Argonath RPG - A World of its own

GTA:SA => SA:MP - San Andreas Multiplayer => SA:MP General => Topic started by: Nathan_Alexandrov on June 29, 2012, 08:20:35 pm

Title: Argonath Megapack
Post by: Nathan_Alexandrov on June 29, 2012, 08:20:35 pm
I found myself looking for mods a few days ago and noticed a few Argonath related mods such as Vice 911's skins I then decided it would be great if we had more of these related mods, hence I am in the middle of creating a mega pack of mods related to argonath.

If you have any suggestions or possible additions please post it here.

Here is a list of what will be included, more to be added

Police:
Los Santos CVPI
San Fierro CVPI
(http://i1071.photobucket.com/albums/u516/N_Pskov/gallery337.jpg)

SA State Trooper CVPI
(http://i1071.photobucket.com/albums/u516/N_Pskov/gallery338.jpg)

SA SWAT Units (FBI Truck and Enforcer)
(http://i1071.photobucket.com/albums/u516/N_Pskov/gallery339.jpg)

EMS:
SACS Ford Ambulance


SACS Rapid Response Unit
(http://i1071.photobucket.com/albums/u516/N_Pskov/gallery340.jpg)

Fire:
SAFD Ladder truck
(http://i1071.photobucket.com/albums/u516/N_Pskov/gallery336.jpg)

SAFD Engine
(http://i1071.photobucket.com/albums/u516/N_Pskov/gallery335.jpg)

SAFD Batt. Suburban
Not Started

Misc:
Yellow Taxi's Co. Taxi

(http://i1071.photobucket.com/albums/u516/N_Pskov/sa-mp-593.png)
Title: Re: Argonath Megapack
Post by: Caltson on June 29, 2012, 08:27:15 pm
Interesting idea, but could you also clearify why the mods you suggest are relevant to Argonath and should be included in a Megapack wearing the server's name?
Title: Re: Argonath Megapack
Post by: Nathan_Alexandrov on June 29, 2012, 08:38:54 pm
Elaborate on that, if you mean what I think you mean that is because all the mods will either be based on ARPD, ARFD, SACS, etc. or private companies from within the Argonath Server such as The Yellow Taxi's Co. I understand some of the mods are abit bland currently but they are still in BETA stage FD vehicles especially.
Title: Re: Argonath Megapack
Post by: Mikro on June 29, 2012, 08:41:02 pm
It seems like that most of these mods change the model of the car. Which is in most cases not allowed on Argonath when it changes handling or the solid dimensions of the car. It goes for almost all mods that they affect one of these things.

Please consider taking a look here:
http://www.argonathrpg.eu/forum/index.php?topic=86249.0 (http://www.argonathrpg.eu/forum/index.php?topic=86249.0)
Title: Re: Argonath Megapack
Post by: Ratko Gavrilovic on June 29, 2012, 10:55:16 pm
It seems like that most of these mods change the model of the car. Which is in most cases not allowed on Argonath when it changes handling or the solid dimensions of the car. It goes for almost all mods that they affect one of these things.

Please consider taking a look here:
http://www.argonathrpg.eu/forum/index.php?topic=86249.0 (http://www.argonathrpg.eu/forum/index.php?topic=86249.0)
This.
By using these mods you're breaking the server's rules.
Title: Re: Argonath Megapack
Post by: Dolfagr on June 29, 2012, 11:31:19 pm
I remember Panda making a mod that replaced all the American flags with Argonath ones, other than that the map by BlackEagle and a few other visual mods should be the only ones allowed.
Title: Re: Argonath Megapack
Post by: Nathan_Alexandrov on June 29, 2012, 11:51:55 pm
I'm actually working on getting default COL models for each vehicle...
Title: Re: Argonath Megapack
Post by: [SE]Dr_Pepper27 on June 30, 2012, 12:20:26 am
I love the trooper's car.
Title: Re: Argonath Megapack
Post by: SugarD on July 01, 2012, 03:03:29 am
This.
By using these mods you're breaking the server's rules.
Not necessarily. As stated by Gandalf, it's an issue still in research that is generally a case-by-case basis that is done "at your own risk". As long as the mods don't give any kind of advantage or disadvantage, then they should be perfectly fine.

...but could you also clearify why the mods you suggest are relevant to Argonath and should be included in a Megapack wearing the server's name?
Since the community doesn't force mods upon users, I'm guessing this would just be for fun for those that enjoy using mods.
Title: Re: Argonath Megapack
Post by: Mikro on July 01, 2012, 03:33:37 pm
Not necessarily. As stated by Gandalf, it's an issue still in research that is generally a case-by-case basis that is done "at your own risk". As long as the mods don't give any kind of advantage or disadvantage, then they should be perfectly fine.
Indeed not necessarily, but not for the reason you gave. The mod changes the cars dimensions (collision box)? Handling? Wheels? Not allowed, it never was. So "at your own risk" means in this case that if the mod changes something with the dimensions/handling, you can get banned.
Title: Re: Argonath Megapack
Post by: Nathan_Alexandrov on July 01, 2012, 03:57:29 pm
Coming back to topic I've been running beta tests with these cars on other servers compared to their default counterparts, so far I've concluded that the COL changes are minimal and will make little difference, ones with bigger differences are having changes made.
Title: Re: Argonath Megapack
Post by: Hevar. on July 01, 2012, 04:19:21 pm
Got something for ARA? :D
Title: Re: Argonath Megapack
Post by: Nathan_Alexandrov on July 01, 2012, 04:26:31 pm
Depends what do you want for ARA hevar?
Title: Re: Argonath Megapack
Post by: SafetyMoose on July 01, 2012, 10:27:27 pm
This.
By using these mods you're breaking the server's rules.

I have converted my PD cars to fit the Argonath rules by making any extended parts ghostable. So they do not break Argonath Rules. The fire engines I have yet to convert as they will require a lot more work.
Title: Re: Argonath Megapack
Post by: Hevar. on July 01, 2012, 11:16:00 pm
Depends what do you want for ARA hevar?

Some cool cars mods for ARA vehicle ^^
Title: Re: Argonath Megapack
Post by: Ratko Gavrilovic on July 02, 2012, 12:09:42 am
I have converted my PD cars to fit the Argonath rules by making any extended parts ghostable. So they do not break Argonath Rules. The fire engines I have yet to convert as they will require a lot more work.
Gandalf said that your method still might have some issues. Can't seem to find the post though.
Title: Re: Argonath Megapack
Post by: Antonio. on July 02, 2012, 12:17:13 am
Coming back to topic I've been running beta tests with these cars on other servers compared to their default counterparts, so far I've concluded that the COL changes are minimal and will make little difference, ones with bigger differences are having changes made.
Editing text or color on short posts is so old, bro.
Title: Re: Argonath Megapack
Post by: Sweeper on July 02, 2012, 12:18:28 am
Editing text or color on short posts is so old, bro.

 :lol:
Title: Re: Argonath Megapack
Post by: Nathan_Alexandrov on July 02, 2012, 12:28:17 am
Editing text or color on short posts is so old, bro.
Force of habit mate..

Hevar I'm working on some ARA stuff for you now.
Title: Re: Argonath Megapack
Post by: SugarD on July 02, 2012, 03:04:43 am
Indeed not necessarily, but not for the reason you gave. The mod changes the cars dimensions (collision box)? Handling? Wheels? Not allowed, it never was. So "at your own risk" means in this case that if the mod changes something with the dimensions/handling, you can get banned.
That actually is the situation I was referring to. As said before, it depends on the mod itself as some are made to explicitly combat this issue.
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