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resolving urgent issues[message #127309] Fri, 18 August 2006 18:51 Go to next message
the scorpion

 
Messages:1834
Registered:September 2004
Location: CH
usually such things would be discussed in a secret forum but we're transparent Cool


and we happen to have no secret forum anyway :angel:

so, currently there's a critical issue to be resolved and i'm uncertain what alternative to pick

the problem is, that the 1.13 engine that we were using as a base for this mode is being gangraped and ripped apart with cheat modes and features we can't effectivly control. What does that mean? it means the valiant effort by the 1.13 coding team to get their engine back on track might still not be enough to get it back to what it was speaking in terms of moddability.

so we basicly have few alternative

-using the backup engine that features great stuff as well
this option would be definitly the last resort

-solving, disabling and working around all cheat modes and crap features but sticking with the very latest version. This would cost us high sacrifices in terms of customizations and ingame features. Currently this looks a good choice though

-using older 1.13 exes prior to many issues
not a good option since the necessary extenalisations are not yet in but the cheat modes are


other issues

- mapmaking

i`m runnin short on time to doing most of the mapmaking. Thx Azazel for helping me. has anybody seen durty dan anywhere? He used to contribute maps as well

hopefully not more to be added later :luckystrike:

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Sergeant Major
Re: resolving urgent issues[message #127310] Sat, 19 August 2006 23:40 Go to previous messageGo to next message
AZAZEL is currently offline AZAZEL

 
Messages:750
Registered:February 2004
If I'm not wrong, Kaiden offered some help for the second alternative once: disabling some features, making options.ini less accessible to everybody,etc, in the latest version.

IMO this looks like the best choice, unless RR is left without coding support.

It would not only make things more controlable for the mod (to give the feeling and experience you're preparing and alowing),
but it also would prevent some nervous,or frustrated inexperienced players to say something about our mothers( Very Happy ) whenever they feel "cheated"... :computer2:
and frustrated by something you have no control over. Sad

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First Sergeant
Re: resolving urgent issues[message #127311] Sun, 20 August 2006 02:19 Go to previous messageGo to next message
the scorpion

 
Messages:1834
Registered:September 2004
Location: CH
yes, i think trying to find coder support will be the key in this issue. I think i can't dissapoint all the 1.13 fans by picking another exe. so we must find a way

i have a great idea, but i will have to ask/ test / code the implementation

a fair deal, so to say

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Sergeant Major
Re: resolving urgent issues[message #127312] Sun, 20 August 2006 03:45 Go to previous messageGo to next message
Khor1255 is currently offline Khor1255

 
Messages:1817
Registered:August 2003
Location: Pleasantville, NJ
Barring any coder support (which I'm pretty sure you'll get but you wouldn't want it to slow down your momentum by waiting for it) I think the second option you presented is the best alternative.
Originally I thought you could just go to an older 1.13 version but you're right that some of the new features are just too cool to leave out.
Unless your completion date is right around the corner I wouldn't worry about undesireable features ruining your mod. There are usually workarounds that can 'break' any feature you really don't like already present in the .xmls.

I think resorting to a pre 1.13 version would be unthinkable. The cheesy weaponmod sacrifices you have to make in older versions lead me to believe the 1.13 is the future of Ja2 modding.

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Sergeant Major
Re: resolving urgent issues[message #127313] Sun, 20 August 2006 04:16 Go to previous messageGo to next message
the scorpion

 
Messages:1834
Registered:September 2004
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it's not only the cheat features. it is also incredibly unstable and people hardly ever play until the end of a campaign in 1.13

plus if i work around most crap features, other, good features might get lost too.

you see, whatever i do, i have to make sacrifices. (and of course i can't expect the team to disable their beloved cheatfeatures now can i?)

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Sergeant Major
Re: resolving urgent issues[message #127314] Thu, 24 August 2006 00:19 Go to previous messageGo to next message
Bearpit is currently offline Bearpit

 
Messages:1073
Registered:August 2001
Location: Sydney Australia.
Are you saying the coding changes themselves are adversely affecting balance and stability or is it more a matter that players could modify a modmakers set values to suit themselves & that destroys challenge & balance ?

You cant save people from themselves ...
If they choose to use cheat features it's their experience.

