[1.5.2]/[1.6.4] Ancient Warfare [Forge][SMP][WIP][D/L]

  • #121
    Like the new name, good fit. Just checked out the Wiki, looks great.

    One thing I thought of that would be neat: why not make an Ancient Warfare machine construction yard?

    What I mean is something similar to the blast furnace or coke oven from Railcraft. Basically, people have to construct, say, a frame made mostly out of wooden planks and some iron blocks (5x5x5 structure) and if it's constructed properly, it will turn into a "construction yard." You can then right-click on this structure and it opens a much larger gui (9x9?) in which all the machine parts can be put in to make the constructs.

    It would allow for even more creativity with the recipes (such as adding 2 or 4 wheels instead of just one) and it simply seems cool to have a construction yard for all the machines! :P
  • #122
    Quote from Shadowmage4513

    As for NPCs manning your siege engines--that is planned for the future, as is more of a single-player siege mode sort of like you describe. NPCs will probably come before the siege-mode (as they will be a necessary component of it), but neither will be coming in the immediate future. But yes, most of the mechanics that you speak of would be doable, and close-in-line to what I had in mind :)

    Basic NPCs and interaction might be out in 2-3 weeks, have a couple other planned things to work on first and a bit of base-work to do for them before I could do any productive work.




    I do love me some modular code, and I've been working hard at keeping my mod setup that way. Most _would_ be transferable right to another mod--given new textures/models/animating. Still have a fair bit of work to do though before I'll have time to start really worrying about contributing to another mod though.


    http://ancientwarfar...spaces.com/home


    On another note, I have started a Wiki for the mod, as there is just too much information to cram into my original post (and the OP is hard to keep updated)--and the info just keeps growing.

    Oh, and the official name will be the Ancient Warfare mod (Thanks again ShadowS56!), unless someone has objections, better ideas, or prior-art/use issues with it.

    If you would like to be a contributor, please let me know (Send me your wikispaces username) and I can add you to the contributors/members list.

    So far it is a WIP (just started this-morning), but it should be up-to-date with all of the information from the OP within the next day or so.


    I dont have a wikispace but Ill keep helping out if you want :P you can always link it back to my profile here, What all would you like me to do?
  • #123
    Amazing! o.o
  • #124
    Can you make the id's changeable?
  • #125
    Quote from hippomormor

    Can you make the id's changeable?


    About three posts up, I replied to this exact question.

    Short answer: Yes, I _will_ add that ability.

    Long answer: not right freaking now. This is an ALPHA testing release. Changing IDs through config file is scheduled in an update approximately 3-4 weeks from now. I will likely NOT do it any sooner, unless I have pressing reason (such as glaring incompatibilities with other mods--which nobody has pointed out yet).

    If you would like fixes sooner, please provide some relevant information. What ID's(blocks/items)? What conflicting mods? Yadda, etc..



    Thanks,

    Shadowmage


    edit: Pressing reason found--So that people will quit asking for it. I will be adding this in shortly, and should release it with tomorrows update.
    Last edited by Shadowmage4513: 9/21/2012 2:42:57 PM
  • #126
    Quote from Shadowmage4513

    About three posts up, I replied to this exact question.

    Short answer: Yes, I _will_ add that ability.

    Long answer: not right freaking now. This is an ALPHA testing release. Changing IDs through config file is scheduled in an update approximately 3-4 weeks from now. I will likely NOT do it any sooner, unless I have pressing reason (such as glaring incompatibilities with other mods--which nobody has pointed out yet).

    If you would like fixes sooner, please provide some relevant information. What ID's(blocks/items)? What conflicting mods? Yadda, etc..


    Thanks,

    Shadowmage

    Im just reporting every damn time they ask that question now, you should do the same instead of answering them
  • #127
    So... Due to (apparently) popular demand, I have hacked in an ugly item/block ID config. It will be located in the same place as the keybind config file, but named IDs. The list is extremely out of order(config file auto-alphabetizes it), but all item IDs should be configurable from that location.

    This update will not change any item IDs, and the defaults are set to what I had previously, so it should not corrupt any worlds/etc.

    It is not a _smart_ system. I have no idea what will happen if you mis-configure it, but it should come configured fine for most needs. At the point where there is a conflict--it is up to _YOU_ to solve it now.

    IDs used start at 5003 and will go to ~5300. Currently only using 5003-5075 or so, but I want to leave room for the future. I may also compress many of the siege engine construction items into meta-data/item damage to save on IDs in the future, but it is not currently on the to-do list.

