seals who does Ironman too. one of my ex-roomate in A school was a seal, he got up at 4 every other morning to swim in the lake, in winter, while i huddled in my bed....

BUT, it does not make that much of a difference in JA2. dedicating swimming as a individual minor trait is a waste of trait point. first, there are only so much water in JA2, fighting in maps without water makes the trait useless; second, you dont absolutely have to swim to get to somewhere, no matter how good you can swim, being in the water while the enemy is shooting at you still put you at a disadvantage.

it would be fun to do the ninja-straw thing tho, make you invisible in water, lol.

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Sergeant 1st Class
Re: STOMP v1.12[message #257765] Wed, 28 July 2010 13:09 Go to previous messageGo to next message
Forral is currently offline Forral

 
Messages:71
Registered:May 2009
Location: Sweden
Yeah, that's kind of how I saw it. The trait or proficiency or whatever you make it wouldn't be there to simply reduce the penalties you take while swimming. If that was the case, I agree that it would be a pointless feat. You don't need reduced penalties for something that you're never forced to do at all, you'd just choose to never do it to begin with. However, if the trait could turn the disadvantage of water into a significant advantage- making any body of water, regardless of its size into a potential deathtrap for any enemy that goes near it, I could definitely see a use for the trait.

A comparison can be made between Water and Rooftops. Water leaves you exposed, unable to return fire, and sucks up all your APs currently. So everyone avoids it. What if rooftops did the same thing? Would anyone get on the rooftops? Probably not. They would be a liability, and the only reason to climb over them would be to traverse them on a few occasions where that would be more beneficial than staying on the ground. Rooftops are however much used as it stands. They provide a measure of cover, can force enemies to close closer to find you- and there's a whole plethora of tactics applicable to rooftops because they are not simply "obstacles".

If you through the trait would have much improved stealthiness in water and signficantly decreased penalties, would water still be an obstacle? No. It would be a tool, allowing you to stealthily come out of the water, take your shots and then dissapear again into the deep blue before the enemies know where you went, or perhaps come out of the water with a whole squad, like out of nowhere and devestate whole enemy outposts. There isn't a doubt in my mind that such a bonus could be tremendously useful in many maps of the game. Not *all* maps, granted, but balancing it against traits that would be useful overall would simply require that the bonuses from Swimming, Diving or Amphibious Training (Whatever you'd call it) are much higher comparatively. The choice would then come down to: "Do I want a trait that helps a little bit all the time, or do I want a trait that helps *a lot* occasionally?"

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Corporal
Re: STOMP v1.12[message #257781] Wed, 28 July 2010 20:01 Go to previous messageGo to next message
Jinxed is currently offline Jinxed

 
Messages:238
Registered:October 2008
Location: Land of Skanks and Cottag...
I already proposed to change ranger into pointman.

Quote:
i thought swimming was already incorporated in athletics. hmm.

i do aggree swimming and diving skill makes a huge difference in actual combat. i cannot swim to save my life and that is the reason i was not qualified for boarding team (VBSS) Q_Q...most navy seals were great swimmers, some are on professional athletic level. i've know a few seals who does Ironman too. one of my ex-roomate in A school was a seal, he got up at 4 every other morning to swim in the lake, in winter, while i huddled in my bed....

BUT, it does not make that much of a difference in JA2. dedicating swimming as a individual minor trait is a waste of trait point. first, there are only so much water in JA2, fighting in maps without water makes the trait useless; second, you dont absolutely have to swim to get to somewhere, no matter how good you can swim, being in the water while the enemy is shooting at you still put you at a disadvantage.

it would be fun to do the ninja-straw thing tho, make you invisible in water, lol.


Crouching tiger hidden dragon anyone?

Yeah, having a dedicated trait to swimming is useless.

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Sergeant 1st Class
Re: STOMP v1.12[message #257786] Wed, 28 July 2010 20:56 Go to previous messageGo to next message
Forral is currently offline Forral

 
Messages:71
Registered:May 2009
Location: Sweden
Jinxed
Yeah, having a dedicated trait to swimming is useless.


...Fine. I'm going to stop trying.