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Sergeant Major
Re: resolving urgent issues[message #127315] Thu, 24 August 2006 00:41 Go to previous messageGo to next message
the scorpion

 
Messages:1834
Registered:September 2004
Location: CH
both aspect play a role

the problem is, if you have no fixpoints in the game at all, you can't make any balance

and the second is, 1.13 is a modmking engine. it is normal that a modmkaing engine is open for everyone to make changes, to experiment, to cheat in the most extreme cases to master the insane modus. For a mod that has custom content it is however necessary to have a valid balance. I'm not making the mod for myself. i'm making the mod for everyone who wants to play it. The 1.13 team didn't set all weapon damage vaues to zero and said, well folks, there are xml's, do it yourself. Why? it's obvious, you need fixpoints in a game

so. 1.13 needs to stay open. But modmakers need a way to secure their balance. and the 1.13 team knows that, muggsy and starwalker are pretty much aware of this issue and i believe they can come up with decent solutions

you get me wrong. i'm not protectig the people from themselves, i need a chance to balance my mod. Do youwork with 1.13?
taxacaria mentioned it, it is currently close to impossible to bring in a financial balance. and a nice weapon balance is very hard as well, given the high numbers of enemies and especially elites dropping high end gear early on

rowa21 is working on a partial solution to that, so the team knows there are urgent balance problems to be resolved

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Sergeant Major
Re: resolving urgent issues[message #127316] Thu, 24 August 2006 01:39 Go to previous messageGo to next message
Bearpit is currently offline Bearpit

 
Messages:1073
Registered:August 2001
Location: Sydney Australia.
Our experience with UC which had relatively few dramatic changes to core values made finances & weapon/item aquisition a real swamp so I can appreciate modmakers need a set of fixed refference points to give them a basic concept of exactly what happens on the ground working from the starting point.

Seems the starting point has become a can of worms which is pretty sorry news for anyone creating a mod following traditional JA2 concepts of gradual improvement, predictable balance and everyone should keep in mind that V1.13 is a set of tools rather than a playable mod.

It's sorta like having warehouses filled with components of increasing brilliance & sophistication but no-one able to create a finished product out of them.

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Sergeant Major
Re: resolving urgent issues[message #127317] Thu, 24 August 2006 04:06 Go to previous messageGo to next message
the scorpion

 
Messages:1834
Registered:September 2004
Location: CH
i think you're pretty much on the spot here. i can't seem to get things right. i think i made some mistakes in the devlopment process.. tried too hard to take advantage of the awesome 1.13 features and look what disaster i caused in the last couple of days.

however the positive aspect is that i have much support from the voice actors and i have the necessary faces so this means a certain versatility when it comes to making adjustments and pay caution to the playability.

i'm so looking forward to good mods.

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Sergeant Major
Re: resolving urgent issues[message #127318] Sun, 27 August 2006 02:54 Go to previous messageGo to next message
Marlboro Man

 
Messages:1159
Registered:October 2005
Location: USA
Hello Scorpion,
I understand fully how you feel about using 1.13 as your base for your mod. I also think the modmaker should be able to set his or her limits in respect to overall plot and game play experience that you the modmaker expect. I am only a game player and respect the decisions of the modmakers. I too hope some day to get a mod going myself. I have alot to learn though, and as my years start to wane now, I hope to have the chance to do it. Like I said I don't know diddley squat about modmaking, coding, or even how to do a decent pic to implement into the game, I am just a game player. What I don't understand is why you can't make the mod the way you want it played? Why can't you have the options ini set to the the overall balance of the way you intend your mod to be played? Or have 2 .exe versions of your mod at ready time. One version the correct version of the way you want people to play it and then another version a freeforall version, that other people can play whatever way they like. Like the way 1.13 is at the moment. I see 1.13 as still very young in it's stages, with alot of "ideas" coming and going. I think it is a good thing that we try to "experiment" and try new ideas no matter how crazy or cheat related they may seem. That way we can "weed out" the good ideas from the bad.

Well I just wanted you to know that I support your mod 100%. And hope that you don't let some people bring you down too much. There are alot of "giant" egos around here, so don't let them step on your toes, espcially when you know you are in the right. Compromise in your ideas.

Take Care, and keep up the great work. We are all in this together.

