[WIP] Syrian Community mod - need help
-
BroCop
- Posts: 4155
- Joined: 2008-03-08 12:28
Re: [WIP] Syrian Community mod - need help
The only time multi mappers are useful is if ones PC is made mostly out of wood so someone else needs to LM it 

-
Rhino
- Retired PR Developer
- Posts: 47909
- Joined: 2005-12-13 20:00
Re: [WIP] Syrian Community mod - need help
Multiple people working on the same map can work BUT, you first need an svn system setup and both mappers need to be in constant communication on what each other is doing, ie, one working on staticobjects where the other is working on painting down undergrowth or something, in order for there not to be any conflicts in their work and then for the mapper to only upload the files they know they have changed and revert the ones the editor has changed needlessly etc. The system also works well if only one mapper works on the map at a time, in different time zones so while one sleeps, the other works on it to avoid any conflicts, and once the other finishes they commit all their changes and leaves notes of what they have done, ready for the next person to take over.
With the latest tortoisesvn build it dose have a really good merging function for when it confronts conflicts but I'm not sure how well that's going to work for a massive staticobjects.con file if both mappers work on the statics at the same time, and things like terrain conflicts will not be possible for it to deal with.
But tbh this is quite advanced stuff we are talking here and I wouldn't advise it to anyone to do this without first a lot of experience of making maps and know how they work and what part of the editor affects what files etc.
With the latest tortoisesvn build it dose have a really good merging function for when it confronts conflicts but I'm not sure how well that's going to work for a massive staticobjects.con file if both mappers work on the statics at the same time, and things like terrain conflicts will not be possible for it to deal with.
But tbh this is quite advanced stuff we are talking here and I wouldn't advise it to anyone to do this without first a lot of experience of making maps and know how they work and what part of the editor affects what files etc.
-
Spush
- Retired PR Developer
- Posts: 4359
- Joined: 2007-02-19 02:08
Re: [WIP] Syrian Community mod - need help
I think you're correct, I must of miss read the file names XD, so you can continue work on your AKM. Was thinking of the AKMS one.GP_MineralWouter wrote:also, spush mentioned that I shouldn't worry about the AKM. Is this a confirmation about the AKM coming to PR in 1.0?
Last edited by Spush on 2012-09-11 18:44, edited 1 time in total.
-
Alek-say
- Posts: 349
- Joined: 2010-11-27 20:17
Re: [WIP] Syrian Community mod - need help
So, will be AKM in PR 1.0? Instead of AK-47? Or what?[R-DEV]Spush wrote:I think you're correct, I must of miss read the file names XD, so you can continue work on your AKM. Was thinking of the AKMS one.

-
simeon5541
- Posts: 507
- Joined: 2011-01-11 22:33
- Location: Serbia
Re: [WIP] Syrian Community mod - need help
I think that AK47 don't have external differences,Alek-say wrote:So, will be AKM in PR 1.0? Instead of AK-47? Or what?
so there is no need of adding almost same gun into PR,
also original AK47 is quite rare on today battlefield,
except Type 56 which is Chinese copy of original AK47,
everything other which we see on news are probably AKMs and its copies.
-
Alek-say
- Posts: 349
- Joined: 2010-11-27 20:17
-
M42 Zwilling
- Retired PR Developer
- Posts: 613
- Joined: 2012-06-10 11:27
Re: [WIP] Syrian Community mod - need help
Actually, there are several small differences between the AK-47 and AKM. I think the most noticeable one is the slanted muzzle brake designed to reduce muzzle rise that was fitted to most AKMs.simeon5541 wrote:I think that AK47 don't have external differences,
so there is no need of adding almost same gun into PR,
also original AK47 is quite rare on today battlefield,
except Type 56 which is Chinese copy of original AK47,
everything other which we see on news are probably AKMs and its copies.
EDIT: Wow, ninja-ed twice in one day.
-
simeon5541
- Posts: 507
- Joined: 2011-01-11 22:33
- Location: Serbia
Re: [WIP] Syrian Community mod - need help
That thing is removable so it is not real difference . . .
-
Alek-say
- Posts: 349
- Joined: 2010-11-27 20:17
Re: [WIP] Syrian Community mod - need help
Look at this:simeon5541 wrote:That thing is removable so it is not real difference . . .
Compared to the AK-47, the AKM features detail improvements and enhancements that optimized the rifle for mass production; some parts and assemblies were conceived using simplified manufacturing methods. Notably, the AK-47's milled steel receiver was replaced by a U-shaped steel stamping. As a result of these modifications, the AKM?s weight was reduced by approx. 1 kg (2.2 lb), the accuracy during automatic fire was increased and several reliability issues were addressed. The AK-47's chrome-lined barrel was retained, a common feature of Soviet weapons which resists wear and corrosion, particularly under harsh field conditions and near-universal Eastern Bloc use of corrosive primed ammunition.
The AKM?s receiver, compared to the AK-47, has a stamped sheet metal housing to which a rear stock trunnion and forward barrel trunnion are fastened using rivets. The receiver housing also features a rigid tubular cross-section support that adds structural strength. Guide rails that assist the bolt carrier?s movement which also incorporates the ejector are installed inside the receiver through spot welding. As a weight-saving measure, the stamped receiver cover is of thinner gauge metal than that of the AK-47. In order to maintain strength and durability it employs both longitudinal and latitudinal reinforcing ribs.
AKM - Wikipedia, the free encyclopedia

