World of Banished

Conversations => Suggestions and Mod Ideas => Topic started by: Bobbi on October 18, 2014, 03:14:49 PM

Title: Cosacks semi-retired
Post by: Bobbi on October 18, 2014, 03:14:49 PM
Apparently Cosacks got a job in the gaming industry and is looking to find people to help him with his "Fountain" Mod because he won't have much time for it anymore. Mostly I love his hedges and bridge, but he has done some really nice stuff. Pity. Sorry, buddy, I can't mod, only appreciate.
Title: Re: Cosacks semi-retired
Post by: Pangaea on October 18, 2014, 04:05:42 PM
Excellent news for him, though. Was it on the back of his modding work?
Title: Re: Cosacks semi-retired
Post by: Bobbi on October 18, 2014, 04:40:54 PM
No idea, but I'm sure it didn't hurt.
Title: Re: Cosacks semi-retired
Post by: slink on October 31, 2014, 03:55:05 PM
I have the hedges redone, and am now looking at the flowerbeds which apparently never got finished.  There are also some sundials in and a small fountain in that file.
Title: Re: Cosacks semi-retired
Post by: irrelevant on October 31, 2014, 05:09:26 PM
A small fountain would be nice, they all are too big. Sundial's a nice touch too.

The hedges were the best single thing out of that mod.
Title: Re: Cosacks semi-retired
Post by: slink on October 31, 2014, 05:32:11 PM
I have the four completed fountains in now, so it is back to what he had released as completed.  I just have some ragged edges to smooth out, like a missing tooltip and an icon that looks bad, and then I am into waters that are only partially charted.  Luckily for me, the graphics are done.  I just have to write the text files that handle those.  I'm afraid I'll screw it up if I keep at it tonight though, so I'm taking the rest of the evening off.   :)
Title: Re: Cosacks semi-retired
Post by: irrelevant on October 31, 2014, 05:40:16 PM
Get some rest (well-earned); then first thing tomorrow, it's back to your oar! ;)
Title: Re: Cosacks semi-retired
Post by: Paeng on October 31, 2014, 06:21:55 PM
Quote from: irrelevant on October 31, 2014, 05:09:26 PMThe hedges were the best single thing out of that mod.

Actually I also like his small wooden houses (the thatched ones on stilts), they look great near lakes and such... maybe even as an alternative fishing hut / fishermen's residence... they have a few issues though -

* they are too large (scale-wise);
* they pick residents totally at random, never e.g. professionals who need a home close to their job.

I'd be happy to see those in the game...  :)
Title: Re: Cosacks semi-retired
Post by: slink on October 31, 2014, 08:08:25 PM
Buildings will be in a different mod from the hedges and so forth.   :)
Title: Re: Cosacks semi-retired
Post by: irrelevant on October 31, 2014, 08:28:50 PM
Excellent! *steepling fingers* Who is that firebrand, Smithers? ;)
Title: Re: Cosacks semi-retired
Post by: Paeng on October 31, 2014, 10:34:27 PM
Quote from: slink on October 31, 2014, 08:08:25 PMBuildings will be in a different mod

Very cool!  ;D 
Title: Re: Cosacks semi-retired
Post by: rkelly17 on November 01, 2014, 07:53:08 AM
Quote from: slink on October 31, 2014, 03:55:05 PM
I have the hedges redone, and am now looking at the flowerbeds which apparently never got finished.  There are also some sundials in and a small fountain in that file.

Thank you, @slink. Flower beds, sundials and a smaller fountain sound great.

One thing I've noticed in some of cosacks' work is he uses a lot--and I mean a LOT--of builders on some items. One example is 12 (count them, 12) on the Medium Stone Houses. That throws everything off since those houses suck in all the builders from every other project. If you could turn them down to normal levels while you're at it, that would be wonderful.

Here I am creating work for others again. I really do have management potential.  ;D
Title: Re: Cosacks semi-retired
Post by: slink on November 01, 2014, 10:01:06 AM
I have to laugh at myself, @rkelly17.  I was reading your post from the point of view of a modder and not of a player.  I was wondering how I could affect how another team utilizes its contributors.  Then I realized you mean Builders in the game.  Oh, right, those builders.   ;D
Title: Re: Cosacks semi-retired
Post by: slink on November 01, 2014, 04:36:11 PM
I did reduce the number of builders on the houses, and when I did so the slider re-appeared for setting the number of builders.  There were 12 build dummies and I removed all but four in each of the three files (small house, medium house aka stone gatherer's hut, and inn).  Why removing eight of 12 build points should have caused the game to offer an adjustment slider is a mystery to me.  However, that caused the use and smoke dummies to stop working correctly.  The FBX file is a lot smaller now, for all three.  Some kind of information that was in there got lost when it was imported into and exported from 3ds MAX.  I will probably have to remove the dummies entirely and create them anew.  This should not be a big deal (famous last words).