Smile

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Sergeant Major

Re: resolving urgent issues[message #127319] Mon, 28 August 2006 06:34 Go to previous messageGo to next message
dbonar is currently offline dbonar

 
Messages:47
Registered:June 2006
I second Marlboro Man.

There are too many variables to expect one mod maker to hit the perfect point.
Realistic damage versus playability
Drop all (realistic to me) versus restricted drops
Lots of enemies vs. few enemies
Different equipment progression rates
Big merc teams Vs. small merc teams
Long, slow gameplay versus fast gameplay
Big assaults due to reinforcements versus smaller individual sector battles

Set up you mod with the balance that you feel is correct and then let it go. If you have a good balance people will play with your ruleset/balance. At some point they might realize the they want to tweak things but to me that sounds like a good thing. It means they like your setting & story enough to want to play more!

Ome additional point. I do feel two things must remain completely under the control of the mod maker; the laptop (ie access to AIM, MERC & BR) and whether or not to allow multiple IMP mercs. Perhaps its hypocritical but I feel that those are the only areas that can truly break a mod.

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Corporal
Re: resolving urgent issues[message #127320] Mon, 28 August 2006 11:56 Go to previous messageGo to next message
Kaiden is currently offline Kaiden

 
Messages:504
Registered:September 2003
@Scorpion - My offer does still stand.

And if you think of it like this...

Mods may WANT to have their own executables, a 1.13 exe that is specific to that point in which their mod was completed. Granted, newer features may come out afterwards, but your mod would not be balanced for those features. And any player who wanted to use those features within your mod could always just replace your executable with the latest and greatest 1.13 mod executable and use all the new features. They would also of course, then be able to modify anything in the INI file to their hearts content.

I think this is a consideration that was NOT discussed in the thread that shall remain nameless.

Instead of password protected files, encrypted files etc... a seperate executable with one single modified file (gamesettings.cpp) is all that is needed.

Then your players have their choice, Ja2v113.exe or JA2RR.exe.

One would be balanced your way, and the other would be balanced the players' way.

And updated executables could be very easily upgradable. If we allow more AIM mercs and you want that in your mod 4 months after it's been completed and released, request a new EXE.

It REALLY is as simple as moddifying a single cpp file and can be done in a matter 15-20 minutes. Send me a list of INI options you want disabled, or what you want their values to be and BAM, it's done.

Considering that we want Version 1.13 to be a base platform for modding, I would like to think that any of the other coders would be willing to do this as well.

Granted, NONE of this helps your XML files, but those are more protected than a simple INI file, and lowering the cost of a weapon or two does less to destroy game balance.

Counting the time of compiling, it will take a coder less than an hour to impliment hard-coded values for any and all INI options. The values are actually there in the code as defaults, all they need to do is disable INI file reading which can easily be done by changing the INI file section it's looking for to a non-existant value, and then change the default value to your liking.

And it could be done regularly, it could be done with every official 1.13 if you wanted all the new features.

Now other features that are not in the INI file or the XML's, but rather on the Options screen or just on by default, those are more difficult to change, and it would primarily depend on how many and which ones you need to be disabled.

Now that's not my stance on the subject, my stance is find your set values and balance from there, letting the mod-playing public decide for themselves. But then again, I'm the primary one responsible for causing this problem Sad (drop-all being on the options screen withstanding) So I'm biased. Granted my initial intention in externalizing difficulty settings, was to make the game more difficult, not to make it easier. To each their own though.

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First Sergeant

Re: resolving urgent issues[message #127321] Tue, 29 August 2006 06:41 Go to previous messageGo to next message
the scorpion

 
Messages:1834
Registered:September 2004
Location: CH
great to hear from you Kaiden.

