Author Topic: In Development - B&I 3.0 - old thread  (Read 198603 times)

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Offline Grozni

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Re: In Development - Check out the scener's module!
« Reply #390 on: July 21, 2014, 10:29:18 pm »
looks good where are the spawns on the map?

Right here...
[close]

And here are some lovely ladies for the British




[close]

I'm also working on the UI right now... development rumbles ever on!

Finally, some credit to the ladies of the era, nice work as well. :D

I couldn't decide on which marry line to add, so I'll just compile a list.

-Will they be armed with umbrellas?
-Will they get to construct hospitals?
-Will they be allowed to talk rude to officers and generals on the events?
-I can smell roleplay servers popping up :D

Offline kpetschulat

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Re: In Development - Check out the scener's module!
« Reply #391 on: July 22, 2014, 12:24:37 am »
Please fix those arms... They are far too separated from the bodies...

Offline LordAdder

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Re: In Development - Check out the scener's module!
« Reply #392 on: July 22, 2014, 01:26:47 am »
looks good where are the spawns on the map?

Right here...
[close]

And here are some lovely ladies for the British





[close]

I'm also working on the UI right now... development rumbles ever on!

What weapons will they have?
Shotguns?

Offline Cara

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Re: In Development - Check out the scener's module!
« Reply #393 on: July 22, 2014, 10:17:04 am »
Keep up the good work Parrot ;) Can't wait for it !

Offline hardcorefreestyleboy

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Re: In Development - Check out the scener's module!
« Reply #394 on: July 22, 2014, 01:48:16 pm »
The womens arms are a bit too thin IMO
Gerry is butiful!!!

Offline Grozni

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Re: In Development - Check out the scener's module!
« Reply #395 on: July 22, 2014, 02:07:26 pm »
Arms thickness is fine. And they are separated from body because its hard or impossible (I think) to have a female-only standing/walking animation. But with a couple of suitcases in her hands the pose would look very realistic lol.

That aside, these are most well done female dresses I've seen in M&B engine so far.

Offline hardcorefreestyleboy

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Re: In Development - Check out the scener's module!
« Reply #396 on: July 22, 2014, 02:09:20 pm »
By the way guys I will probably host a small roleplay server for blood&iron when the new version comes out!
Gerry is butiful!!!

Offline Killington

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Re: In Development - Check out the scener's module!
« Reply #397 on: July 22, 2014, 03:23:23 pm »
The arms look a titch curvy, as if the bones in the shoulder are missing, but that might just be me. Aside from that they look great, I hope they have a Penguin-style umbrella gun and maybe a bladed fan or other such lady-like weapons :P
In theory we could do huge player numbers far over 500 players per server...  As such we will surely keep our promise to deliver you the 500 players per server.

We will probably go (far) over it, but that's for later.

Offline Grozni

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Re: In Development - Check out the scener's module!
« Reply #398 on: July 22, 2014, 04:03:58 pm »
its just the angle of viewing, happens when you try to do low number of polygons on thin objects. But yea one axis could be fattened just a little bit.

AeroNinja

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Re: In Development - Check out the scener's module!
« Reply #399 on: August 01, 2014, 07:01:55 pm »
Me want this so bad.

Edit: Is there any chance when this comes out to Bring that imperial japanese soldier skin into NW?  ???
« Last Edit: August 01, 2014, 07:03:37 pm by Makuda »

Offline Willhelm

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Re: In Development - Check out the scener's module!
« Reply #400 on: August 01, 2014, 07:13:32 pm »
We give out permissions pretty easily so yeah probably.

AeroNinja

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Re: In Development - Check out the scener's module!
« Reply #401 on: August 01, 2014, 08:30:27 pm »
We give out permissions pretty easily so yeah probably.
Nice. :)

Offline ClearlyInvsible

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Re: In Development - Check out the scener's module!
« Reply #402 on: August 01, 2014, 09:29:29 pm »
Actually, if those skins become OSP I could get started on that Boshin War mod I've always wanted to try.
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Offline Parrot

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Re: In Development - 3.0 in the works!
« Reply #403 on: August 10, 2014, 05:26:14 pm »
After a short spell of very little updates (I was away for a time) I'll let you guys know what we've done to the mod since January in one nice big post (I'll try not to forget anything, but this list is probably longer than it will appear here)..

