Home » MODDING HQ 1.13 » The Job Board » Project "v1.14 Stable Modding Platform" Looking for Coders and Modders
Project "v1.14 Stable Modding Platform" Looking for Coders and Modders[message #188302] Wed, 11 June 2008 19:49 Go to next message
Shanga is currently offline Shanga

 
Messages:3482
Registered:January 2000
Location: Danubia
After numerous debates a general oppinion has emerged that a concentrated effort is needed to make a Stable Modding Platform using v1.13 project as a base. Various details still need to be ironed out, but the main goal of the project is to provide mod makers with a modular, bug-free (as humanly possible), tool rich platform.

Kaiden will lead the project for SMP v1.13, but he needs a team of good programmers, to help debug the C++ code and create new editors for XML files. If you want your name in the JA2 modding history, now is your chance.

We'll also invite dedicated JA2 modders as part of the project (from map makers to tileset designers, gun makers and 3d artists) to join our SMP Mod Panel. The Panel will be the place for brainstorming and deciding the major lines of development of SMP, before it goes into "production" aka in the hands of coders.

[Updated on: Wed, 15 January 2020 09:19] by Moderator

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Captain
Re: Project "v1.13 Stable Modding Platform" Looking for Coders and Betatesters[message #188538] Fri, 13 June 2008 02:08 Go to previous messageGo to next message
Shanga is currently offline Shanga

 
Messages:3482
Registered:January 2000
Location: Danubia
Please reply to this post if you're interested in joining the team. Only those on the list will be given access to the Team Forum, where the actual development will take place, so now it's your chance.

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Captain
Re: Project "v1.13 Stable Modding Platform" Looking for Coders and Betatesters[message #188542] Fri, 13 June 2008 03:06 Go to previous messageGo to next message
Marlboro Man

 
Messages:1159
Registered:October 2005
Location: USA
I can beta test.

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Sergeant Major

Re: Project "v1.13 Stable Modding Platform" Looking for Coders and Betatesters[message #188715] Sat, 14 June 2008 17:49 Go to previous messageGo to next message
Shanga is currently offline Shanga

 
Messages:3482
Registered:January 2000
Location: Danubia

Private team forum locked. Again, put your name here if you want to be a part of the project.

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Captain
Re: Project "v1.13 Stable Modding Platform" Looking for Coders and Betatesters[message #188725] Sat, 14 June 2008 19:58 Go to previous messageGo to next message
lockie is currently offline lockie

 
Messages:3721
Registered:February 2006
Location: Scotland
SIR ! REPORTING FOR DUTY SIR ! :smilingsoldier:

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Captain

Re: Project "v1.13 Stable Modding Platform" Looking for Coders and Betatesters[message #188741] Sat, 14 June 2008 22:56 Go to previous messageGo to next message
shed23 is currently offline shed23

 
Messages:130
Registered:October 2004
Location: U.K.
Definitely in.

Cannot wait to get started.

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Sergeant
Re: Project "v1.13 Stable Modding Platform" Looking for Coders and Betatesters[message #188767] Sun, 15 June 2008 06:21 Go to previous messageGo to next message
Khor1255 is currently offline Khor1255

 
Messages:1817
Registered:August 2003
Location: Pleasantville, NJ
I'm in. My responses may be a bit slow but I will test whenever I get a free second.

It's looking like I may have some free time around the middle of August but I may be sporadic until that time. Please send me any material I will need because I never know what life is throwing at me these days and I could get more free time than I expect.

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Sergeant Major
Re: Project "v1.13 Stable Modding Platform" Looking for Coders and Betatesters[message #189766] Sun, 29 June 2008 00:36 Go to previous messageGo to next message
Khor1255 is currently offline Khor1255

 
Messages:1817
Registered:August 2003
Location: Pleasantville, NJ
I am assuming this part of the forum was supposed to be readable by the general community.

It is not.

Please fix this if that was the original intention.

Thanx.

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Sergeant Major
Re: Project "v1.13 Stable Modding Platform" Looking for Coders and Betatesters[message #189800] Sun, 29 June 2008 20:01 Go to previous messageGo to next message
lockie is currently offline lockie

 
Messages:3721
Registered:February 2006
Location: Scotland
Quote:
I am assuming this part of the forum was supposed to be readable by the general community.