In fact a proprietary exe file would be a good solution to the problem.

i hope i can come back to your offer when the mod is ready/ far advanced enough to start making own exes. curreently, the frequency of new exes is high and i hope that my most urgent requests are fulfilled (some are alreday, thx a lot!) soon. Once they are, we can start customizing the exe apart from further 1.13 releases. But until then, i can't hold you off from the 1.13 main project.

i'll for sure let you know about customizing the executable. thx

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Sergeant Major
Re: resolving urgent issues[message #127322] Thu, 19 October 2006 22:42 Go to previous messageGo to next message
the scorpion

 
Messages:1834
Registered:September 2004
Location: CH
So. Update on this:

Time. Time is going to be the issue on my side very soon. In the last couple of months, RR has grown more content than all previous ja2 mods combined. Off course, a lot of that content was disabled again for reasons of quality control.
anyway, the biggest jumps in development have been made, also, the 1.13 engine has addede a lot of important features so that currently, merely 1 bugfix (mines) and one externalisation request (underground sectors) will be of critical importance to the mod as it stands now.

what will be left is updating/ improving/ filling up the maps wherever there remain gaps, completeing and cleaning up the voices! testing and fixing the quests ;-( and then adding some more items for storyline and looks.

So, still this year, i want to start a pre-betatesting phase. Normally i wouldn't do that, but ja2 rr is so much larger than what i've previously worked on it seems necessary that the features that stand the moment i'll have to end the hottest development phase will get tested and revised.
additionally to that, a further voice actor casting for remaining NPC characters will be held.

i still hope for people that were/ are doing contributions to reappear once they find the time, this applies to Durty Dan, Vicky, Mac harry, porcupine floyd. Some info on what they're doing will easen the coordination work that will have to be done to make that pre-beta for testing.
Not that i'll do what they have already done just out of the lack of knowledge and coordination.

custom data stands currently at around 800 megs with 200 of it not really required for testing so 600 megs i think that still can be compressed enough to get some nice testing in some serious timeframe.

sure, 2-3 more RPC speeches and various NPC speeches will raise the amount of data again, but then the final release will still be in a scale that makes sense.

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Sergeant Major
Re: resolving urgent issues[message #127323] Wed, 22 November 2006 02:18 Go to previous messageGo to next message
Lesh 2 is currently offline Lesh 2

 
Messages:107
Registered:September 2006
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600 megs? Sounds too much for me. I guess the most amount of data are speech wavs? What if we try to use benefits of vorbis ogg? Hope I can easily make a patch to search .OGG files first, than .WAV while playing speech files.

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Sergeant
Re: resolving urgent issues[message #127324] Wed, 22 November 2006 02:36 Go to previous messageGo to next message
the scorpion

 
Messages:1834
Registered:September 2004
Location: CH
that would help greatly to decrease any mod's size. is .ogg a lossless sound format?

some of the sound masters also implied that this would help a lot. i personally don't know too much about sounds though.

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Sergeant Major
Re: resolving urgent issues[message #127325] Wed, 22 November 2006 03:22 Go to previous messageGo to next message
Lesh 2 is currently offline Lesh 2

 
Messages:107
Registered:September 2006
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No, Ogg is lossy (like MP3). You should try it in different quality settings to choose best ratio size/quality.

I work mostly with music (composing it) and rare with voice. All I know that the voice must be equalized first and then be compressed. Maybe last sentence sounds like decrypting rune-script to you Smile

BTW, are you planing to make GAP files for speech?

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Sergeant
Re: resolving urgent issues[message #127326] Wed, 22 November 2006 04:23 Go to previous messageGo to next message
the scorpion

 
Messages:1834
Registered:September 2004
Location: CH
so far, i haven't done any GAP files. i should have ja2GFG somewhere though...
the problem is that 1.13 doesn't allow changing the rpc face coords. That means i could do gaps for RPC 65 and 71, but the face coords would be at 0/0 and 0/0 so i haven't made any gaps because of that limitation

the existing character's gaps are often okay more or less...

the problem with speech (as opposed to music) is that natural speech contains a lot of noise, stuff that a sound programme would try to filter

so that some of the filtered speeches end up having a "hall" effect as soon as the noise is filtered
currently, many people are helping me to get the speeches to a good volume level (first priority) and then clean the existing speech. currently, it is worked on lossless .wav files
we'll have to see about compression in the very end of this process, that will reduce they overall filesize massivly. But that can still be done during pre-beta testing, so that maybe final release will even be smaller than pre-beta due to compressed files. Wink

maybe at that stage then, we could test how much loss .OGG would cause in terms of speech quality

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Sergeant Major
Re: resolving urgent issues[message #127327] Wed, 22 November 2006 04:56 Go to previous messageGo to next message
AZAZEL is currently offline AZAZEL

 
Messages:750
Registered:February 2004
@Lesh
How hard would it be for someone like you to make a tool like the "proedit add-on"(by Azrael) for 1.13, the thing that allows a modmaker to set face coordinates for RPCs?
It was a real pain for me to adapt faces to the original coordinates for the new IMP faces for example, those itsy-bitsy animations are already a nightmare even without the constraints of having to respect the original coordinates.

