View Full Version : [Mod] The Horus Heresy Campaign - Demo released! see 1st post
Grabnutz
3rd Feb 06, 7:52 AM
This mod aims to recreate the events of the Horus Heresy as a single player campaign, adding new maps, and new models to the Space Marines, Imperial Guard, and Chaos forces.
Staff:
Mappers:
Grabnutz
Aralez
Abyss
AntiScurvyLg
SCAR coding:
Argonought
Incarnate
Coding:
Hands_of_Fate
DarkElfLord
Kjon
Modellers:
Medes
Bennynball
{B}lack Templar
2D artist:
Fire81
BigFish
Crimson Bronxs
Concepts:
Raftaman
Grabnutz
Voice Acting:
Harlock
Grabnutz
Fluff advisor:
Robert Frazer
Model Pledges:
Triceron
Moru
Quebec Dug
Compiler
Demo Here:
http://forums.relicnews.com/showthread.php?p=1736178#post1736178
2841981
3rd Feb 06, 8:16 AM
great idea :idea:
i look forward to playing it
nath/2841981
M.D. Contra
3rd Feb 06, 8:29 AM
Is this the thrid or forth time someone wants to do a HH mod?
Kresjah
3rd Feb 06, 8:47 AM
Lleman was actually fluffing out info for the last HH mod project, in which I was the coder. Reason for coding dying is simply because of hefty personal life issues (including moving twice, getting a job, losing a job due to firm budget cuts, unemployment, other issues within the course of 7 months now... and right now, I'm at the virge of not having enough money to pay next rent).
As I said on the HH forums:
http://www.xv15mods.com/heresy/viewtopic.php?t=47
And there is a reason I said "stuff is rolling". New code is already underways, as well as there being some very very detailed documentation on the Tech Tree and Power Armours in the crew section.
I must admit that I was a bit surprised seeing this topic mere days after having talked to Lleman about this and eFTy, posted the post I mentioned on the forum and stating in several ways that new code is being developed.
kindred ravens
3rd Feb 06, 9:18 AM
can't u work together though? i mean they have a some top notch modders there! u could improove both sides by helping each other out instead of squabling about the fact that "we did it first!"
Grabnutz
3rd Feb 06, 10:20 AM
@ Kresjah: I actually registered on your site, but everything was dormant (and I never saw that thread) so I went ahead with my own mod. I never set out to deliberately usurp your mod team's efforts at all, I don't consider the two in competition. This one is purely to make a single player campaign, not multiplayer.
If you want to work together though, we can discuss that. If so, i'll put all my concepts aside, and we will concentrate on just a campaign using your models and units etc.
If not, we can go about seperately, and then you could add the campaign in with your mod aswell anyway, but it will include elements that aren't from your own mod. There is also the option that once our campaign is done, we can edit it to make a version compatable with your mod for you to use, or even attemept a multiplayer campaign, which would be more of a combination of our work.
If we go separetely, I can garantee that you will never hear "we did it first / we rule you suck / I hate you you stole my idea etc" from me :p
Myself and Argonought are pretty set into making our own campaign though.
So no ill intention was meant when we decided to do this, and if it seems that way then I apologise.
Kresjah
3rd Feb 06, 10:23 AM
I never intended my post to be any form of "squabble" and bickering about who did what first. I still can't see that my post actually tries to "squabble".
My sole intention was to express that I was a bit surprised. Reason is that the HH mod was about to start again, mudflap had rigged all armour marks now, I had just started on the new code, and things were basically starting to roll again. That's what I meant by "stuff is rolling" again in the post I linked to.
The reason I was so surprised is the fact that Grabnutz posted in the HH forums 2 days ago, linking us to his map project and offering to help. The very same day, I replied to a topic regarding the fact that this mod isn't dead, then suddenly, a "new" mod with the same goal and actually part of the same crew shows up.
I am more than willing to cooperate, but I can't see why there should be a need to start a new one when the old one isn't dead (and the starter of this mod even offered us help two days ago).
Don't mean to sound condecending or anything, it's just that I don't understand why someone offers help, then two days later starts an identical mod.