It is not.

Please fix this if that was the original intention.

Thanx.


umm , you sure it's not readable ?? cause if you answered the post , then BINGO !!

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Captain

Re: Project "v1.13 Stable Modding Platform" Looking for Coders and Betatesters[message #189803] Sun, 29 June 2008 20:09 Go to previous messageGo to next message
Khor1255 is currently offline Khor1255

 
Messages:1817
Registered:August 2003
Location: Pleasantville, NJ
I am part of the SMP team (I guess so anyway, that's what it says on my badge). But when I log out this section and the one on top of it (the one that is supposed to be private I guess) dissapears.

I have tried the same thing on other computers (in fact, checking the forum from another computer is how I discovered this) and unless I am logged on I can't see this section or the one above.

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Sergeant Major
Re: Project "v1.13 Stable Modding Platform" Looking for Coders and Betatesters[message #189807] Sun, 29 June 2008 21:32 Go to previous messageGo to next message
lockie is currently offline lockie

 
Messages:3721
Registered:February 2006
Location: Scotland
hmm , well I suppose Shanga will attend to it tomorrow at work ! I tend to check in to forums myself when I've got a bloomin site and bout 40 men to keep at work ! ah well , all work and no play , etc... Very Happy

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Captain

Re: Project "v1.13 Stable Modding Platform" Looking for Coders and Betatesters[message #189876] Mon, 30 June 2008 16:23 Go to previous messageGo to next message
Shanga is currently offline Shanga

 
Messages:3482
Registered:January 2000
Location: Danubia

Come again?

So...
Public forum (this one) should be visibile by all members (not guests).
Private forum (the other one) should be visibile and accesible only to SMP team.

Where did I messup? You want me to make the public forum accesible to guests?

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Captain
Re: Project "v1.13 Stable Modding Platform" Looking for Coders and Betatesters[message #189879] Mon, 30 June 2008 16:30 Go to previous messageGo to next message
lockie is currently offline lockie

 
Messages:3721
Registered:February 2006
Location: Scotland
I must be thick , cause I'm not getting the point , sorry Dan .

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Captain

Re: Project "v1.13 Stable Modding Platform" Looking for Coders and Betatesters[message #189903] Mon, 30 June 2008 21:27 Go to previous messageGo to next message
Khor1255 is currently offline Khor1255

 
Messages:1817
Registered:August 2003
Location: Pleasantville, NJ
O.K., my mistake. This section is only visible to MEMBERS and not anyone who just browses in. That's the best way to do it.

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Sergeant Major
Re: Project "v1.13 Stable Modding Platform" Looking for Coders and Betatesters[message #189952] Tue, 01 July 2008 18:13 Go to previous messageGo to next message
Shanga is currently offline Shanga

 
Messages:3482
Registered:January 2000
Location: Danubia
Actually you had a point there... I set the forum to be viewable but read/only by guests, so we can attract new people even if they are just lurking...

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Captain
Re: Project "v1.13 Stable Modding Platform" Looking for Coders and Betatesters[message #191132] Fri, 18 July 2008 21:23 Go to previous messageGo to next message
KEN C

 
Messages:244
Registered:May 2007
Location: Aberdeen Washington USA
A welcome face if I ever saw one!

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Sergeant 1st Class
Re: Project "v1.13 Stable Modding Platform" Looking for Coders and Betatesters[message #191561] Wed, 23 July 2008 06:51 Go to previous messageGo to next message
Longshot is currently offline Longshot

 
Messages:43
Registered:November 2002
Location: Columbia, Mo.
So, I'm not as active here as I once was but I'd be very interested in helping out with Beta Testing on this project. I've just finished a MOD project for COD:UO and would prefer to move "back" to something more my flavor.

I have used many of the mod tools previously and obviously have played the game the prerequisite 1000 times!

It goes without saying that if accepted, I would become more active again.

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Corporal
Re: Project "v1.13 Stable Modding Platform" Looking for Coders and Betatesters[message #191585] Wed, 23 July 2008 13:36 Go to previous messageGo to next message
Shanga is currently offline Shanga

 
Messages:3482
Registered:January 2000
Location: Danubia
Application noted, but unless we get more coders there's nothing we can betatest. To quote scorp, all this becomes a "useless PR exercise".