Though I'm no expert either,I could bet a lot of work will have to be redone for the speech files during the transition from wav to .ogg, almost all the work for optimising the quality of the wavs.A trained ear would probably be required too.Lemme know if I can be of some help there,this side of modding I've bearly touched-very interested in learning more.

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First Sergeant
Re: resolving urgent issues[message #127328] Thu, 23 November 2006 02:08 Go to previous messageGo to next message
Lesh 2 is currently offline Lesh 2

 
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Registered:September 2006
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Proedit, supplied with 1.13, has eyes coords. They doesn't work? If so I need to look at code.

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Sergeant
Re: resolving urgent issues[message #127329] Thu, 23 November 2006 02:15 Go to previous messageGo to next message
the scorpion

 
Messages:1834
Registered:September 2004
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proedit works for the bface coords of NPC and RPC and for the small face (48*43) of merceanries and AE's

that means, the 48*43 faces of RPC's aren't covered by proedit (these are the ones used when the rpc has joined the team)

for most rpc's i workead around this by just using the default coords, but default coords 0/0 are a no-go Wink

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Sergeant Major
Re: resolving urgent issues[message #127330] Tue, 28 November 2006 06:27 Go to previous messageGo to next message
Lesh 2 is currently offline Lesh 2

 
Messages:107
Registered:September 2006
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Speech files in ogg seems easily doable. Haven't looked at face coords yet.

Long time ago I used Cool Edit Pro to filter background noises from samples, recorded from tape player.

Can I get one file to play with? I'll send the result back and, maybe, some tips.

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Sergeant
Re: resolving urgent issues[message #127331] Tue, 28 November 2006 07:37 Go to previous messageGo to next message
the scorpion

 
Messages:1834
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i sent you a file. a tricky one i think

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Sergeant Major
Re: resolving urgent issues[message #127332] Sat, 02 December 2006 22:30 Go to previous messageGo to next message
Lesh 2 is currently offline Lesh 2

 
Messages:107
Registered:September 2006
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I made ogg support for speech files

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Sergeant
Re: resolving urgent issues[message #127333] Sat, 02 December 2006 23:44 Go to previous messageGo to next message
the scorpion

 
Messages:1834
Registered:September 2004
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wow! that was fast.

that means we can release a very small version of the mod Wink

what is the fastest way to convert hundreds of .wav files to .ogg?

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Sergeant Major
Re: resolving urgent issues[message #127334] Sun, 03 December 2006 01:25 Go to previous messageGo to next message
Lesh 2 is currently offline Lesh 2

 
Messages:107
Registered:September 2006
Location: Izhevsk, Russia
Quote:
Originally posted by the scorpion:
what is the fastest way to convert hundreds of .wav files to .ogg?
Download oggdropXPd V.1.8.9 using libVorbis v1.1.2 from http://rarewares.org/ogg.html
There are "Generic (355Kb)", "P3/AMD (442Kb)", "P4 only (402Kb)" versions. Unpack and run. A windows with a fish image will appear. Go to destination folder in explorer, select all wavs, drag-and-drop them to a window with a fish. Conversion will run.

PS: Right click on window brings context menu.

EDIT: Damn, I put a dot in the end of url and this lead to 404.

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Sergeant
Re: resolving urgent issues[message #127335] Sun, 03 December 2006 02:39 Go to previous messageGo to next message
the scorpion

 
Messages:1834
Registered:September 2004
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i get a 404 when trying to clicl on the link

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Sergeant Major
Re: resolving urgent issues[message #127336] Sun, 03 December 2006 03:38 Go to previous messageGo to next message
Lesh 2 is currently offline Lesh 2

 
Messages:107
Registered:September 2006
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Address is corrected.

