Re: Alpha_Item_Mod_for_WF6.06 Part 4[message #257000]
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Tue, 20 July 2010 21:34
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Logisteric |
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Messages:3199
Registered:December 2008 Location: B |
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taotechingThere would be coders, animators, xml workers, item adders, externalizers, sti creators. bug testers, interface tweakers, innovational brainstormers. quest workers, npc/rpc adders, cosmetic changes. et cetera et cetera.
Then have a meeting at least once a week regarding progress of the modification. This would also solve a lot of compatiblilty issues regarding the forementioned idea of more chieftains and less engines. A certain hierarchy would definitely have to be adopted, based on prior mod experience, contributation to the cause, and seniority.
what you describe is a company where people get paid - not a bunch of madmen who throw away their leisure time and thus get trouble with their families when they do it too often
had a good laugh about SENIORITY - that didn't work in the royal navy a century ago, when they choose by it - their technical board was so senior that the decided 'as any child knows iron is heavier than water and thus can not fload, for that it would be a stupid idea to built iron ships' very loosely quoted - they also choose general elphinstone by means of seniority and caused the afghan fiasko back in 1842 (some 60 years was senior than - especially for a soldier)
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Captain
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Re: Alpha_Item_Mod_for_WF6.06 Part 4[message #257005]
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Tue, 20 July 2010 21:53
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LogisterictaotechingThere would be coders, animators, xml workers, item adders, externalizers, sti creators. bug testers, interface tweakers, innovational brainstormers. quest workers, npc/rpc adders, cosmetic changes. et cetera et cetera.
Then have a meeting at least once a week regarding progress of the modification. This would also solve a lot of compatiblilty issues regarding the forementioned idea of more chieftains and less engines. A certain hierarchy would definitely have to be adopted, based on prior mod experience, contributation to the cause, and seniority.
what you describe is a company where people get paid - not a bunch of madmen who throw away their leisure time and thus get trouble with their families when they do it too often
It would be the same as now, but everyone would be working together meeting deadlines. The most important pro would be that most mods would be released together saving all of the over writing of files and bugs related to combining modifications. H.A.M. 4, S.T.O.M.P. 2, Smeagol's A.I.M. and Map Update (minus new mercenaries from Wildfire), Warm Steels N.A.S., RoWa21's new 1.13 featurs being tested as we speak, et cetera.
They just need a guy to oversee the whole project and when it is finished call it something entirely new. Like T.T.C.M.P. (Tao Te Ching's Modification Projct)......
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Re: Alpha_Item_Mod_for_WF6.06 Part 4[message #257011]
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Tue, 20 July 2010 22:46
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Mauser |
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Messages:756
Registered:August 2006 Location: Bavaria - Germany |
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smeagolHELP..... MY thread gets hijacked again. :et5:
@ all: stop hijacking smeagol
[Updated on: Tue, 20 July 2010 22:48] by Moderator Report message to a moderator
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First Sergeant
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Re: Alpha_Item_Mod_for_WF6.06 Part 4[message #257043]
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Wed, 21 July 2010 15:35
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smeagol |
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Messages:2705
Registered:June 2008 Location: Bremen, Germany |
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Added missing ammo boxes and the donkey for 7.92x57.
Fixed the American-180, which was unrepairable.
Edit:
Also added missing box and donkey for 5.56SCF
Only missing box, crate, donkey is now for metalstorm 9mm, and that will probably remain as such...
Uploaded V51 at the usual site (just click the download in my sig).
Edit:
Also uploaded a minor bugfix in the movementcost.xml.
It was possible to move between I3 and I2, but I2 should be an ocean sector, thus not passable. Unfortunately the fix requires a restart of the game. :/
but as there isn't much in I2 anyways, you can still play the game as usual with the older movementcosts.xml...
[Updated on: Wed, 21 July 2010 18:52] by Moderator Report message to a moderator
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Re: Alpha_Item_Mod_for_WF6.06 Part 4[message #257061]
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Wed, 21 July 2010 19:58
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Jinxed |
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Messages:238
Registered:October 2008 Location: Land of Skanks and Cottag... |
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Hmm, that's weird. I though N4 was designated for CQB. Looking through their website N6 Leonidas is 12.5 inch.
Anyway, I don't remember your mod but the barrels are changeable. Would be cool to have a 21 inch heaby 7.62 noveske.
[Updated on: Wed, 21 July 2010 19:58] by Moderator Report message to a moderator
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Sergeant 1st Class
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Re: Alpha_Item_Mod_for_WF6.06 Part 4[message #257127]
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Thu, 22 July 2010 12:06
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K0ukku |
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Messages:188
Registered:December 2009 |
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Well, I don't see a reason why M202 could not be added. We already have heavy weapons, like a couple of _mortars_, flamethrowers and many RPGs. I think M202 would be very useful in the end-game, where enemies are like flies and you got money. As said before, just make it expensive and a very special weapon. I would see it as a very fun weapon, cmon, four incendiary rockets on a heavy weapons guy's shoulder. How awesome would that be?
Quote from worldguns:
"However, it appears that M202 ammunition had some flaws (most probably due to poor quality control or design flaws), which resulted in self-ignition of warheads during loading of the weapon. Not surprisingly, such disastrous events made the M202 less than popular among the troops, and most M202 launchers were put into storage during late 1980s, although some launchers were observed during training of US and allied troops through early 1990s."
Perhaps some explosives skills required to place the 4-rocket rocket clip into the launcher?
[Updated on: Thu, 22 July 2010 12:12] by Moderator Report message to a moderator
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Staff Sergeant
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