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View Full Version : Programmers, Mappers, Artists, read please.


imawesome
07-04-2007, 07:37 AM
A lot of talk has been going on about creating a Tribes (http://en.wikipedia.org/wiki/Starsiege:_Tribes) modification (http://en.wikipedia.org/wiki/Mod_%28computer_gaming%29) for Enemy Territory: Quake Wars. Some programmers (FeaRog of Splash Damage, T2 Classic co-creator ZOD, T1 veteran Extraordinary) are all talking about doing this.

See:
Tribalwar.com (http://www.tribalwar.com/forums/showthread.php?t=494461)
Splashdamage.com (http://www.splashdamage.com/forums/viewtopic.php?t=17058)
Splashdamage.com #2 (http://www.splashdamage.com/forums/viewtopic.php?t=15211#153890)

With the Enemy Territory: Quake Wars getting closer and closer to release, so draws in the release day of the SDK. As such, anyone who would like to see such a modification or would like to participate in creating such a modification should start signing up!

If you are a 2D or 3D artist, programmer, mapper or musician / sound developer, and are interested in working on this modification, please PM me with contact details and what you can do, or leave a post in this thread.

I will be helping to organize this project, mainly by trying to find any and all who are willing to help and get everyone in contact. There is no project leader at this time. If you have experience developing such en devours, please contact me as well or post here.

NordicDawn
07-04-2007, 09:31 AM
I, as a mapper, will be getting into QuakeWars mapping for sure. I just have to see how it works, before I start working on a project.

WAR
07-04-2007, 09:40 AM
Posted at Tribal War and would love to see this a reality. I unfortunately couldn't contribute much since I'm not experienced in any development fields. I hope more people take interest in this.

Sainted
07-04-2007, 09:41 AM
Well I only played Tribes 1 and I didn't like it at all, so I'm not interested in seeing a Tribes mod. It would however be very nice if modders could work on implenting new gametypes, default campaign mode gets boring after some time as well..

TheBladeRoden
07-04-2007, 09:42 AM
I've always been kind of a maverick modder but I suppose I'll have to join a big project one of these days if I hope to improve my prospects of getting into the biz.

Though my only experience with Tribes was the demo :p

Anti
07-04-2007, 10:57 AM
I've seen mention of this idea around various forums on a few occasions. I guess if it got started up I'd be happy to help with testing/production type stuff, but at the moment who is running what seems a little vague :confused:

I'll wait and see.

WAR
07-04-2007, 11:34 AM
I've seen mention of this idea around various forums on a few occasions. I guess if it got started up I'd be happy to help with testing/production type stuff, but at the moment who is running what seems a little vague :confused:

I'll wait and see.
Judging by your signature quote, I'm assuming you are a Tribes fan...:p

imawesome
07-04-2007, 02:52 PM
T2 vchat will never beat T1 vav.

CannonFodder1.0
07-04-2007, 07:28 PM
MWLL FTW!

http://www.mechlivinglegends.net/

<ducks>

:D

whoever
07-04-2007, 08:34 PM
Im willing to help out as a mapping for this mod I hope to see upcoming. Though I have lil experience in mapping in general, Im sure I can learn fast with the map editor.

space
07-04-2007, 08:40 PM
Judging by your signature quote, I'm assuming you are a Tribes fan...:p

LOL that was always one of the best voice comms :D

imawesome
07-04-2007, 09:02 PM
MWLL FTW!

http://www.mechlivinglegends.net/

<ducks>

:D

Come on now, keep don't go advertising in someone else's thread.

imawesome
07-05-2007, 07:22 AM
bump.

someone's gotta do it. :X

imawesome
07-05-2007, 03:49 PM
bump.

sorry :(

reyalp
07-05-2007, 09:41 PM
I've seen mention of this idea around various forums on a few occasions. I guess if it got started up I'd be happy to help with testing/production type stuff, but at the moment who is running what seems a little vague :confused:

Agreed. A mod team needs leadership (whether it is one person or a few of like minded people who can work together.) This is going to be particularly true for a tribes mod where there is a LOT of room for dispute over which tribes it should be like.

Also, there's MANY people with a "great idea" for a mod who seem to think that they can find other people to do all the actual work. This isn't generally the case. Ideas are plentiful, but spending hundreds of hours of your life on the ideas of someone who doesn't contribute anything else (and doesn't have the technical knowhow to understand which ideas can work) isn't particularly attractive. I know that I would be a lot more tempted to join a team that had already demonstrated some real talent than one that was just a good idea, and I expect that most capable mappers/modelers/coders feel the same way.