Please remember that this is a list of everything we have done, it does not include planned features or stuff that isn't finished!

So here we go...


Blood and Iron - Age of Imperialism 3 - changes from January to August 2014

General/Behind the Scenes:
- Reorganised all the module brfs
   - Blood and Iron will now be very accessible to client-side modding. It is possible to reskin an entire faction without any complications present in NW
- Renamed all unit meshes
- Renamed the majority of materials and textures
- Rewrote the following module python files (by "rewrote" I don't mean started from scratch, I mean removed all NW/Native items and added all new B&I ones)
   - items.py
   - troops.py
   - scene_props.py
   - flora.py
   - skyboxes.py
   - music.py
   - sounds.py
- Replaced over 600 in-game sounds out of 890 (will revise/replace all 890 sounds)
   - Many of the new sounds are sounds which I have created for the mod
      Example:
         - 50 brand new gun (Chassepot, Martini-henry, etc only) shot sounds, each model will have their own unique set of 10 sounds
         - 10 new pistol shot sounds
         - 8 new bullet pass sounds, 5 new bullet impact on ground sounds
         - 10 new carbine shot sounds
         - 2 new shotgun shot sounds
         - new reload sounds for the pistol and rifles

- Added the music from my B&I 2 enhancement pack
- Added new skybox textures
- Added a new sun core/flare texture
- Added new scene border meshes and textures
- Revised and integrated Polished Landscapes (more information in the Scene Objects Section)
- Changed the font
- Reworked (actually a WIP) the user interface
   - When I say user interface, I don't mean "changed the menu background", I mean "I changed the whole fucking interface"
- Revised all the strings (the text you see on buttons etc)
- Revised the random maps for multiplayer
   Maps are now as follows: (with large, medium, raining, snowing, etc for each one)
      - Random Plain
      - Random Steppe
      - Random Snow
      - Random Snow Forest
      - Random American Desert
      - Random Eastern Desert
      - Random Alpine

Factions, troops, and weapons:
- Removed the Micro-factions and the 20th Century factions
- Added two new factions:
   The United States of America
      Contains:
         - 1 civilian class
         - 2 infantry classes
         - 1 elite infantry class
         - 1 light infantry class
         - 1 skirmisher class
         - 1 "native" cavalry class
         - 4 cavalry classes
         - 1 scout cavalry class
         - 2 artillery classes
         - 1 support troop class (with engineer, surgeon, and religious personal)
         - 1 marine infantry class
         - 1 general's staff class
   Imperial Japan
      Contains:
         - 1 "traditional" class
         - 3 infantry classes
         - 1 elite infantry class
         - 1 skirmish infantry class
         - 1 "traditional" cavalry class
         - 1 lancer class
         - 2 cavalry classes
         - 1 artillery class
         - 1 support troops class (with engineer, surgeon, and 2 agents)
         - 3 foreign marine classes
         - 1 general's staff class

- revised the order of troops and classes in the selection menu
   The order is now:
      Infantry
         1. Civilian classes
         2. Regular infantry classes
         3. Elite infantry classes
         4. Light infantry classes
         5. Skirmish infantry classes
      Specialists
         1. Artillery classes
         2. Secondary artillery classes
         3. Support classes (grouped as one)
         4. Marine infantry classes
         5. General's staff classes

- Revised and rewrote all troop class stats
   - troop stats are the same across all factions (save for faction specific units)
B&I 3.0 Troop Stats
Code
# wp_one_handed () | wp_two_handed () | wp_polearm () | wp_archery () | wp_crossbow () | wp_throwing ()

#**************************************************************************************