Anyways, if you are interested in doing this as a team effort rather then ending up with two competitive mods, drop me a note, and I'll see if we can get discussions on this running.
EDIT: Sorry for not seeing your post. It was posted while I was writing... reading it now :) Hop on #dowmods IRC channel and we can discuss live.
medes
3rd Feb 06, 11:08 AM
This is cool another HH mod.
I hope this one makes it to the end.
And bout chaos units, They can't be THAT different from the loyalists right? Coz they haven't been mutated yet and all.
So i'm guessing alot of demons will probably set the difference.
Grabnutz
3rd Feb 06, 11:44 AM
@ Kresjah: I never saw your post as squabbly at all, don't worry :p
As for my post on your forum, I posted that before I had any intentions of making a campaign. At that point I just wanted to make some HH themed maps without Scar or anything. That post never got a reply as long as I was looking for, and still hasn't, apart from one, but that wasn't really a "yes, we would like you to do the maps for us". Now I find that there is interest from certain people that we could make our own campaign, so I thought, why not.
As for a "need" to make a HH mod when there is already one, there is no need for us, other than we enjoy modding, and the HH is something I'm interested in, and I like having the ability to be as creative as I feel is nessesary, something that I feel is more restricted when working for others. Its not a personal attack on you, its just me and the way I prefer to work. We both have separate ideas that will most likely be contradictory alot of the time.
But if we do do this separately, there is no reason at all why you can't use our maps and make any changes you want to them, i'll even help once our own version is complete if thats what you would want to do.
@ Medes: yup, thats the idea. Making Chaos more about the infantry, CSMs, traitor guard, deamons.
I'm paying close attention to your model thread, and no doubt will be grabbing up most of the marine and chaos models :p Brilliant work on those by the way, you should be knighted (as well as the other modelers in there).
Romanov77
3rd Feb 06, 11:46 AM
Finally a new mod with can deserve TRUST, unlike the horde of:
"OMG I GOT THIS IDEA, BUT BASICALLY I NEED AN ENTIRE STAFF COZ I CANT MOD IT BY MYSELF"
newghost
3rd Feb 06, 11:48 AM
probably, hey medes can you chaos-ify the basilisk so chaos can get some real arty support? im sure the HH team would love it. adding bits like an aura or two along with those wiggly things on the nurgle champ with a defiler head set next to the bolter and have a pair of CSM loading glowing shells. that would rock.
just dont make the SM RL look like the last one i saw, it looked like a ladys toy :(
dragontailxx
3rd Feb 06, 2:33 PM
grabnuts, i could kitbash the ig to turn them more chaosy if you like?, i could even change chaos troops to look slightly more like marines but still chaosy lol
--eFTy-->
3rd Feb 06, 3:04 PM
Something's weird indeed at that forum of ours... But as far as I remember, I posted in your own map thread a short answer to "what's happening to the HH team?". Basically many of us are swamped with trying to get a job and/or trying not to flunk school, and there were too few people interested in helping the mod manifest (basically Kresjah, Lleman, Mudflap and me - Kendo and Boredpilot are unheard of lately).
I don't see however why this can't work together. The traitor legions were SM legions when they betrayed the Emperor, so they'd have to be reworked very differently from DoW's Chaos faction (no defiler, possessed, raptors, berzerkers, etc.). They were still organised as Space Marine Legions, each with it's own characteristics and all. In other words, you got a lot of changing to do.
I read what's been posted in the HH map thread in the past few days (been busy with exams), and I feel a short statement is required: you guys managed to finally galvanize some interest in the Heresy.
Now, understand: I am in no way squabbling. I want to see the Heresy enacted in DoW just as much or more than most of you. But our team is too small and hammered. We need help and espcially talent. There's not just mapping and SCAR. There's creating new units, modelling some of them, reworking balance, retexturing of some of the old ones, effects, and of course this campaign.