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Sergeant
Re: resolving urgent issues[message #127337] Mon, 04 December 2006 01:35 Go to previous messageGo to next message
the scorpion

 
Messages:1834
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thx lesh, i got the file you specified

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Sergeant Major
Re: resolving urgent issues[message #127338] Wed, 06 December 2006 04:18 Go to previous messageGo to next message
the scorpion

 
Messages:1834
Registered:September 2004
Location: CH
Lesh

i tested garrison, army composition and patrol groups, that works well, finally i can have soldiers whererver i want them! so next test game will have a fully playable endgame.

i also found a patrol where i wanted them to go and the garrisons i changed were how i wanted them to be.

next test gonna be 13th and more towns in cities.xml

oh, i have one more question (*columbo*), as always: where are the underground garrisons? are the enemies in k4_b1.dat part of the k4 garrison? same with j9, p3 and so on. cut i'd like to have more hostile underground for a change. i mean it could be fun to fight in the mines or so for a change...

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Sergeant Major
Re: resolving urgent issues[message #127339] Wed, 06 December 2006 05:15 Go to previous messageGo to next message
Lesh 2 is currently offline Lesh 2

 
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Its a part of underground sector externalization. Each underground sector holds its own info about enemies.

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Sergeant
Re: resolving urgent issues[message #127340] Wed, 06 December 2006 07:29 Go to previous messageGo to next message
the scorpion

 
Messages:1834
Registered:September 2004
Location: CH
ah, okay, thx for the info. it seemed i forgot to think about the fact that underground garrisons can't be filled up with troops anyway, so the normal system with starting number and optimal number wouldn't make sense.

i should first think, then stupid questions. but you know the forum would be somewhat inanimated without my stupid questions Wink

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Sergeant Major
effective development reduced/ halted[message #128330] Sun, 04 February 2007 23:50 Go to previous messageGo to next message
the scorpion

 
Messages:1834
Registered:September 2004
Location: CH
I will only be able to do very little work for the project in the next time do to various reasons

i really hope that the voice clear up actions and the testing can continue without major input from my side in the next weaks

i will develop the next version once i get more time for this, probably end of march or such

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Sergeant Major
Re: effective development reduced/ halted[message #128339] Mon, 05 February 2007 01:04 Go to previous messageGo to next message
Mauser is currently offline Mauser

 
Messages:756
Registered:August 2006
Location: Bavaria - Germany
@ the scorpion: man, thats some bad news!
but i hope, the current betatesting will continue somehow.

hope you

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First Sergeant
Re: effective development reduced/ halted[message #128417] Mon, 05 February 2007 14:27 Go to previous messageGo to next message
the scorpion

 
Messages:1834
Registered:September 2004
Location: CH
don't get me wrong, i'll be around all the time, there just won't be any big heaps in development plus i can't do much testing in the next time

nothing to keep people from testing and/ or sending in speeches Wink

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Sergeant Major
Re: effective development reduced/ halted[message #128559] Tue, 06 February 2007 17:50 Go to previous messageGo to next message
Will Gates is currently offline Will Gates

 
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Registered:September 2006
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Open map above ground, ctrl-c a troop, go back to undergound map & ctrl-v... should work then copy him several times, go back to above ground map to copy a big guy, repeat, female elite, repeat. Dunno if this actually works for underground but I know it works for rooftops so I'm guessing it should take.

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Sergeant Major
Re: effective development reduced/ halted[message #132606] Tue, 13 March 2007 23:47 Go to previous messageGo to next message
the scorpion

 
Messages:1834
Registered:September 2004
Location: CH
don't understand your posting Will. I guess you're referring tom soemthing different than i


however, it looks quite like the project in it's current approach is dead.

i'll post some news if there'll be any.

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Sergeant Major
Re: effective development reduced/ halted[message #132683] Wed, 14 March 2007 14:56 Go to previous messageGo to next message
Will Gates is currently offline Will Gates

 
Messages:1012
Registered:September 2006
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Oops a misreply! sorry. That was intended for some map maker question about how to garrison underground as they still work with 0 enemies unless you place them there yourself.

:evilkitty:

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Sergeant Major
next round troubleshooting[message #137026] Fri, 27 April 2007 18:37 Go to previous message
the scorpion

 
Messages:1834
Registered:September 2004
Location: CH
looking for troubleshooters for SVN based testing.

you're preferably willing to also help out in sound volume adustment.

thx

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Sergeant Major
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