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Re: fullscreen

Posted: 10 Feb 2007, 20:17
by Watermelon
Cranox wrote: I'm taking my time for this one, no pressure on this mod :)
I'm recoevring models from my old mods, and wil add new ones to, but as stated in another thread it would be cool if the developers could at leats raise the bar a bit higher, that way new mods with new stuff can be added while the developers stil do their thing, with the result that the wz players can also enjoy new stuff :)
I think your mods will be broken in the latest svn versions,since I changed quite a lot txt's when adding new stuff like multi-turret and penetrating flames...though it shouldnt be very hard to fix

Re: fullscreen

Posted: 10 Feb 2007, 20:19
by Cranox
Watermelon wrote: I think your mods will be broken in the latest svn versions,since I changed quite a lot txt's when adding new stuff like multi-turret and penetrating flames...though it shouldnt be very hard to fix
Hmm if the changes are wel logged, i forsee no problem, currently i'm trialing and erroring ;)

Re: fullscreen

Posted: 10 Feb 2007, 21:11
by Rman Virgil
Cranox wrote: I'm taking my time for this one, no pressure on this mod :)
I'm recoevring models from my old mods, and wil add new ones to, but as stated in another thread it would be cool if the developers could at leats raise the bar a bit higher, that way new mods with new stuff can be added while the developers stil do their thing, with the result that the wz players can also enjoy new stuff :)
* Absolutely, a creator should call ALL the shots with their work, IMO.

* What I meant was that in the past, because of replacing insteading of adding to, you'd have Mod A (wonderful) and Mod B (also the bomb) BUT you could NOT play with them together because they were rendered incompatible strictly because of limit compromises. Of course there will be some Mods that are inherently incompatible under any conditions but on the other hand there will also be a sub-set that would be the game equivalent of a match made in heaven if the base limits allowed for it - especially since many of the original imposed limits were compromises made to accomodate the PSX version of WZ.

* Anyway, as you express it, it's a WIN-WIN strategy for all - developers, modders, players - at least that is my understanding and yes, it should be a given that I readily concede fallibility and that I am definitley NOT making autocratic prounouncements.... sheesh, gotta get that disclaimer in. ;)