#civilian infantry
#private
   def_attrib_multiplayer|level(20),wpex(40,80,80,5,90,5),knows_common|knows_ironflesh_2|knows_power_strike_2|knows_athletics_3,swadian_face_middle_1, swadian_face_old_2],
#officer
   def_attrib_multiplayer|level(20),wpex(120,110,110,5,100,5),knows_common|knows_ironflesh_2|knows_power_strike_3|knows_athletics_3,swadian_face_middle_1, swadian_face_old_2],


#infantry
#private
   def_attrib_multiplayer|level(20),wpex(60,100,100,5,100,5),knows_common|knows_ironflesh_3|knows_power_strike_2|knows_athletics_3,swadian_face_middle_1, swadian_face_old_2],
#sergeants
   def_attrib_multiplayer|level(20),wpex(80,120,120,5,100,5),knows_common|knows_ironflesh_3|knows_power_strike_2|knows_athletics_3,swadian_face_middle_1, swadian_face_old_2],
#officer
   def_attrib_multiplayer|level(20),wpex(125,120,120,5,100,5),knows_common|knows_ironflesh_3|knows_power_strike_3|knows_athletics_3,swadian_face_middle_1, swadian_face_old_2],
   
   
#elite infantry
#private
   def_attrib_multiplayer|level(20),wpex(70,110,110,5,110,5),knows_common|knows_ironflesh_4|knows_power_strike_3|knows_athletics_2,swadian_face_middle_1, swadian_face_old_2],
#sergeants
   def_attrib_multiplayer|level(20),wpex(90,130,130,5,110,5),knows_common|knows_ironflesh_4|knows_power_strike_3|knows_athletics_2,swadian_face_middle_1, swadian_face_old_2],
#officer
   def_attrib_multiplayer|level(20),wpex(135,130,130,5,110,5),knows_common|knows_ironflesh_4|knows_power_strike_4|knows_athletics_2,swadian_face_middle_1, swadian_face_old_2],
   
 
#light infantry
#private
   def_attrib_multiplayer|level(20),wpex(50,90,90,5,120,5),knows_common|knows_ironflesh_2|knows_power_strike_2|knows_athletics_4,swadian_face_middle_1, swadian_face_old_2],
#sergeants
   def_attrib_multiplayer|level(20),wpex(70,110,110,5,120,5),knows_common|knows_ironflesh_2|knows_power_strike_2|knows_athletics_4,swadian_face_middle_1, swadian_face_old_2],
#officer
   def_attrib_multiplayer|level(20),wpex(125,120,120,5,100,5),knows_common|knows_ironflesh_2|knows_power_strike_3|knows_athletics_4,swadian_face_middle_1, swadian_face_old_2],


#skirmish infantry
#private
   def_attrib_multiplayer|level(20),wpex(40,80,80,5,130,5),knows_common|knows_ironflesh_1|knows_power_strike_1|knows_athletics_5,swadian_face_middle_1, swadian_face_old_2],
#sergeants
   def_attrib_multiplayer|level(20),wpex(60,100,100,5,130,5),knows_common|knows_ironflesh_1|knows_power_strike_1|knows_athletics_5,swadian_face_middle_1, swadian_face_old_2],
#officer
   def_attrib_multiplayer|level(20),wpex(125,120,120,5,100,5),knows_common|knows_ironflesh_2|knows_power_strike_2|knows_athletics_5,swadian_face_middle_1, swadian_face_old_2],
   



#**************************************************************************************

#very light cavalry
#private
   def_attrib|level(20),wpex(130,80,80,5,10,5),knows_common|knows_riding_7|knows_ironflesh_1|knows_power_strike_3|knows_athletics_4,swadian_face_middle_1, swadian_face_old_2],
#sergeants
   def_attrib|level(20),wpex(140,90,90,5,10,5),knows_common|knows_riding_7|knows_ironflesh_1|knows_power_strike_3|knows_athletics_4,swadian_face_middle_1, swadian_face_old_2],
#officer
   def_attrib|level(20),wpex(150,80,80,5,50,5),knows_common|knows_riding_7|knows_ironflesh_2|knows_power_strike_4|knows_athletics_4,swadian_face_middle_1, swadian_face_old_2],


