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Author Topic: The UEAW Dev's Blog - Issue #1: 4th July, AD 2009  (Read 2757 times)

Doktor von Wer

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The UEAW Dev's Blog - Issue #1: 4th July, AD 2009
« on: July 04, 2009, 05:26 pm »

Good afternoon* UEAW fans!

I've been meaning to get this started for a few weeks now; and finally it's here; a 'blog' as it were, though I didn't intend to originally use the phrase, about the development of UEAW. Yes, we like to operate in virtual secrecy, and don't worry, I fully intend to continue working likewise, but I think it'd be good to show you a few little peeks and give a few hints on a regular basis, especially since I've been shouting at a lot of people recently! Circumstances allowing, I'll hopefully be giving you a cryptic release every fortnight.

So, what are we working on? Well, I'm not going to tell you ;) - naw, I'll give you a little insight into just a couple of the things that are going on.

Firstly, we are, of course, making Ultimate Empire at War; and 'Ultimate' does apply to all aspects of the game - you'll have seen Evilbob's latest mapping sneak-peak on our moddb profile, no doubt (shame on you, if you haven't); and the gameplay and coded content itself, of course, in all its depth and breadth is constantly under development, but graphics are included in the plan; you wonder why it takes us so long? Have you seen just all of the renders from a few years back posted in our gallery? The highest quality ones aren't even public, but we released promotional shots of some of the newly skinned models recently; the Saboath, an Orbital Perimeter station, the Aurek and - of course - the revered Venator. Rest assured that even vanilla models and skins will not be left untouched.

In the appreciation that the Venator is simply incomplete without her turrets, we also set about making sure that they will be in the game, moving around happily like venator turrets should, in the highest quality possible; and so her turrets were made, with great attention to detail:




Well, that's a nice turret, team, I hear you say, but what about the game itself? Well, staff are back on duty after the busy days of early summer, and coding and its associated work is already going strong. To make the game Ultimate, it requires re-building from the bottom up, which undoubtedly means much clerical work and code re-organising. My latest and on-going piece of work, I shall reveal for the amusement value, is a spreadsheet listing all of the vanilla/pre-existing projectiles in our code; before we even think about re-making them, which is going to happen. I think I'm somewhere roughly around entry #160 now, and I haven't even got on to filling in their details right now:



(By the way, no matter how hard you try to enlarge that image, you won't be able to discover any secrets about our under-development code from it. I promise  :angel)

On a final note, we may well be fiddling with the layout of the GUI, but Prototype unfortunately won't let me put the menu's 'resume game' button over the top of 'quit game' so that the latter becomes inaccessible :(. Though somewhat a nuisance, I felt that it could genuinely increase the number of hours people ran UEAW for, but he seemed to think that it'd be a false representation of how great UEAW is, or something like that, I don't know  ;D.


Until next time, thanks for reading! Leave me some feedback, should I bother continuing :P

LTCC
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*(I won't apologise for those who read at different times from that of this being released and those in different time zones)
« Last Edit: July 04, 2009, 11:19 pm by Lt Commander Chris »
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Jesus Freak/ImpElite/Midna Fan

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Re: The UEAW Dev's Blog - Issue #1: 4th July, AD 2009
« Reply #1 on: July 04, 2009, 07:29 pm »

I find this funny, you share just as much info with us mappers as you do with the public :P ;D
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Re: The UEAW Dev's Blog - Issue #1: 4th July, AD 2009
« Reply #2 on: July 04, 2009, 07:57 pm »

that model is available to all staff - and the spreadsheet is WIP so only LTCC has it.
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evilbobthebob

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Re: The UEAW Dev's Blog - Issue #1: 4th July, AD 2009
« Reply #3 on: July 04, 2009, 08:04 pm »

And if you were on MSN at the same time as either me, Solar or Chris, we'd be happy to tell you about various parts of the mod. Alternatively, post in the staff area. I'm sure Chris will post more information after we have the staff meeting.