I'm a little puzzled as to why the medium stone house appears to be primarily made of wood, although it does require stone in the same proportions as the stone house.  The small wood house isn't sized correctly for its outline in the game, or visa versa, and the road goes through the staircase (and so do the people walking down the road).  I think they were pushing the envelope, so to speak, and it wasn't working.

So the long and the short of it is that the houses will take a little longer than I has thought, but hopefully they will be nicer when they are released again.

Title: Re: Cosacks semi-retired
Post by: irrelevant on November 01, 2014, 05:11:53 PM
What are those medium stone houses? I see them in my bar but I've never built one because of the size. What is special about them, and what is up with the funky road aprons?
Title: Re: Cosacks semi-retired
Post by: slink on November 01, 2014, 05:20:49 PM
They apparently allow eight people to live there instead of five.  They cost slightly more to heat and hold a few more supplies (1100 versus 1000).  I think they were trying to allow you to build a road to the door, through the yard, but it doesn't look all that good compared to the walkway in the graphics.  At least, it didn't to me.
Title: Re: Cosacks semi-retired
Post by: irrelevant on November 01, 2014, 06:02:23 PM
Eight people? Two families, or two adults and six children (which would never happen)?
Title: Re: Cosacks semi-retired
Post by: slink on November 01, 2014, 06:31:51 PM
One family, eight people.

ResidenceDescription residence
{
int _maxApartments = 1;
int _maxOccupants = 8;
float _temperatureForFuel = 50.0;
float _fuelPerResource = 80.0;
}
Title: Re: Cosacks semi-retired
Post by: Denis de la Rive on November 01, 2014, 06:35:02 PM
Currently testing, (with the latest update of CC1620) and everything is working well. Two comments:

1) the small fountain and sun dial leave a construction shadow when complete, but paving over cleans that up.

2) Still think herbs might not be the right choice for the hedges, maybe you could incorporate Red's greenhouse and seedlings, since BlackLiquid has gone in a different direction.  ;)

Thanks for "keep'en m'a barrels".

As for the stone house, I have never noticed a higher number of people living in them, some has suggested that it has the same problem as all attempts to increase the number of families in a building; it acts like a boarding house, people move out as soon as an empty house is available. The road pats could also be an attempt to get the villagers to appear at the door inside the walled enclosure, I have seen this.

About your other mods, they also work very well with the new CC1620, but I did have to change the load order of the Tavern to after your other two buildings, I was getting the building meshes in preview, but no textures. Learning the lingo, I hope.

And for fun, here is an accident I had with the stone houses and one of Red's creations.

Thank you for this very good first slice.  :)

Just saw the code, dose it work?
Title: Re: Cosacks semi-retired
Post by: irrelevant on November 01, 2014, 06:36:40 PM
Quote from: slink on November 01, 2014, 06:31:51 PM
One family, eight people.

ResidenceDescription residence
{
int _maxApartments = 1;
int _maxOccupants = 8;
float _temperatureForFuel = 50.0;
float _fuelPerResource = 80.0;
}

Pointless. Unless it's really, really pretty! :D
Title: Re: Cosacks semi-retired
Post by: slink on November 01, 2014, 07:18:36 PM
I have a problem with using seedlings because they count against logs.  Herbs are not that difficult to acquire, are they?  I maybe could reduce the number required.

The "stone" house doesn't bring in more than one family, but allows one couple to have six children.  I almost don't like even allowing four children because of the surges in population that are caused.  Six does seem absurd.