# light cavalry (melee)
#private
   def_attrib|level(20),wpex(150,50,50,5,10,5),knows_common|knows_riding_6|knows_ironflesh_2|knows_power_strike_4|knows_athletics_4,swadian_face_middle_1, swadian_face_old_2],
#sergeants
   def_attrib|level(20),wpex(160,60,60,5,10,5),knows_common|knows_riding_6|knows_ironflesh_2|knows_power_strike_4|knows_athletics_4,swadian_face_middle_1, swadian_face_old_2],
#officer
   def_attrib|level(20),wpex(170,70,70,5,100,5),knows_common|knows_riding_6|knows_ironflesh_3|knows_power_strike_5|knows_athletics_4,swadian_face_middle_1, swadian_face_old_2],


# light cavalry (ranged)
#private
   def_attrib|level(20),wpex(110,40,40,5,100,5),knows_common|knows_riding_6|knows_ironflesh_2|knows_power_strike_3|knows_athletics_4,swadian_face_middle_1, swadian_face_old_2],
#sergeants
   def_attrib|level(20),wpex(120,50,50,5,100,5),knows_common|knows_riding_6|knows_ironflesh_2|knows_power_strike_3|knows_athletics_4,swadian_face_middle_1, swadian_face_old_2],
#officer
   def_attrib|level(20),wpex(160,60,60,5,100,5),knows_common|knows_riding_6|knows_ironflesh_3|knows_power_strike_4|knows_athletics_4,swadian_face_middle_1, swadian_face_old_2],
   
   
# light cavalry (lancer)
#private
   def_attrib|level(20),wpex(120,100,100,5,10,5),knows_common|knows_riding_6|knows_ironflesh_2|knows_power_strike_4|knows_athletics_4,swadian_face_middle_1, swadian_face_old_2],
#sergeants
   def_attrib|level(20),wpex(130,110,110,5,10,5),knows_common|knows_riding_6|knows_ironflesh_2|knows_power_strike_4|knows_athletics_4,swadian_face_middle_1, swadian_face_old_2],
#officer
   def_attrib|level(20),wpex(170,70,70,5,100,5),knows_common|knows_riding_6|knows_ironflesh_3|knows_power_strike_5|knows_athletics_4,swadian_face_middle_1, swadian_face_old_2],
   
   
# medium cavalry (melee)
#private
   def_attrib|level(20),wpex(160,60,60,5,10,5),knows_common|knows_riding_5|knows_ironflesh_3|knows_power_strike_5|knows_athletics_3,swadian_face_middle_1, swadian_face_old_2],
#sergeants
   def_attrib|level(20),wpex(170,70,70,5,10,5),knows_common|knows_riding_5|knows_ironflesh_3|knows_power_strike_5|knows_athletics_3,swadian_face_middle_1, swadian_face_old_2],
#officer
   def_attrib|level(20),wpex(180,80,80,5,100,5),knows_common|knows_riding_5|knows_ironflesh_4|knows_power_strike_6|knows_athletics_3,swadian_face_middle_1, swadian_face_old_2],


# medium cavalry (ranged)
#private
   def_attrib|level(20),wpex(120,50,50,5,110,5),knows_common|knows_riding_5|knows_ironflesh_3|knows_power_strike_3|knows_athletics_3,swadian_face_middle_1, swadian_face_old_2],
#sergeants
   def_attrib|level(20),wpex(130,60,60,5,120,5),knows_common|knows_riding_5|knows_ironflesh_3|knows_power_strike_3|knows_athletics_3,swadian_face_middle_1, swadian_face_old_2],
#officer
   def_attrib|level(20),wpex(170,70,70,5,120,5),knows_common|knows_riding_5|knows_ironflesh_4|knows_power_strike_4|knows_athletics_3,swadian_face_middle_1, swadian_face_old_2],
   