Given this, it makes sense to wait until the SDK is actually available before worrying too much about forming a team. If YOU make something cool, even if it isn't the complete mod, it'll be a lot easier to attract other people to work on it. Showing something cool is 1000x better recruitment than bumping a thread.

imawesome
07-06-2007, 02:18 AM
Given this, it makes sense to wait until the SDK is actually available before worrying too much about forming a team. If YOU make something cool, even if it isn't the complete mod, it'll be a lot easier to attract other people to work on it. Showing something cool is 1000x better recruitment than bumping a thread.

http://www.youtube.com/watch?v=13lLGaGxszY
http://www.youtube.com/watch?v=QELPMFXf_wM

^ from extraordinary during one of the big arguments over tribes stuff

read the debate @ tribalwar.com if you're curious as to why he wrote what he did on the screen

Nappy
07-06-2007, 02:44 AM
I'm confused as to why you quoted reyalP and then posted 2 YouTube videos.

imawesome
07-06-2007, 05:03 AM
Read his last paragraph. I was trying to show that there is cool stuff out there, partly demonstrating the abilities of at least 1 person who wants to work on this.

Then there's ZOD who co-developed Classic for T2.

Then there's FeaRog who is a Splash Damage dev.

Iori
07-06-2007, 05:47 AM
I'd be happy to put together a few maps :)

Jammydodger
07-06-2007, 11:08 AM
Yeah I'd be willing to help out in some way, I could do some basic modeling or help you out with promotion.

You can go and advertise in my site aswell if you want.

imawesome
07-07-2007, 08:02 AM
bump :X

sorry.

Iori
07-07-2007, 10:03 AM
Tribal Territory ftw!

Iori
07-07-2007, 10:05 AM
you sd guys added sweet stuff to the editor like et? doom3 editor crashes... a lot!

imawesome
07-07-2007, 12:12 PM
Yeah I'd be willing to help out in some way, I could do some basic modeling or help you out with promotion.

You can go and advertise in my site aswell if you want.

you could work on weapon models.

dis..err dough nut launcher (VUG gets angry easily)
grenade launcher
chain gun
laser rifle
targeting laser
plasma rifle
mortar
blaster

weapon models are generally simple relative to player models.

Iori
07-07-2007, 12:46 PM
tribes is free and i've been doing some mapping research... i can see easyu ways to detail with out losing the feel of the original.... screenshots to follow :)

90 mins for a megatexture render :/

imawesome
07-07-2007, 05:42 PM
keep up the good work :D

MWLL|Criminal
07-08-2007, 12:41 AM
Ok I've been noticing all your posts all over the place. Now as the lead on the MechWarrior: Living Legends project I really need to say some things.

I've always liked the saying, “You can talk the talk, but can you walk the walk?”. I see so many people talking about this or that, but when it comes to putting actions behind their words, they can't be bothered. The amount of action you take to bring something about, is directly proportional to your desire for it to exist. If you take no action, you don't really desire the thing, but instead like the idea of it. I see this situation running rampant in the entertainment industry, specifically in games.

If you have never been involved in the game creation process before, do not try to be the driving force behind a game development project. Idea men are useless in a small team, and I don't think I'm being unfair by saying your ideas are most likely bad if you are unable to contribute to the development process in some way besides managerial skills. Let me put it another way. The actual game design is the hardest part of the game development process to get correct. It is far harder than learning a 3d program, a painting program, a map editor, a programming language, or even the theories of fine art. If you cannot manage to learn, to a proficient level, one of these easier tasks, you are guaranteed to fail at creating an immersive, quality, interactive experience. That point bears repeating again in a different structure. You have no place in a small mod team if you lack the ability to contribute in at least one area of actual asset creation be it code, art, or level design. Even if you are the driving motivational force, you are still not qualified to make design decisions. Going even beyond this previous point, I don't think anyone should attempt a startup until they have at least worked on other mods either on a commercial level or a personal level. You owe it to yourself, your team, your financial backing, and the chances of your games success to at least see how game development is currently attempted. Yes there is quite a bit wrong in the modern development process, but there is also several decades of experience in place that you can learn from, even if it's only what to avoid.

