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#1 |
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Project Founder
![]() Join Date: Jul 2004
Location: your six.
Posts: 3,444
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So I 've finally given in...
I've started a blog for many reasons, in the short term because writing helps me relax from the horrible hours I'm working atm. And in the long term because I just want to help anybody out there that wishes to mod, model, design or is interested in the theme as a whole... I'm still tweaking the site, but I threw some articles up and will hopefully have many more to come. Check it out at.. requiem2d.net I'm open to suggestions, article themes or any serious questions you want me to answer in the form of an article... Subscribe to the RSS if you want to too, that's here.. requiem2d.net Digg/Submit the articles if you like them... Thanks for looking, Cheers |
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#2 |
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Pure sex!
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To view links or images in signatures your post count must be 1 or greater. You currently have 0 posts. To view links or images in signatures your post count must be 1 or greater. You currently have 0 posts. | To view links or images in signatures your post count must be 1 or greater. You currently have 0 posts. |
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#3 |
![]() Join Date: Oct 2007
Location: Under my desk
Posts: 2,595
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good stuff. Write about the question many people have: How do I start up a mod project?
this is really cool stuff i would love to do something like this, maybe part time but eh it takes more dedication. Anyway good luck! |
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#5 |
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sweet
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A-10, EX PR Tester, Moderator, Public Relations. . To view links or images in signatures your post count must be 1 or greater. You currently have 0 posts. from [R-DEV]CodeRedFox: "Fixing bugs creates more bugs"
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#6 |
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Retired PR Developer
![]() Join Date: Jan 2007
Location: Wales
Posts: 2,657
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nice
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To view links or images in signatures your post count must be 1 or greater. You currently have 0 posts. Smeg: Fuzz commands a lot and promotes good teamwork, db flips vehicles, Bosco is an all-round nub, Outlawz is an SP whore, Nickbond is a friggin ninja and Rhino gets kicked for being a n00b.
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#7 |
![]() Join Date: Nov 2006
Posts: 125
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Loved the Crysis article. Even for something as large as Project Reality with a large mod team, people need to realize that an elaborate base such as Crysis requires time. Most people think that with a click of one's fingers all models and textures can be transferred to a completely different engine. Maybe this article should be stickied
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#8 |
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PR:BF2 Developer
![]() Join Date: Jul 2006
Location: Home?
Posts: 889
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Like HughJass just said, some sort of article how to start a mod / find a team would be interesting. It doesn’t need to be a tutorial, but some sort of general article of you’re personal experiences with PR and GA forum.
There aren’t that many people who have experienced the cycle from the beginning of a mod to the ‘maturing’ stage. It would be particularly interesting to hear your thoughts since you’re the original founder of PR. For example, was the early development somehow different than what its now?, how did you manage the people over the internet?, etc, etc. I’ve personally been involved in the later stages but missed the beginning of PR mod completely. It would be nice to read how you managed to survive to the first versions. I’d guess the beginning is the most critical stage for a mod. After all most mods die out before they publish anything. |
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#9 |
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Project Founder
![]() Join Date: Jul 2004
Location: your six.
Posts: 3,444
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Thansk for the ideas & comments guys. A how to start a mod article is definitely en-route, actually have step 1 almost complete
Vaiski, I'll also try to make some PR history ones too |
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#10 |
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PR Artwork Team
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I happened onto this site and read about it before you posted here. I was browsing game-artist.net looking at texture tutorials when I clicked the link to it from one of your posts.
It is interesting. I would also be recommend making an entry on the early history of PR. I came in .2 so it would be interesting to me to learn about the very beginnings. (PS. the game-artist.net main header nav is bugged in firefox, you may want to look into that) |
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