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The second chapter of my reflection of successes and failures.

Merciless 2 v3.2

Major milestone. Took a mod which was useless (could not run server due to bug) fixed it and made it better. One big problem though. I waited five years to do it. The usage of CoD2 multiplayer has greatly decreased. I don't expect to make anymore major modifications to Merciless excluding possible adding bots, new gametypes and scripts. I'm not in a hurry to release another update but I don't want to drag this out for years without announcing wither the project is still active or canceled. One server runs Merciless 2 V3.0 so I look at it as somewhat of a success.

Rifle Only Mods

I don't look at this as success nor a failure. CoD/UO versions required a cfg file to be executed to disable the non rifles. CoD2 versions used script menus to disable non-rifles. These rifle mods never had any major bugs if any but never become popular due to people running there own clan/guild specific mods. You ether loved my rifle only mods or hated them, or at least that's what the trend is.

Labyrinth (CoD2)

My first adventure at porting a custom map from CoD to CoD2. I should have waited and learned how to map better first. Porting maps isn't as easy as porting other game stuff. I'll probably end up redoing the map after release a few maps made a 100% by myself so I fully understand what it is to be a mapper. This map is tons of fun so I think I'll port it to CoD4 some day.

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Unreal Engine 4 Devs, Modders and Players

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DickyAЯЧA
DickyAЯЧA

hello

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ElvisTrigger
ElvisTrigger

As it turns out, the QIII engine can handle 128 weapons slots. Each "Semi" slot actually counts as an additional weapon. This release may be controversial becauseI'm using ZiegenPL's weapons from the AF mod. And before you ask, I haven't got his permission, as he refuses to respond to me. So, I'm going to give him the best credit I can. There will even be credit paid in the menu itself.

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