There are normally two things you can have in life, the first is a steady secure job with an established company. It brings with it the security of a paycheck, and in the case of games, a high likelihood of your product shipping, plenty of staff to work on all the areas of production, and benefits. The second thing you can have is total pursuance of your ideals. Most of the time there is an absence of security, as you are having to fund it yourself, there is no guarantee of completion, you and anyone else involved will most likely have to wear a variety of hats, and there is a very low chance your product will see widespread success. I believe there is a way to balance the two, but it will involve a lot of personal sacrifice and effort. Gallons of elbow grease, a potentially stunted social life, low television absorption and immense personal growth into new areas of game development are all required, but the end result is that you can see something you are proud of brought to life. For those now that complain without putting in effort to change things, it makes another saying come to mind “put up or shut up”.

*thanks Cannonfodder for the plug ;)

imawesome
07-08-2007, 09:31 AM
you needn't worry about my abilities or what i can contribute.

edit:
extraordinary and i have already worked a good chunk of this stuff out.

i'll be handling the implementation of a rating system into the game using elo as a basis and expanding upon his base of Ea=1/1+10^Rb-Ra/400 | Ra=Ra+K*Sa-Ea structure to include other aspects such as client accuracy, objective contribution and completion and various other aspects to quantify an individual player's skill and a team's skill as well as separating influences on each numeric skill from each other (ie: a crap player on a good team shouldn't have a good rating).

edit 2:
furthermore, you may have been reading my posts, but clearly you have not been reading the posts over at splashdamage.com forums or at tribalwar.com forums. Several programmers are trying to put something together, all of which can contribute greatly to such a project. I'm not sure what gave you the idea that I was going to lead such a project but I believe you misconstrued some part of my posts. Helping to get people together for the project doesn't directly mean I'm going to be leading it. On top of that, only a handful of people are actually trying to put this together, what could possibly be wrong with try to get more people involved?

Iori
07-08-2007, 01:25 PM
[img=http://img54.imageshack.us/img54/4747/tribesbase1hc4.th.jpg] (http://img54.imageshack.us/my.php?image=tribesbase1hc4.jpg)

early concept :)

imawesome
07-08-2007, 01:44 PM
:D

keep working, looking good.

MWLL|Criminal
07-08-2007, 08:27 PM
you needn't worry about my abilities or what i can contribute.

edit:
extraordinary and i have already worked a good chunk of this stuff out.

i'll be handling the implementation of a rating system into the game using elo as a basis and expanding upon his base of Ea=1/1+10^Rb-Ra/400 | Ra=Ra+K*Sa-Ea structure to include other aspects such as client accuracy, objective contribution and completion and various other aspects to quantify an individual player's skill and a team's skill as well as separating influences on each numeric skill from each other (ie: a crap player on a good team shouldn't have a good rating).

edit 2:
furthermore, you may have been reading my posts, but clearly you have not been reading the posts over at splashdamage.com forums or at tribalwar.com forums. Several programmers are trying to put something together, all of which can contribute greatly to such a project. I'm not sure what gave you the idea that I was going to lead such a project but I believe you misconstrued some part of my posts. Helping to get people together for the project doesn't directly mean I'm going to be leading it. On top of that, only a handful of people are actually trying to put this together, what could possibly be wrong with try to get more people involved?

Fair enough, i truly wasn't trying to put you down in any way my only concern was that ALOT of people have been disappointed with an "announced" mod never coming to realization and its something that is running rampant in the modding community and its slowly killing it off. I didn't mean to personally attack you in any way all i wanted to do was try to give you some friendly advice since I would LOVE to see a tribes mod as i'm sure many others would as well.

I've seen your posts over at splashdamage and honestly all i've seen is a single programmer which is a great start...all you truly need now is some leads to give overall direction of the project since it seems like your the driving force behind this atm might be a good idea just to call yourself the lead atm and keep working on getting people excited about the project....like i said over at splashdamage my team is more than willing to help you guys out and look forward to working with you.

Another place you may want to check out is http://modetqw.com/forum/
This site has been put together by the guy that made bfeditor.org which is a hub for all things modding in the bf2 engine...Great place for modders to talk amongst themselves...look forward to seeing you there.

Anyhow, good luck with the project and if you guys need anything feel free to drop by our forums :D

imawesome
07-08-2007, 08:31 PM
Well, ZOD has been beating around the bush about a Tribes mod for ET and he was a co-developer on the Classic mod for Tribes 2.