All this needs as many people to work on it as it can get. (when one will fall another will take his place). So I ask you this (everyone, from Grabnutz to Kresjah): let's all work together into creating this. My mod, your mod, our mod, I don't care if we call it the Pink Heresy Mod, but I want to see it made happen and will help in any way my limited skills alow.
I can use Photoshop with moderate skill. Not as good as Deviant Ghost for instance, but I can help with minor tasks like making icons, badges, banners and even some retexturing work. Kresjah can code whenever he's not looking for a job (which is a bit too often IMO). He's pulled off some neat tricks working on Honour the Astartes. Grabnutz you're a great map maker. Argonought and Ruosteinen are some of the most profficient SCAR coders in the community. Lleman knows just about everythign there is to know about the Heresy. We already have models of each armour type (made by Boredpilot - rigged by Mudflap). We also have a few other models (like Sanguinius). If we get this rolling at full steam for once we'll attract other people to help out and finally (!) see the mod blossom at it's full potential.
Uhm, in other words, what kindred ravens said...
Klaus88
3rd Feb 06, 4:35 PM
Plan on incuding any primarchs in the mod???
--eFTy-->
3rd Feb 06, 4:51 PM
There already are a few Primarchs modelled. They should definately appear in the camoaign, however there is the debatable issue of including them in multiplayer, since seeing two or three Sanguinius'es slashing each other's wigs of would be a tad too weird (I always saw the idea of including named character in an army pretty silly - including TT).
But the legendary fight at the Palace Gates between Sanguinius and a Bloodthirster would be nice to reenact - even if limited only to basic animation moves.
The inclusion of the Primarchs is - to me at least - bonus eye candy to a finished mod that makes each legion a separate race, with it's own characteristics and special rules.
Argonaut
3rd Feb 06, 5:30 PM
Hey guys - been working so missed the chinwag.
Here's my oar and I'm sticking it in...
Firstly, our ideas started as a small map pack that would bring to life some of the heresy as multiplayer maps. I'm afraid I lit the fire by pointing out that the ideas and concept would be a lot easier to get right in single player and that I was happy to help. That's our starting point and there was never any intention of any kind of competition as I didn't see this as a 'mod' more of a campaign. As things got going, it became clear that some new models would be a good idea and some other stuff needed to be included. I think *we* need to make one thing clear to the guys doing the original HH mod.
Our campaign will never be a balanced 'full race' mod and more than likely will not feature any of the new units and things as part of a realistically playable multiplayer experience - In fact, it will probably fall flat on it's arse if anyone ever played it in multiplayer and the reason is this - All balance will be controlled in the SCAR file and as long as the troops are in the folder structure somewhere and they can be controlled by the player, then that's cool. Think of the Imperial Guard from the original Dawn of War and that's probably how we'll go about getting the troops in game. It will be solely single player, and the balance and troops will be worked out using the SCAR script - there may be the occasion where it is necessary to have some new units buildable from the Barracks for example but I have no idea how to do this (I'm not that kind of Coder) so we'd have probably turned to you guys for some help anyhow.
The point I'm making is that we're working along parallel lines aiming for roughly the same destination and it would seem stupid for us not to at least collaberate on many things without actually treading on anyones toes. The original guys do what they intended, and we'll do what we intended and the sum of the whole will be greater than the parts, and an exchange of ideas,skills and talent will only serve to make everyone's life a little easier. I'll be cracking on with the campaign along with Grabnutz and Co and getting the story and cinematics done using placeholder troops. In the fullness of time it isn't actually that hard to change the models the scar file references to whatever so if the HH mod team have all the models we need then I think it would be apt to release these things together, and if we wanted to include some of the 'closer_to_codex' models that the HH team don't, then we could stick them in the npc_race folder along with the necrons :) Irresepective of how we arrive at the final point I hope that we could release these things together as a total package - multiplayer full race mod with a great campaign.
Grabnutz
4th Feb 06, 5:21 AM
I'm with Argonought on this one. Our main issue with doing this for the existing mod, was that we couldn't be as free with ideas as we would, but yes it is stupid if you need maps and we need models, for us to not collaborate at all.