    This will be included in tomorrows update (along with a couplebasic structures, and one preliminary hand weapon).
  • #128
    awesome
  • #129
    awesome mod in cant wait for updates
    Last edited by matiasld: 9/21/2012 9:06:49 PM
  • #130
    This is a really fun mod. You did a wonderful job on the models for all of these and I really like the option to add upgrades and armor on to you siege weapons. I cant wait to play on a server with this mod. I was also wondering, could you possibly add things for defending you castle too? I was thinking like oil pots that you could tip and spill hot oil down the side of your castle. Kinda like lava except faster like water. Or maybe a Portable shield or Siege tower would be cool.
  • #131
    As much as I love this mod, I wish that the artillery, particularly the cannon, could shoot farther.
  • #132
    This mod looks really cool. I was wondering if the players on a server would need to install it too, or if it is installed on the server it's good. My friend and I are starting a public server within the next few months, and we are looking for more weapons and stuff like that. I feel that this mod would be great for the server. Good luck with the mod, I know I'll be following the updates.
    Last edited by A_Fruitbowl: 9/21/2012 11:23:00 PM
    "Early to bed and early to rise, makes a man stupid and blind in the eyes."
  • #133
    Quote from Boristus

    As much as I love this mod, I wish that the artillery, particularly the cannon, could shoot farther.
    Well keep in mind that it isnt flippen done yet -.-
  • #134
    Quote from Boristus

    As much as I love this mod, I wish that the artillery, particularly the cannon, could shoot farther.


    I'm actually in the middle of re-writing all of the missile code to enable smoother motion, and more controllable flight characteristics.

    What this means is that:
    1--catapult missiles will no longer 'jump/skip' a little bit as they fly
    2--it will be MUCH easier for me to adjust ranges on vehicles (yes, a range overhaul is coming soon)
    3--missiles now have their own models, and textures--no more 2D fire charge flying through the air.

    So far I've just done the catapult, but the rest should be updated soon.

    One thing to keep in mind regarding ranges:
    ~140 blocks is going to be the max range from in-game limitations(entities do not update past this range)
    I want to keep a differentiation between vehicles--trebuchet / siege vehicles should probably be at the max of this 140 block limit, while others will have to be lower by some degree. The cannon will likely be adjusted in the future with the rest of the vehicles after I establish a good baseline of ranges through a bit of research.

    Also:
    Currently the cannon shares characteristics with the catapult..meaning a ~80 block range (at the same height). Experiments showed that by placing the cannon on top of a tower/wall (as I had kind of intended) increased that range substantially. Even a 4-5 block height made pretty substantial differences.
  • #135
    Hey there! Wonderful mod you have here, so I decided to spotlight it on my Youtube channel. Keep up the great work and hope you enjoy the video! Thanks :)

  • #136
    Quote from Etalyx

    Hey there! Wonderful mod you have here, so I decided to spotlight it on my Youtube channel. Keep up the great work and hope you enjoy the video! Thanks :)


    Awesome video. Thanks for the spotlight. You mind if I link to it in the OP and on the Wiki?




    On another note, the weekly update is ready:

    Catapult_Mod-0.5.4.113-alpha.zip is available for download.

    OP will be updated shortly, but the Wiki already has all the information on it:
    Ancient Warfare Wiki


    Change list/release notes:
    • NEW--Structure--Watch Tower
    • NEW--Structure--Small Fortress
    • NEW--Hand Weapon--Hand Cannon and ammunition--currently only a single type.
    • ADJUSTED--Updated missiles to use new motion code, shared for all missile types. This eliminates inconsistencies between vehicles and between shots and arrows/bolts
    • ADJUSTED--Updated missile motion code to smooth motion for all missiles and greatly decrease network use. Should eliminate catapult shot jumpiness/skipping.
    • ADJUSTED--Updated missiles to use new models for rendering. Models will now display depending upon ammunition type fired, and are complete 3D models.
    • NEW--Added item and block ID config file. This will be located in %AppData%/.minecraft/config/CatapultModIDs.cfg after the first time the mod is launched. This will allow for users to solve block and item ID conflicts on their own. IMPORTANT: IF THERE ARE CONFLICTS DO NOT LOAD ANY WORLDS UNTIL THEY ARE RESOLVED OR YOUR WORLDS MAY BE CORRUPTED. You must launch the mod at least once to generate the config file, and then may manually change any conflicting IDs to known empty ones. The list is sorted alphabetically and not by ID#, so it may not be the easiest to navigate (use CTRL+F).
    • FIX--Cannon cannot be driven any more. Sorry guys..was never meant to be mobile, and the controls were mostly disabled.
    • FIX--Fix vehicle repair code. (it had borked itself at some point)
    • CODE--New missile system allows for easier creation of new ammunition types, as well as easier manipulation of flight characteristics/vehicle ranges.
    • CODE--New structure system allows for logical orientation-based structure generation. This will eventually allow for user-configurable structures to be blueprinted and created.



