View Full Version : WH40K Carnage, coming to home PCs
1eyedParrot
12th Sep 04, 4:09 PM
A battle just isn't the same when afterwards you gaze upon the field of honor and see the same textured z/x plane. I am to fix this.....
http://www.infamous-adventures.com/parrots/relic00024.jpg
http://www.infamous-adventures.com/parrots/relic00025.jpg
http://www.infamous-adventures.com/parrots/relic00026.jpg
http://www.infamous-adventures.com/parrots/relic00027.jpg
MusedMark
12th Sep 04, 4:14 PM
LoL
Nice
skrunt
12th Sep 04, 5:04 PM
i dont think you are even allowed to post screens yet
You May Not Post Screenshots or Videos
Until the game is gold, or a demo has been released.
It's OK.
BrotherLucius
12th Sep 04, 5:12 PM
Me wanty now, me wanty now
Lord Dante
12th Sep 04, 5:12 PM
ah so theres a body decay time atribute. - performance issues?
Moz3ltov
12th Sep 04, 8:07 PM
that many bodies lying around has gotta cause some performance problems. but otherwise very cool.
curtlegion
12th Sep 04, 8:12 PM
can you tell us how this was done.......please I would love to have this in the game.........please.....thanks curt. :beer:
1eyedParrot
12th Sep 04, 8:48 PM
It didn't cause too much of a performance hit on my machine, when I panned over to the bodies I could detect a very slight slowness but that was it.
2.4 Intel
768 Main memory
5200 Geforce 128MB
curtlegion,
I will once I perfect it, its not done yet.
BrianGeneral
12th Sep 04, 9:21 PM
God.IT's nice for the warzone effect.Well done.:)
1eyedParrot
12th Sep 04, 9:35 PM
UPDATE:
PRO: I have, for the most part, de-constructed and modded the units to not sink away.
CON: The problem is that their technically still "alive" and return a visual sight.
I'm working on a way to get around that.
UP AND COMING:
Effect - Possibility it will be implemented
Blood splatter effects stay - 90%
Crater effects(buldings) stay - 50%
Chaos "demon" effects stay - 20%
Crater effects(explosive shells) stay - 70%
theBlind
13th Sep 04, 4:37 AM
It didn't cause too much of a performance hit on my machine, when I panned over to the bodies I could detect a very slight slowness but that was it.
2.4 Intel
768 Main memory
5200 Geforce 128MB
*knockknock*
reality check incoming... you got a monster machine compared to the specs and you still notice a slowdown?
What settings do you play on?
Colonel
13th Sep 04, 5:56 AM
to do this you need to put the body decay to 0
but like TheBlind said.. not everyones computer will be able to support this.
Especially if you play with the Imperial Gaurd mod :P bodies will be piled HIGH
Lord Dante
13th Sep 04, 6:05 AM
but its a fun mod.
WOuldnt it be cool if when crater effects stay - they would count as heavy cover?
Beelzebuddy
13th Sep 04, 6:07 AM
Mind telling us exactly what you altered? Is it a global parameter, or something done on a per unit basis?
curtlegion
13th Sep 04, 6:09 AM
Your the best and thanks.....I look forward to it.... :beer:
theBlind
13th Sep 04, 1:06 PM
What about making them fade in, say, 60 seconds or so? So you could both have a nice after-slaughter battlefield and many more comps could support it?
I´ll definatly try this onw once I`m home again. Ah, I´m lucky my machine can cope with it :D
curtlegion
14th Sep 04, 9:41 AM
Thanks.
Buzz_NL
14th Sep 04, 10:04 AM
*knockknock*
reality check incoming... you got a monster machine compared to the specs and you still notice a slowdown?
What settings do you play on?
ROFLMAO it may be a monster machine compared to the specs but not compared to current gamers machines.i doubt it could even get decent FPS in Doom3.....no offence 1Eyed.
Its just when i see a 5200, i would like to melt it :D
Keep it comin, bro :clap:
curtlegion
14th Sep 04, 10:07 AM
GameData["health_ext"]["pre_death_event_delay"] = 999999.000
Let the bodies begin.................
in the w40k/data/attrib/ebps/races/
troop.nil file yehhhhhhhhhhhhhhhhaaaaaaaaaaaaa
Sledra
14th Sep 04, 1:33 PM
That is AWESOME.
Cheers curtlegion, and thanks to the guy who posted first.
1eyedParrot
14th Sep 04, 2:25 PM
Thats the right line, but you'll run into the problem I had, the dead troops are still "alive" and retain visual sight of the area. I'm still searching for a work-around to this problem.
Also if you want to see the death event of the unit, mod this line instead.
GameData["health_ext"]["post_death_event_delay"] = 999999.000
If you want to change the death event, just look in the art folder, then ebps, then events and unit deaths.