On topic, good job with the blog Chris.
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Q

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Re: The UEAW Dev's Blog - Issue #1: 4th July, AD 2009
« Reply #4 on: July 04, 2009, 09:58 pm »

Oh so that's why you wanted the spreadsheet... Interesting. Also, nice turret their.
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Darthme

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Re: The UEAW Dev's Blog - Issue #1: 4th July, AD 2009
« Reply #5 on: July 04, 2009, 10:28 pm »

YESSS!!!! the correct Venator turrets!  i love those things!
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Doktor von Wer

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Re: The UEAW Dev's Blog - Issue #1: 4th July, AD 2009
« Reply #6 on: July 05, 2009, 02:57 pm »

It seems the 'community' is basically just a lot of FW obsessed people; does anyone except Darthme come online for UEAW anymore?
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Re: The UEAW Dev's Blog - Issue #1: 4th July, AD 2009
« Reply #7 on: July 05, 2009, 05:25 pm »

I think Hostile does.
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Django (sunfalcon)

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Re: The UEAW Dev's Blog - Issue #1: 4th July, AD 2009
« Reply #8 on: July 05, 2009, 07:18 pm »

I looked at it it looks good.  I just don't always post unless I have something important to say.  Thats why I don't have a white name yet.
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Darthme

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Re: The UEAW Dev's Blog - Issue #1: 4th July, AD 2009
« Reply #9 on: July 05, 2009, 07:32 pm »

porg isnt involved in FW, and he comes on alot, so....
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Buwaro

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Re: The UEAW Dev's Blog - Issue #1: 4th July, AD 2009
« Reply #10 on: July 06, 2009, 04:25 am »

It seems the 'community' is basically just a lot of FW obsessed people; does anyone except Darthme come online for UEAW anymore?
Oh rly?

I couldn't care less about FW at this point (Kriegen aside). I'm here for
1. The mod
2. The community

I try to show up every day, if only for a while, to see how everyone is doing. There are others who are here for the same reasons besides Darthme, Porg, and me (don't forget Lyeman)!

On topic: These little snippets are piquing my interest. I hope to see more :D.
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Darthme

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Re: The UEAW Dev's Blog - Issue #1: 4th July, AD 2009
« Reply #11 on: July 06, 2009, 05:43 pm »

abd quite frankly, i play FW here too...but i usually only post at night when all the other things like backroom games sort of stop being posted in.  then i go on  FW.
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Mr. Recluse, the Beta Tester(Greiv55)

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Re: The UEAW Dev's Blog - Issue #1: 4th July, AD 2009
« Reply #12 on: July 09, 2009, 01:07 am »

It seems the 'community' is basically just a lot of FW obsessed people; does anyone except Darthme come online for UEAW anymore?
AHEM. *Cough* I'm not involved in Forum Wars....
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Re: The UEAW Dev's Blog - Issue #1: 4th July, AD 2009
« Reply #13 on: July 09, 2009, 05:48 pm »

On topic:  Turrets look great.  Will all ships have the moving turrets, or just the Venator?

Off Topic: I look at the Requests sections and Mod Discussion, I just haven't seen anything interesting enough to post in lately.
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evilbobthebob

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Re: The UEAW Dev's Blog - Issue #1: 4th July, AD 2009
« Reply #14 on: July 09, 2009, 07:06 pm »

We will probably have a lot of ships with moveable turrets, but on quite a few ships the majority of the guns aren't even visible, such as the sides of the Star Destroyer. That kind of feature is more for later versions of the mod, seeing as it doesn't affect gameplay and that's what V1 will be all about.
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Re: The UEAW Dev's Blog - Issue #1: 4th July, AD 2009
« Reply #15 on: July 09, 2009, 07:32 pm »

Gotcha.  Thanks Bob!
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Doktor von Wer

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Re: The UEAW Dev's Blog - Issue #1: 4th July, AD 2009
« Reply #16 on: July 10, 2009, 10:03 am »

So ISDII Barbettes, Venator's heavy turbolaser turrets will naturally be priority for turrets, where, say, a CR90's top dual light turbolaser might be further down the list  ::)
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Darthme

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Re: The UEAW Dev's Blog - Issue #1: 4th July, AD 2009
« Reply #17 on: July 10, 2009, 04:31 pm »

so maybe just big Turbolaser Batteries?  and maybe some laser turrets?  (like the ones that are all over the ISDs)
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DarthCaedus (The Polish Wonder)

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Re: The UEAW Dev's Blog - Issue #1: 4th July, AD 2009
« Reply #18 on: July 10, 2009, 10:47 pm »

that would be helpful
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Re: The UEAW Dev's Blog - Issue #1: 4th July, AD 2009
« Reply #19 on: July 11, 2009, 02:13 am »

Venator, nice one crap ship out dated good to see your concentrating on the importent stuff phoenix rising all the way!
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Darthme