    Please let me know if you encounter any issues with the new features, item/block ID config system, or other feedback in general.

    If you have any other questions, please consult the Ancient Warfare Wiki, I have put a ton of information on there, especially regarding in development / confirmed future features.
  • #137
    cool mod! im going to use this on my server.
    also you could try putting it in a crafting square to reset the flags
  • #138
    The stuff looks good! Was looking forward to playing around with the mod when I got this crash consistently:

    --- BEGIN ERROR REPORT 2ac3006e --------
    Generated 9/23/12 5:54 PM

    - Minecraft Version: 1.3.2
    - Operating System: Windows 7 (amd64) version 6.1
    - Java Version: 1.7.0_05, Oracle Corporation
    - Java VM Version: Java HotSpotâ„¢ 64-Bit Server VM (mixed mode), Oracle Corporation
    - Memory: 684528840 bytes (652 MB) / 905445376 bytes (863 MB) up to 954466304 bytes (910 MB)
    - JVM Flags: 4 total; -Xmx1024m -Xms512m -Xmx1g -Xms1g
    - FML: FML v3.1.15.378 Minecraft Forge 4.1.2.263 Optifine OptiFine_1.3.2_HD_U_B3 34 mods loaded, 34 mods active
    FML [Forge Mod Loader] (coremods) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
    Forge [Minecraft Forge] (coremods) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
    mod_CodeChickenCore [CodeChicken Core] (coremods) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
    mod_NotEnoughItems [Not Enough Items] (coremods) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
    mod_SmartMoving [mod_SmartMoving] (minecraft.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
    BuildCraft|Core [BuildCraft] (buildcraft-A-3.2.0pre7.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
    BuildCraft|Builders [BC Builders] (buildcraft-A-3.2.0pre7.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
    BuildCraft|Energy [BC Energy] (buildcraft-A-3.2.0pre7.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
    BuildCraft|Factory [BC Factory] (buildcraft-A-3.2.0pre7.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
    BuildCraft|Transport [BC Transport] (buildcraft-A-3.2.0pre7.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
    BuildCraft|Silicon [BC Silicon] (buildcraft-A-3.2.0pre7.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
    CatapultMod [Catapult Mod] (Catapult_Mod-0.5.4.113-alpha.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
    ComputerCraft [ComputerCraft] (ComputerCraft1.42.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
    CCTurtle [ComputerCraft Turtles] (ComputerCraft1.42.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
    ClaySoldiersMod [Clay Soldiers Mod] (CSM_v8_02_universal.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
    ExtraBees [Extra Bees] (extrabees-1.4.0.16-dev-build.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
    ExtrabiomesXL [ExtrabiomesXL] (extrabiomesxl-universal-3.0.0.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
    EBXLCrackedSand [ExtrabiomesXL Cracked Sand Plugin] (extrabiomesxl-universal-3.0.0.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
    EBXLFlora [ExtrabiomesXL Flora Plugin] (extrabiomesxl-universal-3.0.0.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
    EBXLModSupport [EExtrabiomesXL Mod Support Plugin] (extrabiomesxl-universal-3.0.0.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
    EBXLQuicksand [ExtrabiomesXL Quicksand Plugin] (extrabiomesxl-universal-3.0.0.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
    EBXLRedRock [ExtrabiomesXL Red Rock Plugin] (extrabiomesxl-universal-3.0.0.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