-
simeon5541
- Posts: 507
- Joined: 2011-01-11 22:33
- Location: Serbia
Re: [WIP] Syrian Community mod - need help
Like I said,no real external differences,so there is no need
for AKM model,much better solution would be model of Type 56,
it is really common in Syrian Army and it have some external differences
comparing to AK-47 or AKM.
for AKM model,much better solution would be model of Type 56,
it is really common in Syrian Army and it have some external differences
comparing to AK-47 or AKM.
-
spawncaptain
- Posts: 466
- Joined: 2009-05-22 20:11
Re: [WIP] Syrian Community mod - need help
The most apparent difference is the stock IMO.
So there will be an AKMS but no AKM?[R-DEV]Spush wrote:I think you're correct, I must of miss read the file names XD, so you can continue work on your AKM. Was thinking of the AKMS one.
User Ubaydah: "I used to play Call of Duty a lot and Battlefield 3. I am really good at those games 10th prestige, High K/d., I can kill people easily, etc. But on PR, for me, to be honest, I kind of suck."
User Not_able_to_kill: "Frontliner, you like evil man who comes to family house during christmas, takes out tree because it's too happy, so they can be just as sad as you"
User Not_able_to_kill: "Frontliner, you like evil man who comes to family house during christmas, takes out tree because it's too happy, so they can be just as sad as you"
-
Alek-say
- Posts: 349
- Joined: 2010-11-27 20:17
- Mineral
- Retired PR Developer
- Posts: 8534
- Joined: 2012-01-02 12:37
- Location: Belgium
Re: [WIP] Syrian Community mod - need help
Alek-say wrote:AKM is more accurate than AK.
AKM is back on the design plan as high priority. It's our main weapon. AKM is much different from AK-47. It's more the same then the AK-74 but still would need a new model for realism.
-
Alek-say
- Posts: 349
- Joined: 2010-11-27 20:17
Re: [WIP] Syrian Community mod - need help
But, will you agree to use your AKM in standard PR?GP_MineralWouter wrote:AKM is back on the design plan as high priority. It's our main weapon. AKM is much different from AK-47. It's more the same then the AK-74 but still would need a new model for realism.

-
Doc.Pock
- Posts: 2899
- Joined: 2010-08-23 14:53
Re: [WIP] Syrian Community mod - need help
Wby not mate? Were using loads of PR stuff ATM too. 
-
Alek-say
- Posts: 349
- Joined: 2010-11-27 20:17
Re: [WIP] Syrian Community mod - need help
That's great! And, what about AA kits? Do you have some candidates?'[USF wrote:Doc.Pock;1813728']Wby not mate? Were using loads of PR stuff ATM too.![]()

- Mineral
- Retired PR Developer
- Posts: 8534
- Joined: 2012-01-02 12:37
- Location: Belgium
Re: [WIP] Syrian Community mod - need help
we got designplans on the websiteAlek-say wrote:That's great! And, what about AA kits? Do you have some candidates?
- Mineral
- Retired PR Developer
- Posts: 8534
- Joined: 2012-01-02 12:37
- Location: Belgium
Re: [WIP] Syrian Community mod - need help
I would like to come back on this.I read the thread and this model is just too beautiful to leave. This would indeed be a nice idea for our style of maps. (was the desert texture completed?)[R-DEV]Spush wrote:We also have the zastava van that was modeled and textured by altfuture. Feel free to add a zpu on the technicals.
My question is if the DEVS ever coded the model? If not I will try to contact the modeler to see if we can do it for him. It would really be a shame if this was never used
-
rodrigoma
- Posts: 1537
- Joined: 2012-03-22 21:21
Re: [WIP] Syrian Community mod - need help
he is online now XDGP_MineralWouter wrote:I would like to come back on this.I read the thread and this model is just too beautiful to leave. This would indeed be a nice idea for our style of maps. (was the desert texture completed?)
My question is if the DEVS ever coded the model? If not I will try to contact the modeler to see if we can do it for him. It would really be a shame if this was never used![]()
if we can get the model, lets just add a zpu-4 on it and ride it into battle!
-
BroCop
- Posts: 4155
- Joined: 2008-03-08 12:28