FeaRog has officially stated he will be working on stuff for such a mod as well.

That's three programmers. :X

DreAdeDcoRpSE
07-08-2007, 08:44 PM
I my self have done a few skins packs, but they all have been clan based for RTCW QW, my Sin packs range from simple scope skins to a zombie skin pack. I also ahve done a few clan based skin packs which included a few sound changes. I also have done a custom sound pack that added onto the original sounds. but that was also with help of another of my clan mates. but if help is needed I will try.

sponge
07-08-2007, 08:45 PM
I'll play whatever mod ZOD makes, since I'm sure it'll get the furthest out of the 900 Tribes mods that people will start.

imawesome
07-08-2007, 09:01 PM
I'll play whatever mod ZOD makes, since I'm sure it'll get the furthest out of the 900 Tribes mods that people will start.

actually, i think everyone is trying to get everyone to work on the same mod in an attempt to avoid just that, 900 different mods.

sponge
07-08-2007, 09:22 PM
actually, i think everyone is trying to get everyone to work on the same mod in an attempt to avoid just that, 900 different mods.

Aye, but I honestly can't see it happening-- too much power struggling. So I figure I'd throw out my worthless endorsement :P

imawesome
07-08-2007, 10:05 PM
well, it's my understanding that extraordinary wants to work with zod, i'm going to be working with extraordinary and fearog is working pseudo-independently. he's just going to do jetpacks / skiing and release it for anyone to use. though, i'm sure if zod and extra got together, fearog would get on board completely and then you'd have a solid team of programmers. granted, 3 isn't a whole lot but i'm sure they could get stuff out pretty quickly.

Iori
07-09-2007, 06:32 AM
where is this mighty team gonna assemble?

Briefcase
07-09-2007, 09:39 AM
as a fan of the original tribes i would be happy to dedicate some of my time to modeling texturing or animation for this project

imawesome
07-09-2007, 02:26 PM
where is this mighty team gonna assemble?

ON THE MOON!

X51
07-09-2007, 05:40 PM
Ok I've been noticing all your posts all over the place. Now as the lead on the MechWarrior: Living Legends project I really need to say some things.

I've always liked the saying, “You can talk the talk, but can you walk the walk?”. I see so many people talking about this or that, but when it comes to putting actions behind their words, they can't be bothered. The amount of action you take to bring something about, is directly proportional to your desire for it to exist. If you take no action, you don't really desire the thing, but instead like the idea of it. I see this situation running rampant in the entertainment industry, specifically in games.

If you have never been involved in the game creation process before, do not try to be the driving force behind a game development project. Idea men are useless in a small team, and I don't think I'm being unfair by saying your ideas are most likely bad if you are unable to contribute to the development process in some way besides managerial skills. Let me put it another way. The actual game design is the hardest part of the game development process to get correct. It is far harder than learning a 3d program, a painting program, a map editor, a programming language, or even the theories of fine art. If you cannot manage to learn, to a proficient level, one of these easier tasks, you are guaranteed to fail at creating an immersive, quality, interactive experience. That point bears repeating again in a different structure. You have no place in a small mod team if you lack the ability to contribute in at least one area of actual asset creation be it code, art, or level design. Even if you are the driving motivational force, you are still not qualified to make design decisions. Going even beyond this previous point, I don't think anyone should attempt a startup until they have at least worked on other mods either on a commercial level or a personal level. You owe it to yourself, your team, your financial backing, and the chances of your games success to at least see how game development is currently attempted. Yes there is quite a bit wrong in the modern development process, but there is also several decades of experience in place that you can learn from, even if it's only what to avoid.

There are normally two things you can have in life, the first is a steady secure job with an established company. It brings with it the security of a paycheck, and in the case of games, a high likelihood of your product shipping, plenty of staff to work on all the areas of production, and benefits. The second thing you can have is total pursuance of your ideals. Most of the time there is an absence of security, as you are having to fund it yourself, there is no guarantee of completion, you and anyone else involved will most likely have to wear a variety of hats, and there is a very low chance your product will see widespread success. I believe there is a way to balance the two, but it will involve a lot of personal sacrifice and effort. Gallons of elbow grease, a potentially stunted social life, low television absorption and immense personal growth into new areas of game development are all required, but the end result is that you can see something you are proud of brought to life. For those now that complain without putting in effort to change things, it makes another saying come to mind “put up or shut up”.