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Re: The UEAW Dev's Blog - Issue #1: 4th July, AD 2009
« Reply #20 on: July 11, 2009, 02:37 am »

o.....k......that was a bit random, and this is UEAW, not Pheonix Rising.
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DarthCaedus (The Polish Wonder)

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Re: The UEAW Dev's Blog - Issue #1: 4th July, AD 2009
« Reply #21 on: July 11, 2009, 04:34 am »

watch wat u say in front of the admins
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Doktor von Wer

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Re: The UEAW Dev's Blog - Issue #1: 4th July, AD 2009
« Reply #22 on: July 11, 2009, 01:05 pm »

Venator, nice one crap ship out dated good to see your concentrating on the importent stuff phoenix rising all the way!

Mind your manners, you're not too bright, are you?

When the Venator was made, ie. the Clone Wars, it was a veritably powerful battle-carrier. And since the Clone Wars is one of the eras of UEAW, it is logical to have it. If employed against an ISD when one is the Rebels or the NR, you'll see the problems it has coping against modern warships, mainly being destroyed.
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Tanus

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Re: The UEAW Dev's Blog - Issue #1: 4th July, AD 2009
« Reply #23 on: July 11, 2009, 06:44 pm »

Outdated?

This mods focuses on multiple eras, so the Venator in one era (Republic Era) would be state-of-the-art, while in the Galactic Civil War, it wouldn't.  Read up before you bash, friend. 
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Argonnath

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Re: The UEAW Dev's Blog - Issue #1: 4th July, AD 2009
« Reply #24 on: July 12, 2009, 08:35 pm »

I must ask this.. Is there going to be some sort of story line in campaign? Like in EAW Empire is building DS. So is Clone war era campaign about outer rim sieges or what?
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Darthme

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Re: The UEAW Dev's Blog - Issue #1: 4th July, AD 2009
« Reply #25 on: July 13, 2009, 01:10 am »

That would be interesting, and maybe the Sith Era campaign could be about seizing the planets with known star maps on them!
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Argonnath

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Re: The UEAW Dev's Blog - Issue #1: 4th July, AD 2009
« Reply #26 on: July 13, 2009, 01:35 am »

I'm not familiar with Sith era. But I guess that they could search star maps before they can unlock more planets.

Edit:Or their Tech lvl could be bound to holocrons (maps). So who have most maps have biggest tech lvl. More interesting than just steal or research them.
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Darthme

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Re: The UEAW Dev's Blog - Issue #1: 4th July, AD 2009
« Reply #27 on: July 13, 2009, 01:36 am »

that might be nice.
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Argonnath

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Re: The UEAW Dev's Blog - Issue #1: 4th July, AD 2009
« Reply #28 on: July 13, 2009, 01:39 am »

But only if its canon. (Check my edit there is alterative use for Holos)
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SoulPain (FanEAW)

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Re: The UEAW Dev's Blog - Issue #1: 4th July, AD 2009
« Reply #29 on: July 13, 2009, 04:31 am »

how much lines are there in that code chris?  100? 500? 1000? or more?
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DarthCaedus (The Polish Wonder)

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Re: The UEAW Dev's Blog - Issue #1: 4th July, AD 2009
« Reply #30 on: July 13, 2009, 06:35 am »

it scares me to think about numbers that big
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Darthme

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Re: The UEAW Dev's Blog - Issue #1: 4th July, AD 2009
« Reply #31 on: July 13, 2009, 05:09 pm »

they make my puny blonde brain hurt.....which is why i have nenver understood coding.
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Solar

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Re: The UEAW Dev's Blog - Issue #1: 4th July, AD 2009
« Reply #32 on: July 13, 2009, 06:13 pm »

If you mean that projectils file, V4's is around 4400 lines of code
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DarthCaedus (The Polish Wonder)

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Re: The UEAW Dev's Blog - Issue #1: 4th July, AD 2009
« Reply #33 on: July 13, 2009, 07:28 pm »

now my head really hurts
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evilbobthebob

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Re: The UEAW Dev's Blog - Issue #1: 4th July, AD 2009
« Reply #34 on: July 13, 2009, 07:37 pm »

4400 lines is nothing. The planets XML file has nearly 7000 lines, and the command bar components XML has nearly 13000. :P
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Doktor von Wer

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Re: The UEAW Dev's Blog - Issue #1: 4th July, AD 2009
« Reply #35 on: July 13, 2009, 07:39 pm »

Be afraid of the amount of code that will be in UEAW.