I put the word "stone" above in quotes because it does not look like it is made of stone.   ;)

People can walk into a mesh without there being road marks.  The hospital is an example of this.  Tomorrow I will go over it all again.
Title: Re: Cosacks semi-retired
Post by: RedKetchup on November 01, 2014, 09:43:46 PM
Quote from: Denis de la Rive on November 01, 2014, 06:35:02 PM
About your other mods, they also work very well with the new CC1620, but I did have to change the load order of the Tavern to after your other two buildings, I was getting the building meshes in preview, but no textures. Learning the lingo, I hope.

whats up with tavern ? why the tavern has been modified and put inside these 2 mods ? what they do ?
Title: Re: Cosacks semi-retired
Post by: slink on November 02, 2014, 05:25:20 AM
Quote from: RedKetchup on November 01, 2014, 09:43:46 PM
Quote from: Denis de la Rive on November 01, 2014, 06:35:02 PM
About your other mods, they also work very well with the new CC1620, but I did have to change the load order of the Tavern to after your other two buildings, I was getting the building meshes in preview, but no textures. Learning the lingo, I hope.

whats up with tavern ? why the tavern has been modified and put inside these 2 mods ? what they do ?
As far as I know my tavern has not been changed and/or put anyplace.  And I am not sure why Denis de la Rive had to load it that way.
Title: Re: Cosacks semi-retired
Post by: slink on November 02, 2014, 08:03:50 AM
Now this is tiny.  ;D


Title: Re: Cosacks semi-retired
Post by: RedKetchup on November 02, 2014, 08:17:34 AM
hahaha, lilliputians !
Title: Re: Cosacks semi-retired
Post by: Denis de la Rive on November 02, 2014, 08:55:48 AM
Small is nice, will save space.

The herb cost should be lower, it can pile up in a large project, see the images.

As for the Tavern, just one of those strange things, like the warehouse boats getting stuck under bridges or ending up embedded in the river bank. There is still so much we don't understand about the code in this game.  :)
Title: Re: Cosacks semi-retired
Post by: rkelly17 on November 02, 2014, 11:22:01 AM
Thank you for working on all this @slink. And now not only are you an expert, but we get a picture, too! I'm not sure I can cope with all this change . . . .

I use the "Medium Stone Houses" (which do seem to be made mostly of wood) to represent the "upper crust" of the community--they look more like rich people's houses than any of the other houses. I'll put maybe four or five in a whole settlement. I usually site one as the mayor's official residence near the town hall. This is all in my own mind, of course. As with every house people move in willy-nilly.

I'm not sure that seedlings count against the log total. They use the same max, but in my games the nurserymen often ignore the max and go on planting seedlings no matter how many there are--which seems to have no effect on how many logs are produced.
Title: Re: Cosacks semi-retired
Post by: Denis de la Rive on November 02, 2014, 02:26:33 PM
My in-house addict produces "enormous" quantities of the stuff for trading , and if I remember they do count in the same limit, could be wrong. Since BlackLiquid issued the parts of Red's creations they are not using as stand alone unsupported mods, I will check in my latest village.  :)

I also like the stone house as an alternative to breakup the excessive gird pattern that can happen in this game.
Title: Re: Cosacks semi-retired
Post by: Denis de la Rive on November 02, 2014, 03:51:11 PM
Well here is an image that answers the question concerning seedlings, and also of the fountain shadow I mentioned, it is not a problem as I see it they simply call to be  covered up, I will try the lawn on the next one and see.  :)
Title: Re: Cosacks semi-retired
Post by: slink on November 02, 2014, 04:24:01 PM
Textile limit, then.
Title: Re: Cosacks semi-retired
Post by: irrelevant on November 02, 2014, 04:28:41 PM
@Denis de la Rive  beautiful plaza!
Title: Re: Cosacks semi-retired
Post by: slink on November 02, 2014, 05:18:26 PM
I just checked in my game and the seedlings are linked to the logs.  I am using the latest version from the download section of this forum.
Title: Re: Cosacks semi-retired
Post by: Denis de la Rive on November 02, 2014, 07:39:01 PM
Quote from: irrelevant on November 02, 2014, 04:28:41 PM
@Denis de la Rive  beautiful plaza!

Thanks, more of a funerary complex, its hard to see the details, but the culture developed over two or three villages: each of the element has a meaning, but I've lost that town, so can't update with better shots, and moved away from that culture, if you are interested I can detail the religious meaning.  I find having a culture in my villages can inspire how you develop it.

Quote from: slink on November 02, 2014, 05:18:26 PM
I just checked in my game and the seedlings are linked to the logs.  I am using the latest version from the download section of this forum.