*thanks Cannonfodder for the plug ;)


Actually, while I hear what your saying, as a developer myself, and one about to obtain his Bachelors, I do have to disagree a little. In actuality, if you hit up Gamasutra, recently they ran an article about how your Producer really SHOULDNT be a game developer, but a business person with good managerial and networking skills who will know how to take care of organization and business aspects, and let the game designers/artists/programmers do their thing. My experience has been that we AREN'T the most organized bunch, and having someone there who takes passion in doing that part, organizing stuff, and keeping the troops morale up, can only help the team.

And in game design, absolute statements have a tendancy of coming back and biting their proclaimers in the behind :P

And yes, I have to agree, just being an Idea man isn't that useful, but it is useful if said person can secure funds and talent for a project.

reyalp
07-09-2007, 09:45 PM
Actually, while I hear what your saying, as a developer myself, and one about to obtain his Bachelors, I do have to disagree a little. In actuality, if you hit up Gamasutra, recently they ran an article about how your Producer really SHOULDNT be a game developer, but a business person with good managerial and networking skills who will know how to take care of organization and business aspects, and let the game designers/artists/programmers do their thing. My experience has been that we AREN'T the most organized bunch, and having someone there who takes passion in doing that part, organizing stuff, and keeping the troops morale up, can only help the team.

And in game design, absolute statements have a tendancy of coming back and biting their proclaimers in the behind :P

And yes, I have to agree, just being an Idea man isn't that useful, but it is useful if said person can secure funds and talent for a project.
That certainly applies to people who want to develop commercial games, but it's less clear that it is relevant to mod teams.

Like open source projects, mods tend to be a meritocracy, where getting stuff done has the most impact on your position in the team. Of course you do need leadership (which was one of MWLL|Criminals main points), but you have to earn that position somehow. Unless you know them already somehow, as a developer it's hard to judge someone who says "Yeah I'm the perfect person to be the leader/producer of your mod." Unlike a mapper or coder you can't just judge them objectively based on their work. There are a HUGE number of people with a "Great Idea" for a mod who just need coders, mappers, modelers and a web master ;)

Your leader can be a technical person, but the obviously will need leadership skills as well. This isn't inherently impossible, as demonstrated by many successful open-source projects.

MWLL|Criminal
07-10-2007, 05:27 AM
Thanks for the response Reyalp since you hit it right smack dab on the head.

My little rant had really nothing to do with Producers or procurment of any funds of any kind. It was directly related to modding and developing as being a game's produces/publisher is a WHOLE different ballgame that i really don't want to get into ;)

Mod's are failing left right and center because in all honesty alot of them aren't taken seriously and for good reason, some lack overall direction, some lack originality and finally most don't ever make it to completion. These facts are inherently killing the community's interest in mods and causing developers to take the teams making them alot less seriously than they used too.

LaVaGoD
07-10-2007, 06:33 PM
I'm willing to help where I can as I grew up playing tribes, and a mod based off the genre might be interesting.

www.ETFgame.com if you need to look at my past projects. Email me at lavagod@gmail.com

Past Accomplishments:
Lead ETF Project
Level work for Q3F 2.3

Abilities:
Level Design
Programming

Senethro
07-10-2007, 07:25 PM
tribes players are crazy and have lots of words

Yogi
07-10-2007, 09:27 PM
tribes players are crazy and have lots of words

Now that's not true.














Ok it is

imawesome
07-11-2007, 02:27 AM
i think the biggest problem in the modding community is all of the nay sayers.

imawesome
07-11-2007, 09:36 PM
holy bump face.

Nappy
07-11-2007, 10:10 PM
holy bump face.
Would you please stop doing that? It's rude. Your assuming your thread is more important that anyone else's thread in this forum.

Most people consider their own threads important. Imagine what the forums would look like if everyone bumped their own threads every 12 to 24 hours. The forums would be complete shit.

imawesome
07-12-2007, 12:49 AM
Would you please stop doing that? It's rude. Your assuming your thread is more important that anyone else's thread in this forum.

Most people consider their own threads important. Imagine what the forums would look like if everyone bumped their own threads every 12 to 24 hours. The forums would be complete shit.