   
# medium cavalry (lancer)
#private
   def_attrib|level(20),wpex(130,110,110,5,10,5),knows_common|knows_riding_5|knows_ironflesh_3|knows_power_strike_4|knows_athletics_3,swadian_face_middle_1, swadian_face_old_2],
#sergeants
   def_attrib|level(20),wpex(140,120,120,5,10,5),knows_common|knows_riding_5|knows_ironflesh_3|knows_power_strike_4|knows_athletics_3,swadian_face_middle_1, swadian_face_old_2],
#officer
   def_attrib|level(20),wpex(180,80,80,5,100,5),knows_common|knows_riding_5|knows_ironflesh_4|knows_power_strike_5|knows_athletics_3,swadian_face_middle_1, swadian_face_old_2],


# heavy cavalry (melee)
#private
   def_attrib|level(20),wpex(180,80,80,5,10,5),knows_common|knows_riding_4|knows_ironflesh_4|knows_power_strike_6,swadian_face_middle_1, swadian_face_old_2],
#sergeants
   def_attrib|level(20),wpex(190,90,90,5,10,5),knows_common|knows_riding_4|knows_ironflesh_4|knows_power_strike_6,swadian_face_middle_1, swadian_face_old_2],
#officer
   def_attrib|level(20),wpex(200,100,100,5,100,5),knows_common|knows_riding_4|knows_ironflesh_5|knows_power_strike_6,swadian_face_middle_1, swadian_face_old_2],
   



#**************************************************************************************

# artillery
#crew
   def_attrib_multiplayer|level(20),wpex(70,100,100,5,80,5),knows_common|knows_riding_1|knows_ironflesh_3|knows_power_strike_2|knows_athletics_3,swadian_face_middle_1, swadian_face_old_2],
#guard
   def_attrib_multiplayer|level(20),wpex(60,100,100,5,100,5),knows_common|knows_riding_1|knows_ironflesh_3|knows_power_strike_2|knows_athletics_3,swadian_face_middle_1, swadian_face_old_2],
#sergeant
   def_attrib_multiplayer|level(20),wpex(80,120,120,5,90,5),knows_common|knows_riding_1|knows_ironflesh_3|knows_power_strike_2|knows_athletics_3,swadian_face_middle_1, swadian_face_old_2],
#officer
   def_attrib_multiplayer|level(20),wpex(125,120,120,5,100,5),knows_common|knows_riding_1|knows_ironflesh_4|knows_power_strike_3|knows_athletics_3,swadian_face_middle_1, swadian_face_old_2],
   



#**************************************************************************************

# non-combatants
#sapper
   def_attrib_multiplayer|level(20),wpex(90,90,90,5,90,5),knows_common|knows_ironflesh_3|knows_power_strike_2|knows_athletics_3,swadian_face_middle_1, swadian_face_old_2],
#medic
   def_attrib_multiplayer|level(20),wpex(80,80,80,5,80,5),knows_common|knows_ironflesh_4|knows_power_strike_2|knows_athletics_4,swadian_face_middle_1, swadian_face_old_2],
#religion
   def_attrib_multiplayer|level(20),wpex(70,70,70,5,70,5),knows_common|knows_ironflesh_3|knows_power_strike_2|knows_athletics_3,swadian_face_middle_1, swadian_face_old_2],
   



#**************************************************************************************

# marines
#private
   def_attrib_multiplayer|level(20),wpex(90,120,120,5,120,5),knows_common|knows_ironflesh_3|knows_power_strike_4|knows_athletics_3,swadian_face_middle_1, swadian_face_old_2],
#sergeants
   def_attrib_multiplayer|level(20),wpex(110,140,140,5,120,5),knows_common|knows_ironflesh_3|knows_power_strike_4|knows_athletics_3,swadian_face_middle_1, swadian_face_old_2],
#officer
   def_attrib_multiplayer|level(20),wpex(150,120,120,5,120,5),knows_common|knows_ironflesh_4|knows_power_strike_5|knows_athletics_3,swadian_face_middle_1, swadian_face_old_2],
   



#**************************************************************************************

# general & staff
#private
   def_attrib|level(20),wpex(120,50,50,5,100,5),knows_common|knows_riding_5|knows_ironflesh_4|knows_power_strike_4|knows_athletics_3,swadian_face_middle_1, swadian_face_old_2],
#general
   def_attrib|level(20),wpex(180,80,80,5,100,5),knows_common|knows_riding_5|knows_ironflesh_5|knows_power_strike_5|knows_athletics_3,swadian_face_middle_1, swadian_face_old_2],
[close]