Be very afraid.
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Mr. Recluse, the Beta Tester(Greiv55)

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Re: The UEAW Dev's Blog - Issue #1: 4th July, AD 2009
« Reply #36 on: July 13, 2009, 08:57 pm »

*Educated guess for the Projectiles file shown*
OVER 9,000,000?!?

Is my guess anywhere close?
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Re: The UEAW Dev's Blog - Issue #1: 4th July, AD 2009
« Reply #37 on: July 13, 2009, 09:52 pm »

i would bet it is....
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Doktor von Wer

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Re: The UEAW Dev's Blog - Issue #1: 4th July, AD 2009
« Reply #38 on: July 13, 2009, 10:43 pm »

*Educated guess for the Projectiles file shown*
OVER 9,000,000?!?

Is my guess anywhere close?

Maybeeee.
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Darthme

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Re: The UEAW Dev's Blog - Issue #1: 4th July, AD 2009
« Reply #39 on: July 13, 2009, 11:23 pm »

aaggh...bug numbers.....my head.....aaaaaaa
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Re: The UEAW Dev's Blog - Issue #1: 4th July, AD 2009
« Reply #40 on: July 14, 2009, 03:55 pm »

beta tests?
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Darthme

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Re: The UEAW Dev's Blog - Issue #1: 4th July, AD 2009
« Reply #41 on: July 14, 2009, 04:08 pm »

they're Beta Testing?!  YESSS!!!!!!!
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Re: The UEAW Dev's Blog - Issue #1: 4th July, AD 2009
« Reply #42 on: July 14, 2009, 04:09 pm »

they will....
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evilbobthebob

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Re: The UEAW Dev's Blog - Issue #1: 4th July, AD 2009
« Reply #43 on: July 14, 2009, 06:08 pm »

We're not near beta stages yet, sorry, but of course there will be a beta stage.
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Re: The UEAW Dev's Blog - Issue #1: 4th July, AD 2009
« Reply #44 on: July 14, 2009, 08:23 pm »

Open beta?
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Re: The UEAW Dev's Blog - Issue #1: 4th July, AD 2009
« Reply #45 on: July 14, 2009, 08:38 pm »

Nope, Beta testers are official staff - but recruitment will begin when ready.
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Re: The UEAW Dev's Blog - Issue #1: 4th July, AD 2009
« Reply #46 on: July 14, 2009, 10:23 pm »

Ok I will try to join.
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SoulPain (FanEAW)

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Re: The UEAW Dev's Blog - Issue #1: 4th July, AD 2009
« Reply #47 on: July 16, 2009, 09:38 am »

i guess 13000 is big...

today's games like Empire Total War typically has about 20 000 lines of codes, typically.

YOU try finding the specific line of code in the campain to modify the objectives... in a LUA file... called scripting.LUA...

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Re: The UEAW Dev's Blog - Issue #1: 4th July, AD 2009
« Reply #48 on: July 16, 2009, 09:42 am »

Yeah, but remember EAW's code is heavily split. UEAW will contain about 1,000 XML files or more.
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SoulPain (FanEAW)

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Re: The UEAW Dev's Blog - Issue #1: 4th July, AD 2009
« Reply #49 on: July 16, 2009, 09:49 am »

Yeah, but remember EAW's code is heavily split. UEAW will contain about 1,000 XML files or more.

right,

for a mod, that much coding files is huge,

for a game, of course, its relatively small :D (todays games)

nonetheless, there still is alot of coding ahead i presume.
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Re: The UEAW Dev's Blog - Issue #1: 4th July, AD 2009
« Reply #50 on: July 16, 2009, 10:01 am »

Yeah, we can't touch the hundreds of thousands of lines of code that make up the engine so we are doing a huge amount for a mod with that restriction. But it doesn't really matter all that much.
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Re: The UEAW Dev's Blog - Issue #1: 4th July, AD 2009
« Reply #51 on: July 16, 2009, 05:11 pm »

Well, maybe if a newer version of the game comes out and you can bend the engine code to your will, what would you do with it?  would you guys at coding just make it a little different or make some major changes.....that will come to me later....
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DarthCaedus (The Polish Wonder)

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Re: The UEAW Dev's Blog - Issue #1: 4th July, AD 2009
« Reply #52 on: August 03, 2009, 01:16 am »

im to stupid to know anything about codeing so im not gonna comment on it anymore
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