Well, if nobody knows how to be an item manager, I would like to volunteer, though all I'd know how to do is add items and stats. I can modify models, but don't expect me to be able to do anything with textures
If nobody else knows how to add items to cRPG, then I can serve as a substitute until we find an actual item manager
As the
Acting Item Manager (Read: Stats-Bitch), I should probably straighten a few misconceptions out, as well as offer what information I can about the position.
Actually, I'm pretty sure the item manager's job is to see how good the models suggested are, then give it to the devs to vote on it. In other words, the Item Manager is just a tool
At the moment, your statement would certainly seem to have some truth to it.
We use a Google Docs Spreadsheets to add stats, we don't edit module_items manually. When chadz compiles for a patch, the module_items.py file is generated using the spreadsheet, so the issue isn't that we need someone do to simple stuff like creating item stats (Item Balancers create the stats anyway, all an Item Manager does is put them into the sheet.) It's that any "Item Manager" will have to have an eye for quality. There are a lot of restrictions that items have to pass through before getting accepted, so it turns out to be quite a tedious task. If you as Item Manager create/edit models/textures, it still has to pass through the normal voting procedure to be able to get implemented. While It's not a rigorous test or anything, it does mean you as the author, don't get the final say.
Really, just about anyone
could suffice, but here's a list of things that any candidate will be confronted with or will need to know (might also be worth noting that it would seem, understandably, that chadz highly values initiative). Without the knowledge of how the modeling and texturing process works, so you can fix other people's models/textures, as well as have the willingness to do so, any Item Manger is going to be rather hard pressed to find acceptable OSPs. You must have the author's approval (many people, surprisingly, don't understand this), and you have to scrutinize each OSP filtering out all the items that don't really fall within the timeline or
style that cRPG has (Nothing fantasy for example, it shouldn't stick out like a sore thumb), as well as ensuring the items have an appropriate poly count and LOD meshes.
There are likely things that I am missing, so don't consider this to be the end of the list rather, just a brief description.