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More Screenshots for SP:CW

 
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More Screenshots for SP:CW - 9/22/2003 10:18:07 AM   
Matt R


Posts: 159
Joined: 1/7/2001
From: TX
Status: offline
Hello Gentlemen -

Since David couldn't get these to show up in his original post, I'll try to post them here.

Thanks,
Matt.

Attachment (1)

_____________________________

"An army without a leader.. is like a foot without a big toe..."

Bill Murray
'Stripes'
Post #: 1
- 9/22/2003 10:20:17 AM   
Matt R


Posts: 159
Joined: 1/7/2001
From: TX
Status: offline
Unit Editor Screen.jpg

Attachment (1)

_____________________________

"An army without a leader.. is like a foot without a big toe..."

Bill Murray
'Stripes'

(in reply to Matt R)
Post #: 2
- 9/24/2003 12:59:12 AM   
David boutwell

 

Posts: 353
Joined: 5/28/2000
From: Haymarket, Virginia, USA
Status: offline
Thanks for posting those, Matt. I would imagine that some people were thinking that I was just talking noise about those, but i really couldn't get them to load. Thanks again for your help. Did I send you any of the battle screen shots?

Varjager, here's what remains to be done. 1) Any additional programming/hex-editing that can be done by interested parties in the future 2) completion of the remaining terrain icons and extensive work on the building icons (I want you to be able to recognice the Trostle farm and McPherson's famous white barn, and the Gettysburg Cemetary entrance gate, for example) 3) completion of the oob's (by the way, if anyone has any input to offer on how to model different types of rounds for the same artillery tube, without increasing its rate of fire, I'm listening. I don't want an artillery piece to be able to fire shell, shot, cannister, and case, all in the same turn at the same range. Is it possible to incorporate the characteristics of the different types of SPWAW ordnance into a realistic model for CW artillery?) 4) sceanrio construction.

It could be a while, but I'd rather take the time necessary to put out something that i'll be proud to hang my hat on.

Regards,

David Boutwell

(in reply to Matt R)
Post #: 3
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