Sorry I was not clear in my post, the image shows a forester and a greenhouse, indeed the limit is linked to logs, (the textile mention is a mistake that slipped by someone at some point to end up in the stand alone version), but strangely it only counts logs not seedlings, I had a limit of 2000 for logs, and production of both stopped when that was reached in logs, I also had like 120 seedlings. Just an other one of those X-files.  ;)
Title: Re: Cosacks semi-retired
Post by: RedKetchup on November 03, 2014, 12:41:47 AM
seedling is seedlings limit , but it doesnt work and we cannot start a new limit. so the game links it to logs.
Title: Re: Cosacks semi-retired
Post by: rkelly17 on November 03, 2014, 11:53:33 AM
Quote from: RedKetchup on November 03, 2014, 12:41:47 AM
seedling is seedlings limit , but it doesnt work and we cannot start a new limit. so the game links it to logs.

@RedKetchup  and I have had this conversation before on the Decorative Items thread. I noticed this awhile back, but in the end it isn't a major problem as the foresters keep on cutting until their own limit is reached totally apart from what the nurserymen are doing. Just don't try to lower the seedling limit as that will also lower the log limit. Set the log limit based on how many logs you want and ignore the seedling limit. My impression is that the nurserymen ignore their max anyway (I could be wrong). Makes seedlings a cheap and plentiful trade item for you to sell.
Title: Re: Cosacks semi-retired
Post by: RedKetchup on November 03, 2014, 12:22:23 PM
the very first thing i was doing when i was playing : put on pause and put ALL the limits to 99999999. i never understood the idea to limit the forester production. wood is wood, and wood is always good for stocking,one day or another, we all need it.
Title: Re: Cosacks semi-retired
Post by: rkelly17 on November 03, 2014, 12:25:29 PM
Quote from: RedKetchup on November 03, 2014, 12:22:23 PM
the very first thing i was doing when i was playing : put on pause and put ALL the limits to 99999999. i never understood the idea to limit the forester production. wood is wood, and wood is always good for stocking,one day or another, we all need it.

Yeah, you are probably right. I use max settings to remind me to build enough storage yards and barns, so having to change the limits serves a purpose. I'm very forgetful.  ::)

And I can't multitask.
Title: Re: Cosacks semi-retired
Post by: Mahnogard on November 03, 2014, 12:28:55 PM
Quote from: rkelly17 on November 03, 2014, 12:25:29 PM
Yeah, you are probably right. I use max settings to remind me to build enough storage yards and barns, so having to change the limits serves a purpose.

Same here. Also, the low resources warning is percentage based and I like keeping it relevant enough to be useful but not annoying.
Title: Re: Cosacks semi-retired
Post by: Denis de la Rive on November 03, 2014, 12:57:08 PM
Quote from: rkelly17 on November 03, 2014, 12:25:29 PM
Quote from: RedKetchup on November 03, 2014, 12:22:23 PM
the very first thing i was doing when i was playing : put on pause and put ALL the limits to 99999999. i never understood the idea to limit the forester production. wood is wood, and wood is always good for stocking,one day or another, we all need it.

Yeah, you are probably right. I use max settings to remind me to build enough storage yards and barns, so having to change the limits serves a purpose. I'm very forgetful.  ::)

And I can't multitask.

I just add a zero to all the limits and work from there, the only one I need to change often is for food, sometimes as hight as 250K, but I rarely stop production when a limit is reached, its meant to help you manage production by telling you what you have a lot of, can be useful if your population is low and you need to micromanage jobs.  ;)
Title: Re: Cosacks semi-retired
Post by: slink on November 03, 2014, 06:22:10 PM
I've made a little progress on the 2-lane stone bridge.  It requires some true graphics work now, not just scaling and deleting, although there is some deletion left to do.  Because of how the ends are generated, there cannot be a railing on the outside.  The ends are made from the same piece, just rotated.  That is why the bridge in the game has no railings on the ramp.  I need to remove the single remaining railing on the ramps, and that leaves holes in the model.   :o  ::)

But the bridge does work and people are actually walking on the surface and not scuba diving.

Title: Re: Cosacks semi-retired
Post by: RedKetchup on November 03, 2014, 07:01:11 PM
nice work. i think you can take out that fence in middle of the end part. after if there is a hole, just edit the mesh, use vertex, select the little blue dots and drag them a bit more further, that will make it.

now we need paint :P to paint a double line in middle of the road, so they drive on the right side and dont make accident :P
Title: Re: Cosacks semi-retired
Post by: slink on November 03, 2014, 07:59:03 PM
Here is a beta of the bridge.  It is rather thin stone, but somewhat improved over the picture above.   ::)

Title: Re: Cosacks semi-retired
Post by: Mahnogard on November 03, 2014, 08:22:43 PM
Quote from: slink on November 03, 2014, 07:59:03 PM
Here is a beta of the bridge.  It is rather thin stone, but somewhat improved over the picture above.   ::)



