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Exilian
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Stuff that would fit in the mod
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Topic: Stuff that would fit in the mod (Read 75297 times)
Evil2828
Posts: 82
Karma: 0
Stuff that would fit in the mod
«
Reply #240 on:
November 22, 2009, 10:04:28 PM »
This Mod is not dying!!!!!
we've spent a year on these forums and we're going to finish this mod!!!!!!!!!
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Goromous
Citizens
Voting Member
Posts: 192
Karma: 0
Stuff that would fit in the mod
«
Reply #241 on:
November 24, 2009, 01:40:32 AM »
So, we need to get our act together. What exactly are we waiting on here? What needs to be done, who needs to do what, do we need more people, etc. Whats up guys? talk to us, sib, chisi, millenium, etc.
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Millenium
M&B Modders and Tutorialists
Voting Member
Posts: 277
Karma: 0
Stuff that would fit in the mod
«
Reply #242 on:
November 24, 2009, 01:04:16 PM »
Well, reaction time seems to be slow atm, but I just got the source back from Darwin, so I'll start working on dragons. What we need staff-wise is a good scripter to replace Darwin. Model-wise I only need the dragon, but I need that now. So whoever of you who's working on it, please finish it quickly (doesn't have to be perfect for now), and send it to me.
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Goromous
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Posts: 192
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Stuff that would fit in the mod
«
Reply #243 on:
November 24, 2009, 04:46:12 PM »
Then I'll start prowling for a scripter...
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Evil2828
Posts: 82
Karma: 0
Stuff that would fit in the mod
«
Reply #244 on:
November 30, 2009, 06:26:52 AM »
IF its possible/playable compile it all into an EARLY closed beta after you have the Dragons then we can start testing EARLY.
I'm/we're getting sick of waiting and I think i wanna scene with all the props.
Syb i'm gonna need mushrooms and toad..... Frogstools
for the dwarves citys and caves.
«
Last Edit: November 30, 2009, 06:27:55 AM by Evil2828
»
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Goromous
Citizens
Voting Member
Posts: 192
Karma: 0
Stuff that would fit in the mod
«
Reply #245 on:
November 30, 2009, 07:13:20 PM »
Well that's just it. That's what we're trying to do. We need a scripter to tie some things together...
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Evil2828
Posts: 82
Karma: 0
Stuff that would fit in the mod
«
Reply #246 on:
December 01, 2009, 06:13:49 AM »
what kind of scripting language does mount and blade use?
As i am TRYING to learn C++
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Millenium
M&B Modders and Tutorialists
Voting Member
Posts: 277
Karma: 0
Stuff that would fit in the mod
«
Reply #247 on:
December 01, 2009, 02:59:11 PM »
Who's going to write this first- Darwin or me?
M&B has it's own python language. Or actually, we script it in python, and the module system changes it into Mount&Blade-script.
«
Last Edit: December 01, 2009, 03:00:22 PM by Millenium
»
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Evil2828
Posts: 82
Karma: 0
Stuff that would fit in the mod
«
Reply #248 on:
December 01, 2009, 09:40:52 PM »
Is it easier than C++ because so far im failing? (its too hard :'( )
«
Last Edit: December 01, 2009, 09:41:28 PM by Evil2828
»
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Millenium
M&B Modders and Tutorialists
Voting Member
Posts: 277
Karma: 0
Stuff that would fit in the mod
«
Reply #249 on:
December 02, 2009, 02:41:25 PM »
Its much, much easier.
Try this:
Modding Tutorial
That's how I learnt.
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Evil2828
Posts: 82
Karma: 0
Stuff that would fit in the mod
«
Reply #250 on:
December 12, 2009, 11:02:57 AM »
Sorry.. I haven't been here for a while :'(
problems......
i couldn't log in, Google chrome isn't working for some reason, i switched to opera 10 beta (the new one didn't work) :'(
anyway, ill take a look at the tutorial.
Could you provide me with a link to the 1.011 module system?
Also I think it woud be a good idea to give a copy of this mods module system to each team member
(yes we should go that far to keep the mod going)
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Millenium
M&B Modders and Tutorialists
Voting Member
Posts: 277
Karma: 0
Stuff that would fit in the mod
«
Reply #251 on:
December 13, 2009, 02:00:38 PM »
:DarkstarOnly:
1.010
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Exilian
»
Site Questions & Governance: The Citadel Quarter
»
Questions and Suggestions - The High Court
»
Site Archive
»
Misc Archived Boards
»
The List of Forgotten Lands
»
The Alchemists' Archives
»
Rhun
»
Stuff that would fit in the mod