Guessmyname wrote:hint - use the latest dev version to play around with it and find bugs, fool!
Or focus on features that work IN THIS VERSION and worry about the other stuff when it is available. You are getting ahead of yourself. Get your core stuff working NOW and you be ready for the new stuff when it is here.
I.E. what was the last thing you did on epic... what could you be doing instead of getting ahead of yourself now.
Ultimately the HOST can turn off the lua options if he/she wants which means these are BONUS features and NOT CORE features. Work on your core.
clericvash wrote:My word trepan went nuts with his commit to the SVN, gaia player, come on modders n people, i wanna see cool missions start to arise!
CV, there are MANY things mod makers have to do with their mods, for example, I just put in my first death animation and have been really hammering on the effects. All of this while furthering my mod's balance. Missions are all fine and good, believe me I look forward to some tight shit but first and foremost as I said above, the core of the mod needs to be solid.
Believe me, 1.11 is a HUGE advance as far as things go and the balance is so much better. However, there are many new things I have been adding in. Things like, animations for mechs to fire behind themselves, units moving better in different environments. There is a lot to do.
Soon, I'll be working on uvmapping some of the old 3do models and I have been tweaking the effectiveness of all units. Many things need to be done and missions are on a back burner as many mods are one man teams. It makes things hard as far as choosing what we do but missions can only be done when the mod maker either has other people working on stuff or has completed everything else.
That being said we also would need special maps and SM3 is going to help with this.