Very nice! I was a little thrown off by the in-progress stages but it looked great when it was done. The builders walk under water to get to the other side while building it, which amused me. Then I realized I used all my stone (fairly new town) and had to reload my previous save. :D

Crap, I should've taken a screenie of the finished bridge.
Title: Re: Cosacks semi-retired
Post by: slink on November 04, 2014, 04:29:21 AM
I need to halve the amount of stone per bridge part, since it is half as wide as the original.  I ought also to to revamp the intermediate builds, but I may not.  They disappear anyway, when the building is done.
Title: Re: Cosacks semi-retired
Post by: Mahnogard on November 04, 2014, 08:02:24 AM
Yeah, I wouldn't worry about the intermediates too much. I can't speak for anyone else, but once things get going in a town, as long as I can see things are getting built, I don't pay that much attention to what it looks like at that stage. (Except for that very first build of a new and exciting item, of course.)
Title: Re: Cosacks semi-retired
Post by: RedKetchup on November 04, 2014, 08:13:55 AM
all these work for just 1 exciting use and thats all ? IMO


:P ;D
Title: Re: Cosacks semi-retired
Post by: Mahnogard on November 04, 2014, 08:22:03 AM
Quote from: RedKetchup on November 04, 2014, 08:13:55 AM
all these work for just 1 exciting use and thats all ? IMO


:P ;D

:D

After that first time, it's more exciting to use them than to watch them being built. Seeing as how my towns these days feature loads of RedKetchup Construction Technologies (tm) (including Graphic Overlap Technology (tm)) and Slink's High-Efficiency Marketplace Innovations (tm), I appreciate all of your hard work very, very much. :)
Title: Re: Cosacks semi-retired
Post by: rkelly17 on November 04, 2014, 09:02:38 AM
Quote from: RedKetchup on November 04, 2014, 08:13:55 AM
all these work for just 1 exciting use and thats all ? IMO


:P ;D

One exciting use followed by hundreds of normal uses.
Title: Re: Cosacks semi-retired
Post by: rkelly17 on November 04, 2014, 10:08:39 AM
I downloaded the double stone bridges immediately and just had to try them out. I have wanted this Cosacks first did a stone bridge and I really appreciate the work @slink is doing to make it happen. This is a report to help move the process along and I hope she finds it helpful even when I inject a bit of humor.

It turns out, @slink, that you may have created a miracle! Let me explain.

First off, an admission. In my first attempt I got the pieces backwards.  :-[ See the first picture.

In the course of doing that, though, I discovered the miracle: The bridge works even before it is built! The next picture is of people crossing the as yet nonexistent bridge to deliver materials to, wait for it, the other side of the bridge! In the third picture one of the laborers has decided not to cross back on the miracle bridge but to go downstream a ways and walk back under water.

So, I demolished the backwards bridge and laid it out correctly.  :)  This time the laborers just walked across under water to make their deliveries (see fourth picture). Once the bridge was finished the people crossing the bridge became able to pass through stone! The fifth picture shows a laborer setting out to gather stone (these suckers take a lot of stone--which is, I suppose, appropriate). You can see that he has already passed from the bridge floor down to river bottom but his pick is still flying across the bridge (it rejoined him the instant after the picture).

People behaved differently on the two sides. On the side labeled "right side" (which is on the left when looking from South toward North) the people stayed on top the first bit (up to the point where you see the flying pick) and then dropped to the river bottom. They walked along until about the same distance from the opposite end and then popped back up. On the side labeled "left side" they went down to the bottom at either end and popped back up in the middle segment. The last few pictures show this.

As I said, I hope these pictures are helpful in figuring out what is going on. The bridge is shaping up to be exactly what I hoped for. I'm going to use it even if it remains engulfed in the supernatural.  ;D


Title: Re: Cosacks semi-retired
Post by: slink on November 04, 2014, 10:49:52 AM
*giggles*  Well, I am happy to present version 1, then.  It will be posted in a few moments.  It has a decking piece as well as the two sides, and if you prefer you can build the bridge entirely of decking.  I think it actually looks better that way, but I left the "sides" for people who want a handrail however it may look at the ends.
Title: Re: Cosacks semi-retired
Post by: irrelevant on November 04, 2014, 11:25:41 AM
Everyone needs a hand(rail) to hold on to. ;)
Title: Re: Cosacks semi-retired
Post by: rkelly17 on November 04, 2014, 11:34:48 AM
Quote from: slink on November 04, 2014, 10:49:52 AM
*giggles*  Well, I am happy to present version 1, then.  It will be posted in a few moments.  It has a decking piece as well as the two sides, and if you prefer you can build the bridge entirely of decking.  I think it actually looks better that way, but I left the "sides" for people who want a handrail however it may look at the ends.