I think what Argonought suggested is the best course of action, we do the Campaign the way we design it, and then you can use it for yoursleves, we will edit things to make it compatable with your mod. This way you get a great mod with a campaign to coincide with it, but we get a campaign that is "our own" version. And we don't mean to sound at all selfish when we say that, its just, as Argonought said, we don't like being pushed in a direction we are not happy with when we would prefer to do it in a different way.
Klaus88
4th Feb 06, 7:31 AM
It would be so UBERLY COOL IF you guys could model Sanguinius breaking that Bloodthirster's back.
Grabnutz
4th Feb 06, 7:35 AM
yes, yes it would :p
I would love it if we could make alot of epic primarch moment cutscenes personally. The Death of Ferrus Manus on Istvaan V, and of course the last battle aboard Horus' ship...
/me drools copious amounts of drool *
Grabnutz
5th Feb 06, 1:54 PM
List of missions:
Loyalist Legion Campaign:
Mission 1:- Flight of the Eisenstein -Death Guard, World Eaters, Emperor's Children (all loyalists) Vs Traitor Guard.
Mission 2:- The Assault on Prospero - Space Wolves Vs Thousand Sons
Mission 3:- The Defense of Calth - Ultramarines Vs Word Bearers
Mission 4:- Anarchy on Mars - Adeptus Mechanicus Vs Traitor Guard
Mission 5:- Istvaan V; the Drop Site Massacre - Raven Guard, Salamanders, Iron Hands VS Black Legion, Emperor's Children, Iron Warriors, Alpha Legion, Night Lords.
Mission 6:- Withdrawal - Raven Guard, Salamanders, Iron Hands Vs Chaos Cults
Mission 7:- The Race for Terra - Imperial Fists Vs Iron Warriors
Mission 8:- The Way is Shut - Space Wolves, Dark Angels Vs Alpha Legion, Night Lords
Mission 9:- Battle of Terra - Planetary Defense Force Vs Traitor Guard, Chaos Cults, Emperor's Children.
Mission 10:- Retaking the Lion's Gate - White Scars Vs Traitor Guard, Chaos Cults
Mission 11:- Imperial Palace Seige - Blood Angels, Imperial Fists, White Scars Vs Sons of Horus, World Eaters, Thousand Sons, Iron Warriors, Death Guard.
Traitor Legion Campaign:
Mission 1:- The Fall of Horus - Horus + veterans Vs Chaos Cults
Mission 2:- ForgeBreaker - Iron Warriors Vs Traitor Guard
Mission 3:- The Defense of Prospero - Thousand Sons Vs Space Wolves.
Mission 4:- Assault on Ultramar - Word Bearers Vs Ultramarines
Mission 5:- Istvaan V; The Drop Site Massacre - Black Legion, Emperor's Children, Iron Warriors, Alpha Legion, Night Lords Vs Raven Guard, Salamanders, Iron Hands.
Mission 6:- Mars Rendesvous - Sons of Horus, Death Guard, Word Bearers, World Eaters, Emperor's Children Vs Adeptus Mechanicus
Mission 7:- Iron Will - Iron Warriors Vs Imperial Fists
Mission 8:- Blockade - Alpha Legion, Night Lords Vs Space Wolves, Dark Angels.
Mission 9:- Eternity Wall - Traitor Guard, Chaos Cults Vs Plantetary Defense Force
Mission 10: Battle of Terra - Emperor's Children, Chaos Cults, Traitor Guard Vs Planetary Defense Force.
Mission 11: Imperial Palace Seige - Sons of Horus, World Eaters, Thousand Sons, Iron Warriors, Death Guard Vs Blood Angels, Imperial Fists, White Scars.
carpetninja
5th Feb 06, 2:11 PM
Cause they escape. Russ breaks magnus back and as Magnus is lying on the ground he whispers a word of power and sinks into the ground just as all the remaining thousand sons disappear. so the legion isnt destroyed
Cpt.Tycho
5th Feb 06, 2:25 PM
lol this mod will ROCK!!!!!!!! :gonemad:
newghost
5th Feb 06, 3:03 PM
palace seige needs IWs, its said the the emporer children didnt actually attack the palace but attacked the population centers
Grabnutz
5th Feb 06, 3:19 PM
your correct, i'll swap those around. Would have been nice to have each of the 4 major factions represented though. No need to model deamonettes now though, that speeds things up.