    EBXLScarecrow [ExtrabiomesXL Scarecrow Plugin] (extrabiomesxl-universal-3.0.0.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
    EBXLTree [ExtrabiomesXL Custom Trees Plugin] (extrabiomesxl-universal-3.0.0.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
    Forestry [Forestry for Minecraft] (forestry-A-1.5.0.2.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
    IC2 [IndustrialCraft 2] (industrialcraft-2_1.106.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
    IC2NuclearControl [Nuclear Control] (IC2NuclearControl-1.3.1.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
    mod_InvTweaks [Inventory Tweaks] (InvTweaks-1.43b-1.3.2.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
    CompactSolars [Compact Solar Arrays] (mod_compactsolars-main-3.0.1.13.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
    ModularForceFieldSystem [Modular ForceField System V2] (ModularForceFieldSystemV2.1.7.0.16.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
    mod_PluginsforForestry [Plugins for Forestry] (PluginsForForestry_Release-MC1.3.2_Mod1.3.2.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
    Railcraft [Railcraft] (Railcraft_6.1.2.0.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
    TwilightForest [The Twilight Forest] (twilightforest-1.11.5.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
    GregTech_Addon [GregTech-Addon] (gregtechmod.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
    - LWJGL: 2.4.2
    - OpenGL: GeForce GTX 550 Ti/PCI/SSE2 GL version 4.1.0, NVIDIA Corporation
    - Is Modded: Definitely; 'forge,fml'
    - Type: Client
    - Texture Pack: My Texture Pack.zip
    - Profiler Position: N/A (disabled)
    - World MpServer Entities: 14 total; ['Pelirow'/353, l='MpServer', x=-4.65, y=66.62, z=-6.37], nj['item.tile.gravel'/216, l='MpServer', x=24.65, y=18.13, z=22.59], nj['item.tile.sapling.oak'/449, l='MpServer', x=54.39, y=65.13, z=-32.25], mz['Wolf'/253, l='MpServer', x=60.81, y=62.40, z=-29.11], mz['Wolf'/238, l='MpServer', x=42.44, y=64.00, z=59.94], nz['Spider'/192, l='MpServer', x=-18.28, y=55.00, z=32.72], mz['Wolf'/219, l='MpServer', x=35.80, y=68.00, z=63.31], nx['Skeleton'/159, l='MpServer', x=-43.90, y=18.00, z=60.50], mz['Wolf'/173, l='MpServer', x=-25.25, y=72.00, z=-41.41], mz['Wolf'/154, l='MpServer', x=-31.56, y=72.00, z=-36.25], mz['Wolf'/261, l='MpServer', x=61.59, y=66.01, z=62.29], mz['Wolf'/131, l='MpServer', x=-62.44, y=72.00, z=25.78], mz['Wolf'/200, l='MpServer', x=12.54, y=64.00, z=-82.94], no['Creeper'/244, l='MpServer', x=64.84, y=28.00, z=-61.46]]
    - World MpServer Players: 1 total; ['Pelirow'/353, l='MpServer', x=-4.65, y=66.62, z=-6.37]]
    - World MpServer Chunk Stats: MultiplayerChunkCache: 441
    - Forced Entities: 16 total; ['Wolf'/238, l='MpServer', x=42.44, y=64.00, z=59.94], mz['Wolf'/200, l='MpServer', x=12.54, y=64.00, z=-82.94], mz['Wolf'/173, l='MpServer', x=-25.25, y=72.00, z=-41.41], mz['Wolf'/131, l='MpServer', x=-62.44, y=72.00, z=25.78], nz['Spider'/192, l='MpServer', x=-18.28, y=55.00, z=32.72], mz['Wolf'/154, l='MpServer', x=-31.56, y=72.00, z=-36.25], mz['Wolf'/253, l='MpServer', x=60.81, y=62.40, z=-29.11], nj['item.tile.gravel'/216, l='MpServer', x=24.65, y=18.13, z=22.59], atg['Pelirow'/353, l='MpServer', x=-4.65, y=66.62, z=-6.37], mz['Wolf'/261, l='MpServer', x=61.59, y=66.01, z=62.29], nj['item.tile.sapling.oak'/449, l='MpServer', x=54.39, y=65.13, z=-32.25], mz['Wolf'/219, l='MpServer', x=35.80, y=68.00, z=63.31], nx['Skeleton'/159, l='MpServer', x=-43.90, y=18.00, z=60.50], nj['item.tile.gravel'/216, l='MpServer', x=24.65, y=18.13, z=22.59], no['Creeper'/244, l='MpServer', x=64.84, y=28.00, z=-61.46], nj['item.tile.sapling.oak'/449, l='MpServer', x=54.39, y=65.13, z=-32.25]]
    - Retry Entities: 0 total; []

