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TopAz  
Posted: Sunday, Apr 8 2012, 10:47
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Hey guys It's T0pAz. I need a partner of who can help me in development of my upcoming project which is SanAndreas Modeler Library open-source. If you have proper knowledge on these fields and you are ready to assist me, drop me a pm.
  • C# - For library testing and library development. (PRIORITY: High)
  • C++ - For library testing and library development. (PRIORITY: Above Normal)
  • VB.NET - For library testing. (PRIORITY: Normal)
  • HTML,CSS - For web designing. (PRIORITY: Normal)
  • PHP - For web development. (PRIORITY: Low)
  • Reverse Engineering - For library development and engine scouting. (PRIORITY: High)
  • SCM - For library development and engine scouting. (PRIORITY: Above Normal)
Have a good day.



This post has been edited by TopAz on Sunday, Apr 8 2012, 10:50
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Cassandra  
Posted: Tuesday, Apr 10 2012, 00:21
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Nevertheless, this is the google code page.

http://code.google.com/p/sanandreas-modeler/
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Deji  
Posted: Tuesday, Apr 10 2012, 21:10
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Well, what's your current revolutionary progress? I mean, what would make someone want to join this project instead of just joining MTA's Team, which has been active for years and has already made a lot of progress in modding SA?
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TopAz  
Posted: Wednesday, Apr 11 2012, 10:48
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QUOTE (Deji @ Tuesday, Apr 10 2012, 21:10)
Well, what's your current revolutionary progress? I mean, what would make someone want to join this project instead of just joining MTA's Team, which has been active for years and has already made a lot of progress in modding SA?

MTA is a multiplayer mod whereas this is not.
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Deji  
Posted: Wednesday, Apr 11 2012, 12:09
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My bad.. then what is this? You've given very little information on this project.
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TopAz  
Posted: Wednesday, Apr 11 2012, 17:18
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QUOTE (Deji @ Wednesday, Apr 11 2012, 12:09)
My bad.. then what is this? You've given very little information on this project.

It's a library which allows you to make scripts that extends San Andreas. It's similar to CLEO but it will use dot net languages and LUA for scripting which is much easier and powerful than SCM. We are also thinking about allowing the modders to control the main menu, cutscenes, missions, replacing models and so on.
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Deji  
Posted: Wednesday, Apr 11 2012, 22:07
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Ah, well I've actually been working on a library for C++ for a few months which aims to accurately implement classes and recreate functions in order to (sort of) recreate SA's source code, which I'm using for Vigilante Justice. How much have you done so far? Your Google Code page is quite empty.
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TopAz  
Posted: Thursday, Apr 12 2012, 01:23
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QUOTE (Deji @ Wednesday, Apr 11 2012, 22:07)
Ah, well I've actually been working on a library for C++ for a few months which aims to accurately implement classes and recreate functions in order to (sort of) recreate SA's source code, which I'm using for Vigilante Justice. How much have you done so far? Your Google Code page is quite empty.

The first version is still under development under me and Sandra. I've done injecting, hooking, pool and script loading/processing. There is a lot of work to be done before the first version such as making things easier for user and implementing functions for each entity. I'm still convinced on having C++ supported as the scripting language but that's not my top priority.
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