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Corporal
Re: STOMP v1.12[message #257794] Wed, 28 July 2010 21:43 Go to previous messageGo to next message
lockie is currently offline lockie

 
Messages:3721
Registered:February 2006
Location: Scotland
Quote:
If you through the trait would have much improved stealthiness in water and signficantly decreased penalties, would water still be an obstacle? No. It would be a tool, allowing you to stealthily come out of the water, take your shots and then dissapear again into the deep blue before the enemies know where you went, or perhaps come out of the water with a whole squad, like out of nowhere and devestate whole enemy outposts. There isn't a doubt in my mind that such a bonus could be tremendously useful in many maps of the game. Not *all* maps, granted, but balancing it against traits that would be useful overall would simply require that the bonuses from Swimming, Diving or Amphibious Training (Whatever you'd call it) are much higher comparatively. The choice would then come down to: "Do I want a trait that helps a little bit all the time, or do I want a trait that helps *a lot* occasionally?"


I agree with you there , swimming as it is now is next to useless , far too noisy , mebbe if Smeagol can come up with diving/snorkel gear , along with your trait , stealthy water attack would become possible ?
Go for it !

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Captain

Re: STOMP v1.12[message #257804] Wed, 28 July 2010 22:49 Go to previous messageGo to next message
HLTVpro

 
Messages:210
Registered:October 2008
Location: USA / PRC
For the sapper/combat engineer major trait, a bonus to operate electronic devices should be incorporated to engineer trait. such as the xray device/commander's PDA/remote trigger, if that's possible; also a skill similar to the docter's surgical intervention, a combat engineer can use tool box on a broken weapon in combat to restore some of the conditions (but will take one or two rounds and will drain much of the tool box). it can be useful when you pickup a half broken weapon in combat and wishes to use it (for example, a rocket launcher. let the grease monkey tinker it real quick, so your bombadier wouldn't blow himself into pieces)

more bonus to the robot when operated by a combat engineer---AP, turning rate, etc, while more penalty vice versa, also a CtH and AP penalty to the controller which can be negated by engineer skill (sapper reduces penalty to half).

For instance, if you give the robot to Hamous to operate, robot will only have 80AP, a -20% CtH, and turns at a 50% increased AP cost, while Hamous take a -10AP penalty and -2% CtH.

so this is what i suggest, based on Forral's suggestion

Quote:
Sapper

[Updated on: Wed, 28 July 2010 22:50] by Moderator

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Sergeant 1st Class
Re: STOMP v1.12[message #257808] Wed, 28 July 2010 23:02 Go to previous messageGo to next message
Jinxed is currently offline Jinxed

 
Messages:238
Registered:October 2008
Location: Land of Skanks and Cottag...
Such a shame the sapper would not be capable of building fences or sandbags etc.

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Sergeant 1st Class
Re: STOMP v1.12[message #257840] Thu, 29 July 2010 04:00 Go to previous messageGo to next message
cdudau
@Sandro

Would it be possible to have the ability to reinforcs/fix fences that have been cut or even blown up?

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Re: STOMP v1.12[message #257851] Thu, 29 July 2010 10:07 Go to previous messageGo to next message
GeneralArthur is currently offline GeneralArthur

 
Messages:11
Registered:January 2008
Location: Potchefstroom, South Afri...
Now that would be a decent skill to have! I just hate it when the buggers flank me using my own flanking path from earlier!

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Private
Re: STOMP v1.12[message #257852] Thu, 29 July 2010 10:08 Go to previous messageGo to next message
CptMoore

 
Messages:224
Registered:March 2009
Well, I guess it would be cheating unless you give the AI the ability to cut through fences themselfs, in which case the game will become much harder later on.

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Sergeant 1st Class
Re: STOMP v1.12[message #257856] Thu, 29 July 2010 10:25 Go to previous messageGo to next message
Gorro der Grüne is currently offline Gorro der Grüne

 
Messages:1448
Registered:March 2009
Location: Broadwurschd-City
You may mend the fences with flagged mines

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Sergeant Major
Re: STOMP v1.12[message #257875] Thu, 29 July 2010 16:20 Go to previous messageGo to next message
cdudau
We know that mines can plug up a damaged fence as a improvisation. A new feature, that has the same animation as cutting the fence, would be a very nice feature. It is possible to cut the fence with wire cutters/kcb knifes. Why can we not reverse that action using the exact same animation, but with a different item/tool?

[Updated on: Thu, 29 July 2010 16:29]

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Re: STOMP v1.12[message #257880] Thu, 29 July 2010 18:24 Go to previous messageGo to next message
K0ukku is currently offline K0ukku

 
Messages:188
Registered:December 2009
lockie


I agree with you there , swimming as it is now is next to useless , far too noisy , mebbe if Smeagol can come up with diving/snorkel gear , along with your trait , stealthy water attack would become possible ?
Go for it !