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Captain
Re: Project "v1.13 Stable Modding Platform" Looking for Coders and Betatesters[message #191598] Wed, 23 July 2008 16:45 Go to previous messageGo to next message
SpaceViking is currently offline SpaceViking

 
Messages:751
Registered:January 2004
Location: Rochester, Minnesota, USA
Add me to the list of coders.

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First Sergeant

Re: Project "v1.13 Stable Modding Platform" Looking for Coders and Betatesters[message #191600] Wed, 23 July 2008 17:15 Go to previous messageGo to next message
llvi is currently offline llvi

 
Messages:65
Registered:January 2008
Location: Lacey, WA, USA

Thanks, Space Viking for stepping up! Thunmbs way up! (this from a lurker, no less. Not even a modder).

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Corporal
Re: Project "v1.13 Stable Modding Platform" Looking for Coders and Betatesters[message #191623] Wed, 23 July 2008 23:23 Go to previous messageGo to next message
SpaceViking is currently offline SpaceViking

 
Messages:751
Registered:January 2004
Location: Rochester, Minnesota, USA
My many mercs changes went better and faster than I had hoped so I should have time. The only "big" thing I have left outstanding (other than bug hunting) is to finish externalizing the merchants. I started coding that last week but got distracted by vacation. Did you know they really do say "Eh?" all the time in Canada? I thought it was some weird sort of stereotype... Smile

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First Sergeant

Re: Project "v1.13 Stable Modding Platform" Looking for Coders and Betatesters[message #191631] Thu, 24 July 2008 03:07 Go to previous messageGo to next message
Longshot is currently offline Longshot

 
Messages:43
Registered:November 2002
Location: Columbia, Mo.
Thank you.

I have read all the threads in this particular section (I did that last night)

Is there some other team section I'm supposed to look at?

(I thought there might be, but I don't see it...)

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Corporal
Re: Project "v1.13 Stable Modding Platform" Looking for Coders and Betatesters[message #191632] Thu, 24 July 2008 03:36 Go to previous messageGo to next message
Marlboro Man

 
Messages:1159
Registered:October 2005
Location: USA
When Shanga see's this he will change your status so you can view the other thread. Smile

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Sergeant Major

Re: Project "v1.13 Stable Modding Platform" Looking for Coders and Betatesters[message #191642] Fri, 25 July 2008 07:09 Go to previous messageGo to next message
Johnny Mash is currently offline Johnny Mash
Messages:1
Registered:July 2008
Location: Wandering the Sonoran des...
Though this is my first post, I've been been (mostly) keeping myself up to date with news anonymously and I've always wanted to be involved with a project in this great community. Being sixteen and blissfully unemployed, High school and hunger are the only things that get in the way all the free time I've got.

Unfortunately, my only acquaintance with coding has been a misspent year of Java classes. Reading any code for me is like reading French: I know the base mechanics and I'll probably be able to understand the basics, but couldn't repeat it back to you.

On the flip side of the coin, I'm a bug magnet and I love making games jump through hoops to see what makes them screw up. ADHD - may it forever keep me awake! - makes me try every possibility, push every button, pull the levers, and twist all the knobs I can see. Modding since Windows 3.1 was cutting edge, I've beta tested a few games and I'm always bored without something to play with. It'd be great to be invited onto the team, I'm sure it'd be fun.

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Civilian
Re: Project "v1.13 Stable Modding Platform" Looking for Coders and Betatesters[message #191753] Fri, 25 July 2008 20:22 Go to previous messageGo to next message
Shanga is currently offline Shanga

 
Messages:3482
Registered:January 2000
Location: Danubia
Oh well, server was moved and the dumbasses put online a backup a few hours olders... From the looks of it they skipped a whole day or something.

Gotta reassign the groups... Going to do that tonight.

Regarding the betatesters, Kaiden has the final word on how many. All those posting here will be taken into account, of course.

Right now there is nothing yet to test.

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Captain
Re: Project "v1.13 Stable Modding Platform" Looking for Coders and Betatesters[message #191941] Sun, 27 July 2008 18:14 Go to previous messageGo to next message
shed23 is currently offline shed23

 
Messages:130
Registered:October 2004
Location: U.K.
Quick question.