Also, I have pretty much finished the mission lists - 11 missions each!
I need to make 15 maps in all.
Thats not including any post-heresy stuff, like the Iron Cage incident, that I may add afterwards. That won't be part of the campaign though.
Hehe, i'm not complaining, Argonought is the poor mug who has to code it all :p
Argonaut
5th Feb 06, 4:51 PM
:thumb:
No problem man. I'm ready to go, just need map one of the loyalists sent over to me :) I'll set up the mod folder and .module file and to aviod any conflict with the full race guys, I'll call ours Heresy_Campaign_Mod. In the fullness of time we'll only really need to transfer our Data and Locale folders to their structure if we all agree.
I need a cinematics director though... I can put in what I think, but someone (anyone!) with a media/cinema background that can give me some directions within the confines of the game would be awesome.
Grabnutz
6th Feb 06, 12:58 AM
First map should be done by the end of the week hopefully.
Argonaut
7th Feb 06, 4:15 AM
I'm ready to get the speech icons in place, so here's what I *think* I need for mission one.All icons are 128x128 .tga files.
Here's a little selection of the ones form WA/DOW
http://img74.imageshack.us/img74/2092/icons7hi.th.jpg (http://img74.imageshack.us/my.php?image=icons7hi.jpg)
I think we need icons for..
- Captain Garro - He needs to be an SM with Death guard colours.
- The commander/bridge communication officer for the Eisenstein - No idea what this guy will look like
- Horus - well - I'm not sure as to the colour of the Lunar Wolves, but in the first missions I think he will be largely uncorrupted to look at and will be like an FC in termie armour? SOme help here from fluff guys would be nice:)
- A servitor - I could use the icon from the campaign ,but I'd like to do something different to represent the older style servitors.
- A scout - these guys are in Death Guard colours and form an advance party at the landing Zone.
- Maybe Mortarion or Eidolon. These guys may have been present on the bridge of Horus' Flagship when he orders the Bombing and need icons to represent them.
I'd like something very different to the ones from the campaign for WA/DOW so any suggestions would be cool. I'm hoping Deviant Ghost pops in and has a look.
2841981
7th Feb 06, 6:05 AM
this is gonna rule
i will look forward to it
but is it just going to be a series of annialate scenarios or will there be specific objectives?
cheers
nath/2841981
Argonaut
7th Feb 06, 6:16 AM
it will be a fully fledged campaign like the ones in the Relic official stuff. Objectives and targets will change and there will be cinematics and stuff.
2841981
7th Feb 06, 6:44 AM
:santa: christmas is coming early
will there be plans to add/remove units that arent around at the time of the heresy?
nath/2841981
Grabnutz
7th Feb 06, 7:57 AM
yes. We are going to add chaos dreads, and remove defilers, raptors have their packs replaced with the marine ones, for example.
Other additions will include techmarines, servitor warriors, various deamons, veterans, a unique commander model for each legion (with Kharn, Ahriman and Typhus for their respective legions [-was Lucius in the heresy?]), all the primarchs, the emperor himself, bikes (if it can be done), chaos terminators, Dark Apostle for Word Bearers, New marine models with old armour, modifications (e.g for Iron Hands, and eventually to include plague marines, thousand sons, noise marines), new weapon options for some legions (Salamanders get melta/plasma goodies).
Basically making each legion unique, therefore adding variety in what is otherwise Space Marines Vs Chaos all the time.
The Chaos units will become steadily more chaotic. At first, normal marines, then ones with the imperial markings stripped off. Then spikes. Then raptors appear, then they appear with more chaotic jump packs. In the final battle, plague marines emerge, Khorne goes fully into berserker mode, Slaanesh sends out the noise, Tzeentch go full on egyption (although not as a result of the rhubric yet - they are still properly living at this stage). As the missions progress, deamons start playing a bigger part, until the final battle sees thousands of them summonded inside the walls.