Oh my god! Snorkel/Scuba gear! Do want!

And by the way, I would like to blow up spotted landmines with big grenades or other explosives. It's really killing me when I spot a line of landmines and I can't go pass em! Aargh!

[Updated on: Thu, 29 July 2010 18:30] by Moderator

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Staff Sergeant
Re: STOMP v1.12[message #257882] Thu, 29 July 2010 18:48 Go to previous messageGo to next message
DepressivesBrot is currently offline DepressivesBrot

 
Messages:3658
Registered:July 2009
Speaking of landmines, we already got the 'auto flag' option. Would it be possible to also get an option to disable the comments when spotting a mine? You know, Wildfire / AIM maps have these huge mine fields and when you hear one particular joke about lipstick, toes or the way to the outhouse 30 times in a row (because you usually have one explosives expert), it isn't funny any more.

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Captain

Re: STOMP v1.12[message #257884] Thu, 29 July 2010 18:50 Go to previous messageGo to next message
svean is currently offline svean

 
Messages:63
Registered:August 2005
I'm trying to play STOMP v1.12 with WF6.07 maps and mercs, HAM and AIM mod (V53) on 1227 version of JA2 1.13. Plaing both WF with HAM AIM and STOMP needs some ini additions but it works. With one exeption - if I'm hiring for example Shadow (with SEAL rifle) everything goes well until he gets dropped in Arulco - his gun is gone... This happends to all new guns from Alpha Items Mod but the wird thing is they show on AIM webpage as they were implemented...

Any ideas what I should I do?

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Corporal
Re: STOMP v1.12[message #257902] Fri, 30 July 2010 00:29 Go to previous messageGo to next message
Sandro is currently offline Sandro

 
Messages:420
Registered:November 2008
Location: Mars
I don't have any, sorry..

.....

Anyway, I have here a functional STOMP 1.3, final version, which should be implemented to SVN. The last thing to made is to implement the NAS into it and all other changes which appeared on the development code version the few days back.

However, bad news comes. I am leaving. Tomorrow. I thought I'll be here at least a month more, but no.

I may try to finish the STOMP and send the code to RoWa to implement. But I'm not sure if I can make it.

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Master Sergeant

Re: STOMP v1.12[message #257903] Fri, 30 July 2010 00:37 Go to previous messageGo to next message
Jinxed is currently offline Jinxed

 
Messages:238
Registered:October 2008
Location: Land of Skanks and Cottag...
Jeebus, that's short notice no? It almost sounds like someone is after you, and you haven't got much time left...

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Sergeant 1st Class
Re: STOMP v1.12[message #257905] Fri, 30 July 2010 00:39 Go to previous messageGo to next message
silversurfer

 
Messages:2793
Registered:May 2009
Could you please upload the source so someone else can merge it? If you don't want anybody else to merge it for the public you could as well upload it for private use. I would appreciate it. Smile

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Lieutenant
Re: STOMP v1.12[message #257914] Fri, 30 July 2010 04:12 Go to previous messageGo to next message
Slax is currently offline Slax

 
Messages:1411
Registered:July 2006
Location: People riding polar bears...
Jinxed
Jeebus, that's short notice no? It almost sounds like someone is after you, and you haven't got much time left...

Making cheap and fun games/mods will get you taken out by the gaming industry's elite cell of assassins (blackshirts, naturally). FACT!

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Sergeant Major
Re: STOMP v1.12[message #257962] Fri, 30 July 2010 21:15 Go to previous messageGo to next message
Jinxed is currently offline Jinxed

 
Messages:238
Registered:October 2008
Location: Land of Skanks and Cottag...
Reminds me of that short story by stephen king, a toymaker gets assassinated and then the assassin gets a box of toy soldiers delivered to his door...

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Sergeant 1st Class
Re: STOMP v1.12[message #257965] Fri, 30 July 2010 21:59 Go to previous messageGo to next message
Nickfighter is currently offline Nickfighter

 
Messages:118
Registered:December 2007
Location: Poland
Jinxed
Reminds me of that short story by stephen king, a toymaker gets assassinated and then the assassin gets a box of toy soldiers delivered to his door...

"Assassinated"? Isn't "Murdered" more fitting?