Cybacher
14th Sep 04, 2:44 PM
@curtlegion : Thanx !
@1eyedParrot : Try again. There is not a line
"GameData["health_ext"]["POST_death_event_delay"]" in troop.nil.
Bzw, does anyone know the line that makes the blood stay longer ?
1eyedParrot
14th Sep 04, 4:57 PM
curt,
You have to add the line, just copy paste.
Beelzebuddy
14th Sep 04, 5:16 PM
A note: dead bodies still count towards pop. So don't set it to 99999 as orks, or you'll very quickly run out of troops. 60-120 seconds gives you enough time to admire the battles without impacting your pop too much.
curtlegion
14th Sep 04, 7:19 PM
i was watching the hockey game and hooked up my monitor with my xbox....... used this device http://www.vdigi.com/index.php?option=com_frontpage&Itemid=1
great device..... :D
I will try this out tomorrow and thanks ....look forward to your
mod in the future .....relic this will be the BEST game.... :beer:
groundbeef
14th Sep 04, 10:23 PM
Great idea the bodystay thing. I dont need 99999.9999, but its nice to have even for like 30 seconds... just enough to appreciate those more hectic battles (especially 4 player).
curtlegion
17th Sep 04, 6:44 AM
:smash: :bigwave:
curtlegion
22nd Sep 04, 4:13 PM
help.... :fight:
Thats the right line, but you'll run into the problem I had, the dead troops are still "alive" and retain visual sight of the area. I'm still searching for a work-around to this problem.
Also if you want to see the death event of the unit, mod this line instead.
GameData["health_ext"]["post_death_event_delay"] = 999999.000
If you want to change the death event, just look in the art folder, then ebps, then events and unit deaths.
What is the difference between the "post_death" line and the "pre_death" line?
Mr Orc
22nd Sep 04, 11:49 PM
If you can try and get the blood to stay, also what is the body delay thing working in, minutes or seconds?
matt9871
23rd Sep 04, 6:10 PM
what do you use to open .nil files
nvm
curtlegion
28th Sep 04, 3:22 PM
:bandit:
mod_penguin
28th Sep 04, 4:00 PM
has anyone tried setting it to -1?
then it wouldnt set a vast timer running on every body and the pop cap might work properly
groundbeef
29th Sep 04, 12:33 AM
Ive tried playing with the blood delay (art/events/ground_splatter/blood_splatter_death_1) but that doesnt seem to do anything. I dont think its a readily alterable variable like the body decay timer... that or the file needs to be extracted further somehow. I was all excited when i saw these bits: "decal_lifetime 4 decal_texel_size .03 decal_fade_out 3", but changing the numbers do nothing in-game.
Oddball_E8
29th Sep 04, 3:01 AM
also, on a sidenote, this will be a problem for the single player campaign... since you havent defeated your enemy until the bodies dissapear... and he will also be able to see you since they light up the area...
curtlegion
4th Oct 04, 6:55 PM
any progress on this?????????????????? :beer:
curtlegion
6th Oct 04, 6:34 AM
anyone figured this out?????????? :Slap:
Doublehex
6th Oct 04, 6:55 AM
I don't think so.
curtlegion
9th Oct 04, 11:08 AM
can someone please figure this out....thanks :beer:
ricocet
1st Jan 05, 1:11 AM
Any one willing to work on this issue?
ScarCow
3rd Jan 05, 6:29 AM
I think i will give it a try as i want the models stay ingame after death in my Spacehulk mod. Can't promise anything though.....
-sc
ricocet
3rd Jan 05, 6:37 AM
the thing is I can get bodies to stay, but the area around the dead bodies do not have Fog Of War. So you could take a cheap unit over the enemy base, And your guys die. You can still see the area, You can see units moving around and bases being built. I think it is because The bodies are somehow linked to the FOW. Maybe you could have better luck with it than I have. Good Luck.
Ricocet(amigos team)
ScarCow
3rd Jan 05, 6:42 AM
Did you try using Squad_SetWorldOwner in a Scar? I'm just asking beacuse that is the only thing i can think of. So if it didn't work for you i don't want to waste my time on it.
-sc
ricocet
3rd Jan 05, 2:25 PM
I haven't tried that I have not been able to learn scar yet. It will prolly be the next thing I learn though. If you know of any links to tutorials or something could you please post it.
Ricocet(amigos team)
P.S. Sorry for the confusion.
Bolter Target
3rd Jan 05, 10:00 PM
Nice idea, *crosses fingers* hopefully someone will get somewhere with it. The only thing that came to my mind, and it's probably a rediculous idea anyhow, but could you 'exchange' the models for another team's models [ie. one that's neutral.]?
Besides the FOW issue, the idea of starving someone of their troops for 60 seconds, is a wonderful idea. Think about it, you can't reinforce for that time, and it makes commanders with lots of resources take care in assaults.
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