Where does the "Big Maps" project figure in all this ?
Or does it not ?
I ask, because I note that it is intended that a "crash proof" and expanded (for want of another word)editor will be provided.

For the record, I like the idea of the Big Maps.

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Sergeant
Re: Project "v1.13 Stable Modding Platform" Looking for Coders and Betatesters[message #196459] Tue, 16 September 2008 18:25 Go to previous messageGo to next message
Kriplo is currently offline Kriplo

 
Messages:256
Registered:February 2008
Location: Zagreb - Croatia
Hi guys,

I would like to join the team and help you as much as I can, and hoping it's not too late.
Why?
Because there is no better game in known universe than JA2 (v1.12).
Now you create v1.13 and left me without words for admiration how great job you do.
Thank you very, very much now I now JA2 will live forever as deserved, of course many thanks to guys who wrote original and to Wildfire team who made source opened.

I have 12 years experience programming in C, something less in C++, so JA2 give me no problem for reading, coding, debugging. From time to time I

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Master Sergeant
Re: Project "v1.13 Stable Modding Platform" Looking for Coders and Betatesters[message #196463] Tue, 16 September 2008 19:49 Go to previous messageGo to next message
wanne (aka RoWa21) is currently offline wanne (aka RoWa21)

 
Messages:1961
Registered:October 2005
Location: Austria
@kriplo: We always need experienced programmers Smile

What bugs did you fix in the 1.13 source code? Do you have a list?

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Sergeant Major

Re: Project "v1.13 Stable Modding Platform" Looking for Coders and Betatesters[message #196467] Tue, 16 September 2008 21:57 Go to previous messageGo to next message
lockie is currently offline lockie

 
Messages:3721
Registered:February 2006
Location: Scotland
Promote that man immediately ! At least Major-General Very Happy
Welcome aboard Kriplo , your talents will be appreciated I'm sure . If you can give us a list of your changes/bug fixes , the world could be yours ! :ok:

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Captain

Re: Project "v1.13 Stable Modding Platform" Looking for Coders and Betatesters[message #196470] Tue, 16 September 2008 23:01 Go to previous messageGo to next message
Khor1255 is currently offline Khor1255

 
Messages:1817
Registered:August 2003
Location: Pleasantville, NJ
Kriplo

It would be very cool to have someone else looking at making a more stable version of the 1.13 for modders to use. There are serious problems with the 1.13 map editor as well as problems and limitations to even the original versions of the map editor.

If you could look at this code and not get too bored (or whatever is causing such profound lack of interest) you would be aces as far as I am concerned.

Specifically there is a problem where the 1.13 map editor cannot handle entry points on hostile maps. This never happened with the old editor so it would be a great place for you to start.

Welcome aboard man. If you are for real it's Christmas come early for Ja2 modders.

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Sergeant Major
Re: Project "v1.13 Stable Modding Platform" Looking for Coders and Betatesters[message #196482] Wed, 17 September 2008 04:28 Go to previous messageGo to next message
Shanga is currently offline Shanga

 
Messages:3482
Registered:January 2000
Location: Danubia
It's an ongoing effort so it's never too late to join. Welcome aboard kriplo.

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Captain
Re: Project "v1.13 Stable Modding Platform" Looking for Coders and Betatesters[message #196494] Wed, 17 September 2008 13:17 Go to previous messageGo to next message
Kriplo is currently offline Kriplo

 
Messages:256
Registered:February 2008
Location: Zagreb - Croatia
Thank you guys on warm welcome, hoping I can prove myself worthy.

First there is list of my fixes and changes what is done till the latest version currently on SVN. Wrote this as remember for more details I need to check in code. And in code are probably more changes then is listed below. Unfortunately didn

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Master Sergeant
Re: Project "v1.13 Stable Modding Platform" Looking for Coders and Betatesters[message #196496] Wed, 17 September 2008 15:20 Go to previous messageGo to next message
Starwalker is currently offline Starwalker

 
Messages:759
Registered:October 2005
Location: Hannover, Germany
Kriplo
Ordinary smoke gas now make little damage to your energy if you not wearing gas mask (it was implemented in wildfire and I think that ok well try you breading smoke Smile

That really depends on the type of smoke generated. Early on smoke grenades used some chlorine-based stuff, which was really unhealthy to be in.
Today's smoke is not as hazardous as the stuff from back then.