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Sergeant
Re: STOMP v1.12[message #257975] Fri, 30 July 2010 23:39 Go to previous messageGo to next message
svean is currently offline svean

 
Messages:63
Registered:August 2005
I'm still trying to play STOMP 1.12 with WF6.07(HAM) and AIM mods... I asked if anybody knows whats happening if a merc hired from AIM webpage (Shadow for example) looses his weapon after hiring (SEAL recon rifle). I realised that this happend with all new weapons from Alpha Item Mod.... Those weapons and items actually exist in the game - you can see then on AIM webpage, buy from Boby but they wanish while hiring mercs.

Also another thing I've noticed - new ammo (.22) is buyable as there are weapons for this ammo but you can't reaload weapon with this (or put this into weapon any way). And enemy soldiers armed with for example Ruger 10/22 have weapons with no ammo...

I think I need to wait a little bit for STOMP with NAS integrated into SVN version but I hope there won't be such problems after all Wink And maybe someone knows what might be wrong - maybe I need just to copy some xml-s somewhere or something...?

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Corporal
Re: STOMP v1.12[message #257978] Sat, 31 July 2010 00:31 Go to previous messageGo to next message
Jinxed is currently offline Jinxed

 
Messages:238
Registered:October 2008
Location: Land of Skanks and Cottag...
I don't think wf 6.07 has actually been tested, I even asked smeagol about it once and he told me I'm better off using 6.06.

I don't have a clue what's wrong and doesn't seem like anyone had a similar problem, ever. Waiting for STOMP and NAS and SVN is unpredictable. Sandro left to a better place and who knows if he actually finished his new stomp and we might not get another update in a while. I would:

Install JA2 GOLD
Upgrade to newest SVN
Install WF 6.06
install STOMP
install Mapupdate 20090909
install AIM
Install WF facilities xmls

Most of which can be found on smeagols skydrive

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Sergeant 1st Class
Re: STOMP v1.12[message #257979] Sat, 31 July 2010 00:32 Go to previous messageGo to next message
datakurs is currently offline datakurs

 
Messages:166
Registered:June 2009
Location: Budapest, Hungary
I think your problem is the wrong sequence of installation. The .xmls of STOMP overwrite .xmls of AIM and delete many new items.
Try this installation order: JA2, 1.13, WildFire, maps, STOMP, AIM. Use only one Data folder, drop all the files of the last 4 mods into \Data-1.13 (except for the TILECACHE folder of AIM, that goes into \Data).

Edit: I was slow.

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Staff Sergeant
Re: STOMP v1.12[message #258022] Sat, 31 July 2010 16:11 Go to previous messageGo to next message
Nickfighter is currently offline Nickfighter

 
Messages:118
Registered:December 2007
Location: Poland
Sandro
I don't have any, sorry..

.....

Anyway, I have here a functional STOMP 1.3, final version, which should be implemented to SVN. The last thing to made is to implement the NAS into it and all other changes which appeared on the development code version the few days back.

However, bad news comes. I am leaving. Tomorrow. I thought I'll be here at least a month more, but no.

I may try to finish the STOMP and send the code to RoWa to implement. But I'm not sure if I can make it.

FUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUCCCCCCCCCCKKKKKKKKKKKKKKKKKKKKKK!!!!!!!!

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Sergeant
Re: STOMP v1.12[message #258033] Sat, 31 July 2010 17:39 Go to previous messageGo to next message
Randok is currently offline Randok

 
Messages:321
Registered:March 2004
Quote:
I am leaving. Tomorrow.

No!
When you come back to us?

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Master Sergeant
Re: STOMP v1.12[message #258049] Sat, 31 July 2010 21:29 Go to previous messageGo to next message
svean is currently offline svean

 
Messages:63
Registered:August 2005
I think installing STOMP at last was a mistake...
Anyway I try that order Smile

And thanks for help!!!!

...Do I really need to instal Mapupdate20090909 if WF6.07 is newer and also on Smeagol skydrive? What's in there?

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Corporal
Re: STOMP v1.12[message #258050] Sat, 31 July 2010 21:35 Go to previous messageGo to next message
Jinxed is currently offline Jinxed

 
Messages:238
Registered:October 2008
Location: Land of Skanks and Cottag...
Smeagol can put anything he wants on his skydrive. I wrote already, he told me not to use it because it's not tested. I had issues with it straight away.

Still, I cannot understand people playing full wf. The new mercs are REALLY bad and everytime I heard miguel's voice it made me sick.

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Sergeant 1st Class
Re: STOMP v1.12[message #258070] Sun, 01 August 2010 11:46 Go to previous messageGo to next message
svean is currently offline svean

 
Messages:63
Registered:August 2005
Jinxed
Smeagol can put anything he wants on his skydrive. I wrote already, he told me not to use it because it's not tested. I had issues with it straight away.

