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Starting up a mod team http://www.runningwithrifles.com/phpBB3/viewtopic.php?f=7&t=1647 |
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Author: | kazenokizu [ Sat Apr 12, 2014 9:52 am ] |
Post subject: | Starting up a mod team |
please delete as no body can avoid thread crapping on here |
Author: | joneau [ Sat Apr 12, 2014 8:28 pm ] |
Post subject: | Re: Starting up a mod team |
no mind but m16 was burst fire at earlier versions |
Author: | kazenokizu [ Sun Apr 13, 2014 7:23 am ] |
Post subject: | Re: Starting up a mod team |
joneau wrote: no mind but m16 was burst fire at earlier versions im sorry your English is bad no clue what you said. and please stay on topic |
Author: | kazenokizu [ Sun Apr 13, 2014 7:25 am ] |
Post subject: | Re: Starting up a mod team |
also i thought i would reply back with this information. if i need to know any thing about a weapon i have my sources and i do not need for people to reply back telling me im wrong. |
Author: | kazenokizu [ Sun Apr 13, 2014 10:14 am ] |
Post subject: | Re: Starting up a mod team |
re did a vest just a lil and some other small stuff so you will be seeing small progress reports here and there |
Author: | The Soldier [ Sun Apr 13, 2014 11:18 am ] |
Post subject: | Re: Starting up a mod team |
Alright, I'd suggest using the Edit button. ![]() A mod team isn't really going to do much - the game is already so easy to mod. Even modding the vehicle placement on the maps, which takes a bit of time, is easy to do. But I'll "translate" (really? I feel like you're mocking him) joneau, who's been here a helluva lot longer than most of us - the M16 was already a burst gun before the last large patch, so that's nothing new. |
Author: | bwc153 [ Sun Apr 13, 2014 11:08 pm ] |
Post subject: | Re: Starting up a mod team |
Like what The Soldier said, mod teams aren't really necessary in most circumstances. The only real necessity of a mod team in RWR is if someone was making a really huge mod and wanted it to get done faster by having people work on different aspects at the same time. |
Author: | kazenokizu [ Mon Apr 14, 2014 7:23 am ] |
Post subject: | Re: Starting up a mod team |
bwc153 wrote: Like what The Soldier said, mod teams aren't really necessary in most circumstances. The only real necessity of a mod team in RWR is if someone was making a really huge mod and wanted it to get done faster by having people work on different aspects at the same time. that is your personal opinion on this matter. and yes i have a goal of making some thing nice and fairly good. so yea a mod team would help. now could we please keep this on topic. and once again the M16A4 is a burst fire weapon in real life. the m16a3 is full auto the m16a2 is burst fire the m16a1 full auto piece of crap there you go |
Author: | The Soldier [ Mon Apr 14, 2014 6:52 pm ] |
Post subject: | Re: Starting up a mod team |
It is on topic, as far as I can tell. We're commenting on what you've done so far, which you have put in the OP. kazenokizu wrote: btw i have already started to do some things hint the m16a4 now shoots burst not full auto ![]() It's just criticism, don't get over excited. ![]() |
Author: | bwc153 [ Tue Apr 15, 2014 3:34 am ] |
Post subject: | Re: Starting up a mod team |
kazenokizu wrote: bwc153 wrote: Like what The Soldier said, mod teams aren't really necessary in most circumstances. that is your personal opinion on this matter. The personal opinion of two experienced modders for RWR. Nearly every mod for RWR has been released by single people, there's only been a couple mods made by mod teams. |
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