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

Stockholm Syndrome (pORG13i)

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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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Stockholm Syndrome (pORG13i)

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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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Argonnath

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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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Solar

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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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Argonnath

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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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Solar

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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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Solar

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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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Darthme

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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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