#160242 - 03 October, 2007 02:49 PM
Re: Militia Factions Mod
[Re: Will Gates]
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Posts: 6542
Loc: Australia :D
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Thanks for everything mate including the Off Topic discussions  Haven't been able to speak to many people who can talk without getting angry cos you don't agree with them  Hope you come back soon
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#160247 - 03 October, 2007 03:16 PM
Re: Militia Factions Mod
[Re: Will Gates]
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Posts: 6542
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Damn right mate. Damn right  No matter what your title is you are still a man or a woman just like everyone else!
Edited by Kaerar (03 October, 2007 03:17 PM)
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#160288 - 03 October, 2007 07:24 PM
Re: Militia Factions Mod
[Re: Kaerar]
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 Captain
Posts: 1360
Loc: 대한민ᅗ...
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Cheers and seeya sometime soon I hope! Sounds like a lot of positive stuff is goin' on for ya.
I hear ya on that quote, my own belief, too.
monk
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#164059 - 09 November, 2007 11:25 AM
Re: Militia Factions Mod
[Re: lockie]
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Loc: Slovenija
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#164540 - 15 November, 2007 12:09 PM
Re: Militia Factions Mod
[Re: lockie]
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Loc: Slovenija
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#180313 - 06 April, 2008 02:07 PM
Re: Militia Factions Mod
[Re: Will Gates]
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Posts: 2389
Loc: Bavaria - Germany
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hey Will, glad to see that you´re still working on this mod of yours!
any chance you probably might release a vanilla 1.13 (+NIV?) compatible mappack of your great new maps?
as far as i am concerned, you probably are the most talented mapper around here at the moment. would be a real blessing for bored 1.13 testers!
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#180886 - 11 April, 2008 03:13 PM
Re: Militia Factions Mod
[Re: Will Gates]
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Posts: 6542
Loc: Australia :D
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Hey Will you know the sniper guns have Beta C-Mags rather than short Sniper mags on them  Do you need a hand editing any of the guns for MFM?
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#180956 - 11 April, 2008 10:50 PM
Re: Militia Factions Mod
[Re: Will Gates]
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Posts: 2389
Loc: Bavaria - Germany
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Thanks Mauser. That is indeed a high compliment. not at all Will. it´s a mere fact. and because MFM also takes the prize for the first released mod for 1.13, it´s no wonder that you achieved so many downloads, even if the public resonance might have been not quite as lively as it should have. indeed, i wouldn´t dare imagine what would be possible if you´d cooperate with the major mods like renegade republic or urban chaos to bring your reality honed mapping skills to full effect. i bet, all those mods could very well profit quite a lot from your skills. on the other hand, you could probably profit from other skills concerning weapon, item and quest modding. with a little more polishiong, MFM could still become an excellent and fun major mod. well, i´ll still be gladly waiting for your 1.13 vanilla campaign compatible map pack. with NIV and working DBB mod, it should provide quite the best of all worlds. and i have to agree with the scorpion: hopefully you´ll continue modding and mapping for JA2, because there´s still a lot to be achieved and good and able people are hard to find. so, if you can, please keep crankin´ out those superb maps, because we obviously can never have enough of them! and with every new release version of 1.13, new possibilities for modding and mapmaking become available. and as some little birdie whistled in my ear, the release of the first stable milestone version is coming near. and if that one is out, we´ll finally have a somewhat coherent and stable base for serious modding, so the interest in that should spark anew throughout the community. heck, maybe i´ll even try to take on modding. a good weapons and itemsmod as competition to DBB (with way less total guns but more (reality based) upgrading and macgyvering should be an interesting thing to do, also in conjunction with a fresh campaign scenario maybe. ideas and concepts i have plenty. but we´ll see.
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#180973 - 12 April, 2008 01:01 AM
Re: Militia Factions Mod
[Re: Mauser]
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Posts: 5492
Loc: CH
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indeed, i wouldn´t dare imagine what would be possible if you´d cooperate with the major mods like renegade republic or urban chaos to bring your reality honed mapping skills to full effect. i'm not sure about that. In a team, it is difficult to actually carry out one's own creativity... Azazel had to suffer from this effect when i was asking him to map for ja2 RR, and Will, had he worked for a team and not independantly, probably would have faced similar restrictions to creativity. i think you can see more of him in his own creation than what you would if all of his maps would have had to pass my narrow minded filter.  independant mods like MFM can sometimes carry out creative ideas that large mods can't. The large mods may not be flexible enough, thus, certain pearls like octagonal tiles often come from a man who has total design freedom. But then, i'm currently looking for maps for new projects and maybe i can steal/ use stuff from around here  of course i'd prefer a more sophisticated cooperation, but the mod is running low profile and there's pretty much nothing that i have to offer.  keep it up guys.
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#181026 - 12 April, 2008 12:14 PM
Re: Militia Factions Mod
[Re: Will Gates]
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Posts: 6542
Loc: Australia :D
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Sorry I don't know much about guns n stuff. I found those nice looking weapons in the unused part of Urban Chaos and thought to myself hmm they look cool I'll adapt them for my UB-MFM fictional set. Are they based on something real then? I'm happy with 15 x 6mm for a sniper really. They're damn good in testing so far. All the guns are HK's. The top ones are all G36's and their variants and the tan ones are the XM8's and their variants. I see to make the Machine pistol version of the G36 you chopped the stock off! I'm quite happy to give you some sci-fi stuff if you want based on real weaponry  email me if ya like on kaerar 'at' dodo 'dot' com 'dot' au and we'll discuss it a little 
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#181046 - 12 April, 2008 03:18 PM
Re: Militia Factions Mod
[Re: Kaerar]
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Posts: 2389
Loc: Bavaria - Germany
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Will, have you followed the "bigger maps project"? http://www.ja-galaxy-forum.com/board/ubbthreads.php?ubb=showflat&Number=181040&Main=11652#Post181040it´s now possible to make 320x320 tiles maps! the corresponding editor is also released. how about you take a look at it and maybe try to make some maps for it? maybe even try to make a special bigger maps version of your MFM mod? i could imagine, that many of your maps would benefit quite a lot from the additional space. think of bigger city sectors, bigger fortifications and such. i bet your mapping skills could provide quite some spectacular results when space isn´t quite as limited anymore. so please give it a try if you want.