- Revised the British tunic model, added a female version (frame) to all British unit meshes
- Revised the British Scots Greys' uniform
- Added the North West Mounted Police to Britain
- Added a new artillery unit to Britain: the Naval Brigade
- Added a General and General's Body Guard to Britain
- Added faction specific medical personal to each faction
- Revised all materials (shaders, normal maps, and specular maps) for all meshes
- Recomputed the tangent dirs and ambient occlusion for all meshes
- Recomputed (and manually tweaked) lods for all unit meshes
- Removed all out-dated hair styles for males and females and added brand new ones from OSP resources which have been edited
- Added new accessories for males and females, and beards for men
- Added new horses for each individual cavalry unit, the horses are varied so they won't all be the same colour
- August 2014: Started to redo the entire Japanese uniforms; new textures, new meshes, everything

- Added the ability to throw bayoneted rifles by pressing n when your bayonet is attached
- Added the ability to melee with the officers' pistols by pressing x
- Added a variety of new weapons for the new troops
- Added the bayonet as a side-arm for the British and the French (as these factions did not have a side-arm)
- Removed the artillery firing stick and replaced it with functioning artillery binoculars
- Added variable animations which make troops look alive and less like robots
   - variable movement animations
   - variable idle animations
   - variable combat animations
   - variable riding animations
   - new artillery firing animation courtesy of the Iron Europe team and Peppe

- Added new artillery models
   - The United State's manufactured Civil War era Dahlgren Gun replaces the NW fort cannon


Scene Objects
- Revised Polished Landscapes and integrated parts of it into the mod
   - Fixed all the tree collision meshes
   - Fixed all the other bugs in PL as it was broken down and manually added to B&I
- Removed all NW flora (apart from a few choice meshes which have been revised)
- Added new flora (with permission from external sources)
   - Added PL, WFaS, OSP, Bello Civili, and custom trees
   - Added PL, WFaS, OSP, Bello Civili, and custom bushes/tufts/and other shrub-like plants
   - Added PL grass
   - Renamed all flora meshes in the brf files, in the code, and in the scene editor
   - Recomputed all tree collision meshes

- Removed all redundant NW and Native scene props
- Retextured the majority of NW and Native scene props that were left in the module
- Added over 600 new scene props from a variety of different sources
- Received permission to use resources from Gekokujo (created by Phlpp) who's scene props are included in the count above
- Received permission to use resources from Bunroku (created by Saburo, Zoldat, FALX - Russian M&B) who's scene props are included in the count above
- Revised all rocks and brought the rock mesh count up to around 140, this count in included in the previous scene prop count
- Added new ship models (included in count)
- Added a new version of the NW star fort (alongside the original NW version) with brick walls, this fort is destructible (included in count)
- Added Indian fort props, the walls of which are destructible (included in count)
- Added a variety of American and Japanese scene props (included in count)
- Added a selection of retextured Polished Buildings' models (included in count)
- Added a selection of retextured models from With Fire and Sword (with permission) (included in count)
- Added a variety of ambient sounds for custom maps; these are included in the sound count, and all of these sounds are new and from a variety of sources
- Edited and revised the majority of prop textures
- Added countless new prop textures
- Rewrote the scene_props.py file, renamed the majority of scene props in the code which means their names have changed in the editor - this change makes all non-B&I 3.0 maps incompatible with B&I 3.0
« Last Edit: August 10, 2014, 05:33:05 pm by Parrot »
Check out mods I've worked on: Blood and Iron: Age of Imperialism, and North and South!

Offline Killington

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Re: In Development - 3.0 in the works!
« Reply #404 on: August 10, 2014, 05:29:34 pm »
 :o :o :o :o :o :o

So much awesome....... :D
In theory we could do huge player numbers far over 500 players per server...  As such we will surely keep our promise to deliver you the 500 players per server.

We will probably go (far) over it, but that's for later.