Its going to be epic.
oh, by the way, we need modellers :p
shangheili
7th Feb 06, 8:34 AM
I cant wait this :)
soldit
7th Feb 06, 8:49 AM
sounds overambitious
plus with the new xpac coming ot, dont see how they can finish it before the mods get broken again
Klaus88
7th Feb 06, 8:54 AM
So any ideas on how powerful the Primarchs will be or is it too early to ask??
2841981
7th Feb 06, 8:55 AM
dont see how they can finish it before the mods get broken again
that might not happen yet
and it could always be adapted
nath/2841981
Grabnutz
7th Feb 06, 9:09 AM
Expansion won't be out for ages, and even so, the campaign will be for WA, and then given some time with the expansion, we will release a version for it, depending on how easy it is to transsfer the maps over.
The primarchs will be pretty damn good. I think the best way to do them is to have loads of kill anims, they won't kill too much stuff, but look like they are, and will be difficult to take down with normal troops, you'll need bigger stuff to do it..
Argonaut
7th Feb 06, 9:43 AM
I been thinking about the Primarchs and have some ideas. Maybe they are invulnerable until they meet a 'worthy opponent' or they have a really stupidly high armour value like the monolith in the campaign. I envisage them as powerful overlords, striding through the battle and wherever they are the battle swings in their favour. They can turn the tide of a conflict with their fighting prowess and when two of these mighty warriors meet, there is an epic and monumental duel, resulting in a cataclysmic battle. Think of the Daemon Prince in the campaign and that's a similar idea. Also, I can make it so that if their health gets *too* low, the AI will take command and move them back from the front line - can't have them dying early can we! These are only suggestions, so please don't take it as written into stone tablets.
I'm pretty confident the change to any new expansion will be quite easy, as there isn't a vast amount of changes to troop names which is what I reference in the files. For example, the files in sbps called space_marine_force_commander has always been called that through the different patches and expansion, and our own models name will not change so there should be little trouble converting the campaign. Now if relic screw over models/mods like they did before that's someone else's problem.:)
Klaus88
7th Feb 06, 9:56 AM
How about instead of them dying when they lose all their heath they disappear in a teleporter animation and you have to pay to get them again (like bloodthirster only even more money.) or you might be able to code it so when they run out of health they will "respawn" but only after a LLLLOOONNGGG time.
Off topic: I HATED THAT DAMN DAEMON PRINCE!!!
medes
7th Feb 06, 10:08 AM
Primachs would only be available in the SP right? Can't have em running around skirmish now. Having a delay before respawning can be done i think, it's purely SCAR function
Argonaut
7th Feb 06, 12:07 PM
Primarchs only available in SP. Respawning is easily done :)
Grabnutz
7th Feb 06, 12:11 PM
medes - this is a purely campaign mod, there won't be anything that is multiplayer compatable. The whole thing is basically coded through SCAR.
Argonaut
7th Feb 06, 12:19 PM
Talking about that....
I got the exploding stuff sorted out - with a combination of baneblade and titan cannon impact hits, the entire screen goes up in fire and smoke - muahahahahaha! Here's a screenie from my SCARtest map.
http://img289.imageshack.us/img289/2842/relic000729py.th.jpg (http://img289.imageshack.us/my.php?image=relic000729py.jpg)
This is for FX only, and won't actually damage anything (A titan cannon+baneblade hit might destroy an entire army) err - hang on that's the idea! Anyhow, I'll get an orbital target marker for when the player is running away from the orbital bombardments so you at least stand a chance of avoiding it....
Grabnutz
7th Feb 06, 12:22 PM
HOLY IMPERIAL UNDERPANTS BATMAN!
that looks amazing!