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#181323 - 14 April, 2008 11:08 AM
Re: Militia Factions Mod
[Re: Mauser]
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Posts: 2158
Loc: Far far away.
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Bigger Maps? No not at all. Was not aware it was anything more than an idea. Cool. I'll investigate. However time is tight. I have no free weekends between the kids and the girlyfriend so limited to weekday evenings only  Love the new signature. Kae i'll drop you a line later ok. Smart.
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#183219 - 29 April, 2008 07:03 AM
Re: Militia Factions Mod
[Re: Will Gates]
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Posts: 6542
Loc: Australia :D
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Sorry mate, PM's cleared and I can't check the dodo addy at the moment (just re-installed after my gfx card died  )
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#185657 - 19 May, 2008 03:06 PM
Re: Militia Factions Mod
[Re: Kaerar]
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Posts: 49
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I have finally gotten to try out your MFM mod - thanks a lot, Will, it's really great fun.
If I may nitpick:
- The installation files. One zip would have been enough. I'm computer able enough to work it out, but it's a bit confusing and not as simple as it could be. Also an updated zip with the new maps and the "patches" would have been nice, only keeping the exes and map.bins separate.
- The factions. Do all members of each faction always wear the same shirts? I think they do. Anyway, would have been gtood in the readme if you had told us which shirt colour belongs to which faction. And maybe a bit more info, too - like explaining that the militia (green dots) has often been locked away and stripped of all weapons so if you want their help, you better make sure they can find a gun quickly.
- 1.07 vs 1.12. Would have preferred basing it on the 1.12 exe. The better AI (from UB) provides more of a challenge (uses break lights, for example). I guess the 1.13 users get the better AI? I should really upgrade sooner or later.
But those are small things. I loved the start in Omerta, the AI may be a bit dumb but it's satisfying to have them fight with you, I don't mind that it takes longer. I'm a chicken so I started on the medium difficulty level but to be honest I find it too easy. Especially having Carlos (or at least his gun) and Miguel so soon makes the early part of the game fairly easy, plus you've provided us with some goodies right from the start (regen boosters, compound 18/30). My fault I guess - after playing with a MERC only squad in a game where basically no weapons were dropped (I blame it on that 800x600 exe you sent me - I uninstalled that, then installed your mod and the drops work just fine) I'm finally ready for the expert level.
Thanks again for the great work. Once I've discovered more I'll report back.
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#186226 - 25 May, 2008 10:21 AM
Re: Militia Factions Mod
[Re: Will Gates]
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 Merc
Posts: 49
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You mean I should make a fixed whole release? It's a thought but I'm still coming across the odd thing that needs attention (mostly details others might not even notice). Once a full year has passed since original release I might do a full re-release. It's just more convenient. Plus it'd give you the chance to re-arrange the original zip.  Unless I missed something I see no reason why it can't be just one zip with the folder structure inside so you'd just have to extract it once into the main directory. Apart from the two different .exes and the three map.bins. I'd put those into a separate folder (call it MFM). Have the readme extract to either the root directory or the new MFM folder (make a small installation.txt which points to the actual readme).
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#186572 - 28 May, 2008 12:02 AM
Re: Militia Factions Mod
[Re: Will Gates]
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 N.C.O.
Posts: 333
Loc: Estonia
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what damn faction unites Annie (MoM) and Pablo  there sure should be some illustrated book about all the uniforms (in different shades of green) those factions wear. and i'm really missing Reuban with his hedgetrimmer - too many hedges needing not just trimming but napalm or other radical solution  just kidding - thank you, it's nice to have some surprises again in good old Arulco...
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#187605 - 05 June, 2008 03:34 PM
Re: Militia Factions Mod
[Re: Will Gates]
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 N.C.O.
Posts: 333
Loc: Estonia
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just to give some feedback... it has turned into 'kill-em-all' quite quickly. and who bothers to check the uniforms in the dark - God recognizes his own, as the saying goes. had to kill Calvin and Chitzena mine in 'shot down' - no problem, as i have loads of money and never liked the guy anyway. but reloaded and gabbi-ed through the battle to see what happens. in the beginning Calvin and his pals were neutral - just a bit nervous maybe. i kill all the soldiers, Calvin still neutral. i could freely leave the sector from the big map, pick up stuff and so on. just when Miguel went to talk with Calvin, that dumb dirtminer starts to talk about pushups instead. hmm, seems old Yanni living all alone now in whole Chitzena. cleaned San Mona - Angel not giving his quest, but thats understandable, as he can go to Shady Lady and pick up Maria himself from the ruins whenever he cares. then, some days later, Ira and Shank went to San Mona to do some business with Tony. and there is Mickey - Mickey, mind you! - talking dirty and making obscene gestures to the lady. so Shank had to shoot him. good thing was, Shank discovered he likes that BSA LMG he was about to sell as it feels the lightest weapon to him even together with spare magazine. now lil' Breeham has even some use, shooting more dangerous things than black birds and dirty old men. strange thing - all criminals were present. didnt expect that and hired Slay (good thing the disc works!) after selling two heads to Carmen, so now three others rot without any bonus 
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