:(

that's just mean spirited.

reyalp
07-12-2007, 01:52 AM
i think the biggest problem in the modding community is all of the nay sayers.
It's not my intention to be a naysayer, and I don't think that's what MWLL|Criminal is doing either. I think both of us have seen this process happen quite a bit, from several different points of view. I'd love to see a tribes mod succeed, but it will need leadership to do so, not just thread bumping.

Personally, I'm looking forward to digging into the ET:QW code but I have trouble taking any mod project seriously until the SDK is out and people have started producing actual results.

MadJack
07-12-2007, 01:58 AM
That's exactly why I rarely reply in those threads. Though, I read most of them.

When we have something to gnaw on, we'll see...

Salteh
07-12-2007, 11:15 AM
Would you please stop doing that?
Most people consider their own threads important. Imagine what the forums would look like if everyone bumped their own threads every 12 to 24 hours.

Indeed.
Please stop the bumping... you have done it since the start of the thread and I have given you two 'useless post' warnings which apparently didn't help, so I'm switching to 'useless post' infractions now.

jonny b
07-12-2007, 02:20 PM
I agree with reyal. I've seen some modders get all hot and heavy over their idea and 3 months later everyone leaves the project. You can't really do anything till you have the SDK. What you can do is prepare get all your materials together and get them in a semi-logical order. Write down your story arc, get working on basic graphics. You know the fun stuff.

Iori
07-13-2007, 04:58 AM
im working on a series of base models in bsp. and doing a bit of concept drawing in photoshop.. stuff to follow :)

even if this mod never comes out.. my map will be a tribes theme... mod or not :) i really hope this goes ahead and we produce something... old school gamers ftw... but quality has such a high benchmark these days... it must be hard to try and co-ordinate a semi cohesive developemnt team... but with the gods permitting something might come from this venture :)

reyalp
07-13-2007, 09:30 AM
im working on a series of base models in bsp. and doing a bit of concept drawing in photoshop.. stuff to follow :)

even if this mod never comes out.. my map will be a tribes theme... mod or not :) i really hope this goes ahead and we produce something... old school gamers ftw... but quality has such a high benchmark these days... it must be hard to try and co-ordinate a semi cohesive developemnt team... but with the gods permitting something might come from this venture :)
I'm certainly not trying to discourage anything like that. If there are already maps/models with a tribes theme, it makes it that much more likely someone will want to write code to go with them :dance:

Neurological
07-17-2007, 01:14 AM
hello here, I want to help on sound/music department

here my portfolio: http://www.neuro-lab.net

if someone need help on sound/music I will happy to help :)

thyroid
07-22-2007, 06:17 PM
Hi

I would love to work on a tribes mod. I'm a character artist, animator, and mocap artist. I'm setting up my site atm so just PM me and I can send samples.

Also if no one is getting the ball rolling I can start by creating a design document and follow through with an art bible once positions start to fill up. I would need the help of a programmer to create the code side of the design document tho. I have experience in leading a 12 man artist mod team but not a project of this size.

Definitly a project requires strong leadership and vision. Hopefully there is a team that formed but if not then I would gladly get the ball rolling.

Vinyard13
07-23-2007, 05:40 AM
"you sd guys added sweet stuff to the editor like et? doom3 editor crashes... a lot!"

Really? I've used the D3 editor quite a bit, and haven't had a problem, now I can admit that I've been using the Q4 editor (which I know is basically the same) for a lot longer and I have yet to have a single problem with it.


-------------------------------------------------------------------------------------
www.zerobarrierproject.com

"The speed of light sucks" - John Carmack

Iori
07-28-2007, 11:41 AM
is that story really serious in your mod/game Vinyard13?

rook
07-29-2007, 01:26 AM
is that story really serious in your mod/game Vinyard13?

*cough* diehard 4 *cough*

Dolo
03-29-2008, 04:15 AM
Hi I'm sorry for any confusion but we are still trying to build Grimey Mod and looking for help. We ran into some trouble with the site and are in the process of rebuilding it for the 3rd and hopefully final time. The site is down for now but, when its up I will repost and the working address will be http://www.grimey.slowlogic.com.

In the mean time I'm using a mod db page so I can post more info explaining our mod and any one interested in helping us out can easily contact me. The mod db Information about our mod is at.

http://www.moddb.com/mods/9621/grimey

We could really use some help and I figured this would be the best place to ask.

Feel free to contact me via email, messenger or through the mod db site if you would like to help out or have any question or comments about our mod.