Still, I cannot understand people playing full wf. The new mercs are REALLY bad and everytime I heard miguel's voice it made me sick.

I tend to rely on IMP characters mostly to train them. Also I quite like WF new mercs, and old mercs are also aviable from MERC webpage after few days.

Anyway - I just started STOMP with WF (6.07 to test - no problems by now Smile) AIM and this whole stuff . It's working now Smile

Thanks to Jinxed and other people Smile

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Corporal
Re: STOMP v1.12[message #258077] Sun, 01 August 2010 13:41 Go to previous messageGo to next message
Nickfighter is currently offline Nickfighter

 
Messages:118
Registered:December 2007
Location: Poland
Svean
Jinxed
Smeagol can put anything he wants on his skydrive. I wrote already, he told me not to use it because it's not tested. I had issues with it straight away.

Still, I cannot understand people playing full wf. The new mercs are REALLY bad and everytime I heard miguel's voice it made me sick.

I tend to rely on IMP characters mostly to train them. Also I quite like WF new mercs, and old mercs are also aviable from MERC webpage after few days.

Anyway - I just started STOMP with WF (6.07 to test - no problems by now Smile) AIM and this whole stuff . It's working now Smile

Thanks to Jinxed and other people Smile

Wouldn't it be better if the new mercs would be available on MERC page, not the standard ones?
Tak w koncu byloby lepiej Smile

[Updated on: Sun, 01 August 2010 13:43] by Moderator

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Sergeant
Re: STOMP v1.12[message #258157] Mon, 02 August 2010 01:15 Go to previous messageGo to next message
Jinxed is currently offline Jinxed

 
Messages:238
Registered:October 2008
Location: Land of Skanks and Cottag...
Does anyone know if Sandro finished stomp? Was it submitted?

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Sergeant 1st Class
STOMP v1.2[message #258312] Tue, 03 August 2010 18:21 Go to previous messageGo to next message
Sandro is currently offline Sandro

 
Messages:420
Registered:November 2008
Location: Mars
Hi, guys.
I have about 5 minutes...

I managed to grab a laptop with VC++ and I have the code v1.2 with me compiled. (I wrongly spoke about "1.3" version, it's 1.2 actually.)
On latest development version, means NAS is there.

I don't have the game here, so I can't test it. But so far, it should work. I shall send the code to RoWa tomorrow possibly.

Here is the new version (with new merc records implemented):

http://www.mediafire.com/?cgk16akck7pi43h
(also at the first post)

[Updated on: Tue, 03 August 2010 18:23] by Moderator

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Master Sergeant

Re: STOMP v1.2[message #258316] Tue, 03 August 2010 19:17 Go to previous messageGo to next message
Nickfighter is currently offline Nickfighter

 
Messages:118
Registered:December 2007
Location: Poland
LoL, I will check it out Smile

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Sergeant
Re: STOMP v1.2[message #258322] Tue, 03 August 2010 19:47 Go to previous messageGo to next message
svean is currently offline svean

 
Messages:63
Registered:August 2005
This is NICE Smile
Definitely needs some testing Very Happy but at the first look seems very nice Smile

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Corporal
Re: STOMP v1.2[message #258340] Tue, 03 August 2010 21:36 Go to previous messageGo to next message
Nickfighter is currently offline Nickfighter

 
Messages:118
Registered:December 2007
Location: Poland
I just played it some. Captured lotsasectors, no bugs at all. Everything seems fine. Now we only need the source code, IoV 920 and everything will be perfect Very Happy

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Sergeant
Re: STOMP v1.2[message #258342] Tue, 03 August 2010 21:52 Go to previous messageGo to next message
datakurs is currently offline datakurs

 
Messages:166
Registered:June 2009
Location: Budapest, Hungary
Somehow I have much less attribution points to share at IMP than before even with the same (?) .ini settings and the same professions. Was any change in that system or am I dumb?

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Staff Sergeant
Re: STOMP v1.2[message #258359] Tue, 03 August 2010 23:42 Go to previous messageGo to previous message
Maalstroom is currently offline Maalstroom

 
Messages:340
Registered:December 2008
Location: en route to San Hermanos
there is only a little tiny problem with the wepon display corected in the last version of nas which is not corectet in the last build of stomp with nas - weapon display overlaps with stock attachement, the weapon box should be pulled a little bit to the left. in rest it simply rock!

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Master Sergeant
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