So I would not call your change a necessary 'bug'-fix Wink

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First Sergeant

Re: Project "v1.13 Stable Modding Platform" Looking for Coders and Betatesters[message #196508] Wed, 17 September 2008 18:54 Go to previous messageGo to next message
Kriplo is currently offline Kriplo

 
Messages:256
Registered:February 2008
Location: Zagreb - Croatia
Sorry mistakenly I put this as fix, actually this it very small change which I'd like much from wildfire.
About breathing chlorine-based stuff I have no experience, but don't trust even a bit for anything what pharmaceutics industry has to said about healthy Wink

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Master Sergeant
Re: Project "v1.13 Stable Modding Platform" Looking for Coders and Betatesters[message #196519] Wed, 17 September 2008 22:40 Go to previous messageGo to next message
Khor1255 is currently offline Khor1255

 
Messages:1817
Registered:August 2003
Location: Pleasantville, NJ
I think people would breath a sigh of relief if someone took a look at the editor. Noone seems to want to do it much and there really are some very cool things you could do for the game if the editor was more sensible and working better.

It is true that it has always been fairly unstable in so far as when you are working with it you get unexpected assertion failures and or downright lockups pretty regularly. The most buggy parts of the editor seem to be when placing cliffs or road tiles. With cliffs you can end up with a situation where your map looks like it has ripped apart along a grid line and becomes completely unworkable at that point. Really nasty stuff that. With roads it usually ends up with assertion failures that will not allow you to save the map until you erase the offending road tiles. Most of us that work with the editor are kind of used to this stuff but I'm sure it puts off potential new users (in fact I have heard many people give up on the editor and in effect modding in general because of this).

My idea for the cliff fix is to simply have cliffs behave like wall/roof tiles but be impervious to breaching. I know you can in reality blow a cliff up with dynamite but for game purposes if cliffs acted the same way as walls it would cause all kinds of confusion. What would be a good solution is if the cliff could be treated as a wall with however much area it covered be treated as roof tiles. Any connecting cliff or even roof tile would also be considered on this 'level' so you could have mercs climbing up cliffs but also make some cliffs behave like arched roofs where the merc could not climb on top.

This sounds like wish list stuff but I think it might prove to be a major fix for one of the most annoying parts of the map editor.

But as far as an outright wish, I hope to see all the tiles available for use in any map. In other words, instead of tiles grouped into sets have the maps reference them by their tile name and not placement within a set. Of course some backward compatability with existing maps would have to be worked out so I am not sure if this is even possible.

At the very least, if you could make the editor less prone to lockups, assertion failures and general glitchyness it would really move the project forward not just for players but for people trying to create new worlds for this awesome game.

I am currently testing a version of the editor ChrisL has sent me that may have fixed the hostile map entry problem I talked about yesterday. I need to make a few maps with this to be satisfied that it really works but all signs are that he may have fixed this game breaking problem the 1.13 map editor used to cause.

Your changes sound promising. The focus of this section - as i understand it - is to make a version of the 1.13 that is as stable and moddable as possible. This is why it was suggested we even have a separate version. To that end I hope you are keeping as much documentation about the changes you make as possible. I think you already said it is present in the code so forgive me for being over cautious. But what I am trying to say here is while innovations are great most modders would prefer they only be introduced after being thoroughly tested rather than just tested to one or two people's satisfaction. This is to insure that unseen problems like the nightmare we had with the editor don't come as a complete surprise to whatever coder makes the change but also there seems to be a condition in all 1.13 mods where when you get pretty far into the game it becomes almost unplayable due to lockups, crashes, and other constant annoyances.

To this end I would highly recommend you play a mod like Renegade Republik or anything based on the 1.13 so you might be able to guess what is causing this condition. It may be as simple as something not registering correctly in the save game code (as if that is really simple) but may be something or a group of things not experienced by people who just play the vanilla campaign.

Forgive my code illiteracy here. I can only make guesses. But in whatever capacity you decide to enter the project welcome again and good luck. I really hope you take a look at fixing the things that are breaking mods. We all want to build on the 1.13 but at this point very few still have any confidence left in it as a modding platform. This should definitely be fixed.

