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PR6 & ARW

Posted: Sat Apr 12, 2008 3:04 am
by Vonviper
Yaaaahoooo

cant wait hehehe

Re:PR6 & ARW

Posted: Sat Apr 12, 2008 3:43 am
by norb
I'm not sure exactly how we are going decide exactly what is moddable out of the box. It takes a lot of work to make our tools user friendly, so we have to decide when we want to put in that time.

One note that we had to make a lot of changes to the PR6 source to get the maps the way we like them. So you would have to have our version of the tools to work with our maps. The ones that ship with PR6 will not work with our maps. I've written a bunch on our challenges working with the maps and I can certainly say that our maps are nicer than anything you can create with PR out of the box.

The great thing about PR is that the $100 dollar promotion came with full source, which is what allowed me to really challenge the visuals on War3D II.

Re:PR6 & ARW

Posted: Sat Apr 12, 2008 10:55 pm
by Vonviper
aahhhh i see Thanks norb good stuff too know
so would PR6 even be needed one day, if ya'll decided to release these tools to the players
what i'm gettin to is i don't plan on building a game
i like to just play them but at the same time i like tinkering with them also hehe.. the old game i had to have C++/ DXsdk / PR5 etc.. just to tinker properly... i use too heavily mod a game called freelancer from Microsoft, the only thing that couldn't be modded was the source code but at the same time little to no tools were needed it was mostly a bunch of .ini files
i liked how ya'll had the csv thing going in tcm2,, do you think this new title will have some fun stuff
to tinker with for boneheads like me...

sorry i've been lazy catching your writings,,i'm going to start spending more time over here reading and gettin up too speed on whats happening i've been lost in space over at the old site
its probably time i move on too bigger and better things too come... i'm looking forward to NSD new title

peace, brother