    java.lang.IllegalStateException: Already tesselating!
    at ave.b(Tessellator.java:504)
    at ave.b(Tessellator.java:494)
    at awh.a(RenderItem.java:402)
    at awh.a(RenderItem.java:264)
    at awh.a(RenderItem.java:281)
    at codechicken.nei.forge.GuiContainerManager.drawItem(GuiContainerManager.java:361)
    at codechicken.nei.ItemPanelStack.draw(ItemPanelStack.java:21)
    at codechicken.nei.ItemPanel.draw(ItemPanel.java:75)
    at codechicken.nei.LayoutManager.renderObjects(LayoutManager.java:211)
    at codechicken.nei.forge.GuiContainerManager.renderObjects(GuiContainerManager.java:497)
    at aqh.a(GuiContainer.java:121)
    at aqq.a(SourceFile:31)
    at aqu.a(SourceFile:47)
    at auw.b(EntityRenderer.java:1086)
    at net.minecraft.client.Minecraft.J(Minecraft.java:880)
    at net.minecraft.client.Minecraft.run(Minecraft.java:773)
    at java.lang.Thread.run(Unknown Source)
    --- END ERROR REPORT 1d261d17 ----------

    It seems to be something to do with NEI, but not directly. I have a test world with about 30 mods and when this is added and the NEI screen gets loaded, the crash always happens. If I'm in creative but not the "player screen" in the inventory menu (the gui where you click on the chest in the lower right) I can access the blocks from the normal Minecraft creative inventories, but the minute an NEI screen shows up, it crashes.

    Strangely, I made a test world with just this mod and NEI and I can't duplicate it. I'm going to try to troubleshoot with my mod set tomorrow to attempt to isolate the issue, but figured I'd post the report here in case someone might know what's causing it. I'd post over in the NEI thread too, but it's generally not helpful.

    I use MultiMC 4.1, if that matters. I'm using 0.5.4.113-alpha that you posted a couple posts above this one, and Forge 263.

    EDIT: Ok, this is weird. The crash seems to happen when I also have Buildcraft, IndustrialCraft2, and Forestry installed along with Ancient Warfare and NEI. I've tried swapping out other mods in place of one or two of those three mods at a time and can't dupe it, but it happens every single time with those three installed with AW and NEI. Will try to test more tmrw, I'm tapped out from testing right now.

    Also, I noticed for some of the upgrade items you spelled it "teir" when it should be "tier." :)
    Last edited by Pelirow: 9/23/2012 4:29:13 AM
  • #139
    Quote from Pelirow

    The stuff looks good! Was looking forward to playing around with the mod when I got this crash consistently:

    It seems to be something to do with NEI, but not directly. I have a test world with about 30 mods and when this is added and the NEI screen gets loaded, the crash always happens. If I'm in creative but not the "player screen" in the inventory menu (the gui where you click on the chest in the lower right) I can access the blocks from the normal Minecraft creative inventories, but the minute an NEI screen shows up, it crashes.

    Strangely, I made a test world with just this mod and NEI and I can't duplicate it. I'm going to try to troubleshoot with my mod set tomorrow to attempt to isolate the issue, but figured I'd post the report here in case someone might know what's causing it. I'd post over in the NEI thread too, but it's generally not helpful.

    I use MultiMC 4.1, if that matters. I'm using 0.5.4.113-alpha that you posted a couple posts above this one, and Forge 263.

    EDIT: Ok, this is weird. The crash seems to happen when I also have Buildcraft, IndustrialCraft2, and Forestry installed along with Ancient Warfare and NEI. I've tried swapping out other mods in place of one or two of those three mods at a time and can't dupe it, but it happens every single time with those three installed with AW and NEI. Will try to test more tmrw, I'm tapped out from testing right now.

    Also, I noticed for some of the upgrade items you spelled it "teir" when it should be "tier." :)


    That is one heck of a crash report. And congratulations to be the first to report a real crash-related bug!

    Off the top of my head, I have an idea what might be causing it (custom block render..the only place I use a tesselator), and I looking at the code, I didn't include a push/pop matrix, so it may well have cause some issues (copied some vanilla code for the base...but we all know how awesome that stuff is).

    I've added the push/pop, and...hmm...I guess I might have to download a few mods to try and do some testing. I'll let you know if I come up with anything.

    Ohh, and as a programmer...yes my spelling is often terrible. Thanks for pointing them out...gotta know the errors exist to fix them :)

    Thanks for the detailed report and investigation--these are exactly the sort of issues that I need to track down and solve.


    On the humor end of things, why does:
    java.lang.IllegalStateException: Already tesselating!

    Remind me of the movie Super Troopers? (maybe its just early and I haven't had my coffee yet)
    Last edited by Shadowmage4513: 9/23/2012 1:35:55 PM
  • #140
    Would there be any chance it could be a server plugin (i dont code so im not sure) i doubt this is possible but i'd like to setup a server without people having to install it :)
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