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Sergeant Major
Re: Project "v1.13 Stable Modding Platform" Looking for Coders and Betatesters[message #196526] Thu, 18 September 2008 00:33 Go to previous messageGo to next message
Shanga is currently offline Shanga

 
Messages:3482
Registered:January 2000
Location: Danubia
@Khor - the first part is goes well beyond the scope of the editor. It affects the JSD structure of the tilesets. I think "fixing" the editor would mean more finding the cause for asertion failures and fixing it than hacking in new features (which in turn can cause more instabiliy). But you're right, the instability issues of the editor are a major turn off.


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Captain
Re: Project "v1.13 Stable Modding Platform" Looking for Coders and Betatesters[message #196527] Thu, 18 September 2008 00:43 Go to previous messageGo to next message
Khor1255 is currently offline Khor1255

 
Messages:1817
Registered:August 2003
Location: Pleasantville, NJ
Right. Fixing it is far more important. I just thought if it is a problem that requires a lot of digging or changing it might be better to kill two birds with one stone and have climbable cliffs a lot of us wanted.

But your instincts are right on. This is the crux of the issue. New features (at least for this version) should only be introduced after thorough beta testing in a mod environment. At least then the possibility of completely surprises drops significantly.

I thought if other more stable code could just be borrowed to fix the cliff issue than that might provide an easy fix while also presenting a cool new option for mappers.

But, come to think of it there are some rather glitchy things even with roof tiles so the best solution is to look at it and see what is causing the problem. Once understood, I guess just making cliffs climbable would be an easy tweak.

You are right Shanga. That is the better way to go.

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Sergeant Major
Re: Project "v1.13 Stable Modding Platform" Looking for Coders and Betatesters[message #196528] Thu, 18 September 2008 00:52 Go to previous messageGo to next message
Shanga is currently offline Shanga

 
Messages:3482
Registered:January 2000
Location: Danubia
It's a good idea, just not concerning the editor fix. Russians for example have done tremendous advances on this area (remember the guy who was posting a while ago how to make trenches?).

The editor just assembles the map parts. But the properties of these parts are controlled on individual level (they have the aforementioned matching JSD properties file). Of course, bad JSDs can crash the editor and the game. But somehow I have a feeling the road problem is not caused necessarely by "bad" tilesets. I'd place the blame on overlapping tiles and the brute version of the editor (instead of checking for errors and/or preventing bad mapping, it goes down in flames).

[Updated on: Thu, 18 September 2008 00:53] by Moderator

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Captain
Re: Project "v1.13 Stable Modding Platform" Looking for Coders and Betatesters[message #196529] Thu, 18 September 2008 01:13 Go to previous messageGo to next message
Khor1255 is currently offline Khor1255

 
Messages:1817
Registered:August 2003
Location: Pleasantville, NJ
Right!

And the same may be the case for the cliffs. The editor is such a delicate little daisy of a tool isn't it? Any effort to make it more robust or to certainly check itself against illegal applications (in the case of applications that might make entry into hostile sectors near impossible, or roofs to be ignored in some cases, or that really screwy bug some people have had when they map over a water area and the player seems to be swimming through the grass on the final map).

but since jsd structures and maps are so closely related I thought they might be worth looking into as well.

But - right again - fixing the base editor or especially making it a more forgiving tool should be top priority. I think you are right that the editor now fails to completely remove any former action. You see this especially when you remove items from maps yet still have 'ghost' appearances of them. But perhaps more seriously, the editor acts as if you are trying to put too much into a gridno when you add a road on top of the 'wrong' kind of ground texture for instance.

These things are definitely the first that should be looked at since they affect anyone even casually using the editor. The rest can certainly wait and I am again putting the cart way before the horse here but I guess I get sort of greedy when I hear anyone express any interest in working on some part of the project that might make creating for the game better.

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Sergeant Major
Re: Project "v1.13 Stable Modding Platform" Looking for Coders and Betatesters[message #196548] Thu, 18 September 2008 10:05 Go to previous messageGo to previous message
Kriplo is currently offline Kriplo

 
Messages:256
Registered:February 2008
Location: Zagreb - Croatia
Yesterday after creating Debug project for MapEditor (currently is only MapEditor as release version in vcproj ???) briefly go through editing, and after few minutes was there was plenty, lets says,

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Master Sergeant
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