Personally, I'm all for handrails myself.

Downloaded version 1, but I can't get it to appear on roads/bridges/tunnels menu either in saved game to which I've added it or to a new game. I'm sure I'm doing something wrong, but I'm not sure what.
Title: Re: Cosacks semi-retired
Post by: slink on November 04, 2014, 01:03:39 PM
Not your fault.  I changed the name of the mod at the last minute, and didn't take the changes down far enough.  I wish there was a way to tell when a change on the command line is sufficient and when program secretly uses a string from inside another file.  Anyway, it is fixed now.  Forgive me for not changing the version number.   ;)
Title: Re: Cosacks semi-retired
Post by: Darkbibou on November 05, 2014, 12:40:29 AM
@slink : do you plan to make an independent mod for every part of the original fountain mod ? Do you need help (I can't help on 3D models though) ?
Title: Re: Cosacks semi-retired
Post by: Fellow Villager on November 05, 2014, 02:56:04 AM
considering the situation of this mod, this is the best solution....make indipendent every part of the mod
Title: Re: Cosacks semi-retired
Post by: slink on November 05, 2014, 06:02:38 AM
I am gradually breaking out parts of it, yes.  Graphics is the part I find the most difficult, however.   ;)
Title: Re: Cosacks semi-retired
Post by: Fellow Villager on November 05, 2014, 06:21:14 AM
so thx very much  ;D
Title: Re: Cosacks semi-retired
Post by: rkelly17 on November 05, 2014, 07:27:08 AM
Quote from: slink on November 04, 2014, 01:03:39 PM
Not your fault.  I changed the name of the mod at the last minute, and didn't take the changes down far enough.  I wish there was a way to tell when a change on the command line is sufficient and when program secretly uses a string from inside another file.  Anyway, it is fixed now.  Forgive me for not changing the version number.   ;)

No problem. Think of me as an especially challenged beta tester.  ;D
Title: Re: Cosacks semi-retired
Post by: slink on November 05, 2014, 10:06:10 AM
And you can think of me as a modder with senior moments.   ;D
Title: Re: Cosacks semi-retired
Post by: rkelly17 on November 06, 2014, 07:53:37 AM
I built one of the bridges from the latest--using the two guard rail sides. You'll be happy to know that the bridge hasn't lost all of its miraculous powers. Though the laborers no longer fly across the river to deliver materials, they have retained the ability to walk deer-like under water to deliver materials. I built the bridge out of the normal traffic flow for the moment (to test it), so I can't report on supernatural crossing behavior. I ran into a longish "more houses than families" situation when all the second generation died off at once, so expansion has been stalled. As the next generation graduates I'll build across the river and see what happens.

By the way, I had a huge surplus of honey, so I built one of your breweries to brew mead and it is working great. The TP screen does report the mead as "ale" but puts it in the alphabetical slot where "mead" would appear, between the L's and the N's. "M'ale"?


Title: Re: Cosacks semi-retired
Post by: RedKetchup on November 06, 2014, 07:58:54 AM
Quote from: slink on November 05, 2014, 06:02:38 AM
I am gradually breaking out parts of it, yes.  Graphics is the part I find the most difficult, however.   ;)

ONLY by practicing over and over we get better :)
Title: Re: Cosacks semi-retired
Post by: slink on November 06, 2014, 09:46:55 AM
Quote from: RedKetchup on November 06, 2014, 07:58:54 AM
Quote from: slink on November 05, 2014, 06:02:38 AM
I am gradually breaking out parts of it, yes.  Graphics is the part I find the most difficult, however.   ;)

ONLY by practicing over and over we get better :)

And by reading the book.
Title: Re: Cosacks semi-retired
Post by: RedKetchup on November 06, 2014, 10:00:16 AM
Quote from: slink on November 06, 2014, 09:46:55 AM
Quote from: RedKetchup on November 06, 2014, 07:58:54 AM
Quote from: slink on November 05, 2014, 06:02:38 AM
I am gradually breaking out parts of it, yes.  Graphics is the part I find the most difficult, however.   ;)

ONLY by practicing over and over we get better :)

And by reading the book.

just a little little bit :)