And so it won't actually destroy the ship, it will blind the player enough so that they won't be able to see the ship anyway :p
I'll get an orbital target marker for when the player is running away from the orbital bombardments so you at least stand a chance of avoiding it....
yes, that was kind of the idea :p
Argonaut
8th Feb 06, 5:22 PM
Now IBBoard has released his texture tool, I had a look at the work involved in getting the marines to have a different default option in single player. MY GOD it's going to be quite a lot of work if we want it done properly. Really, we need a texturer to extract ALL of the .rtx files for the units and retexture the colours to Deathguard/Emperor's Children/and World eaters AT LEAST. This appears to be a monumental task, but then I'm pretty aweful with Photoshop and have no real idea of how to get it done quickly.If anyone knows a simple way of..
A) Changing the colours simply so that I could edit the colours in the RTX that apply to the team and then resave it - for example the apothercary team 3 rtx is the imperial fists. I'd need to change the yellow colour to deathguard colours the save it as default_8. Any help?
b) Do it for me :)
Feedback and ideas would be great.
Finaldeath
8th Feb 06, 5:31 PM
Berocs WTP tool provides an optional teamcolour field to create new WTP files. You can then convert these to RTX files/extract the TGA to use with the tool IBBoard created. A roundabout way, but possible to get .rtx files made in certain teamcolours, I guess.
Argonaut
10th Feb 06, 6:44 AM
IBBoard has given me a little more guidance (I'm a texture Virgin :P) So I'll be cracking on with these things soon. Also, I've got some pre- heresy badges and banner from Hanger-8 site, so they'll fit nicely.
On a ote about coding. I've had a look at the switching player scripts from the WA campaign and it *looks* reltively easy to accomplish.-However, if you want the player to be able to switch between say, Death Guard, Emperor's children and World Eaters then the code could get clunky. You'd need a button for each army in the UI, and you'd need to try and keep track of which army you were switching FROM and which army you were switching TO. I'll have a bit more of a thorough look, and there may be something obvious I'm missing, but it could be hard to keep track of what is going on where and who is doing what - that's not to mention 3 sets of objectives and pings to try and control :$
Grabnutz
10th Feb 06, 9:12 AM
you've got plenty of time Argo, all the early missions are forced switching, In fact i'm not sure that many other levels other than the Imperial Seige will need player controlled switching.
Argonaut
11th Feb 06, 10:11 AM
Ok, I'm working on the textures. I need...
Screenies of what you think the Pre heresy colours will be.. and... (THIS IS IMPORTANT!) The RGB numbers in the army painter for each part of the colour scheme. That is important.
here's the blood angels.
PRIMARY - R - 200
G - 0
B - 0
SECONDARY - R - 150
G - 0
B - 0
Trim All 60
Weapon All 23
Trim 2 All 3
So It's important I get the numbers as Beroc's tool will let me punch the numbers in to reproduce the colours. If anyone is in any doubt - I need to number's
Grabnutz
11th Feb 06, 2:12 PM
Good news, the first map is finished, and Argonought has begun the SCAR on it!
Stay tuned for the first mission as a playable mission in just over a weeks time! :D
(note: demo will not include voices or all correct models)
Klaus88
11th Feb 06, 3:52 PM
Will it include seperate space marine legions as playable races?? IE Blood Angels rock at close combat and all that jazz.
Argonaut
12th Feb 06, 7:30 PM
Grabnutz - I'm cracking on with the objectives and it's all working out fine. I've got some constructive criticism though...
You need to make some 'lose conditions' as well as 'win conditions'. For example, in The Eisenstein mission, I have needed to make an objective where the player MUST keep Captain Garro alive otherwise there was no way for the player to lose until later in the mission. Sure they'd never get the objectives but it would get a little monotonous. In the bits where the player has control of the Loyal World Eaters or Emperor's children, Garro is invincible :) but there needs to be some way of making the player panic a little...Think on it mate and let me know.
There is a fantastic story to the Horus Heresy, and I want it told properly but NOT at the expense of gameplay. I have put in some little quirks that will liven things up a bit.... We need to tell the story through the cutscenes (Which you have describes really well by the way) but I think we also need to have a really great fight going on all the time (muahahaha) and the player needs to feel under pressure a lot. Also, think of some way to challenge every type of player. I don't know about you, but the WA/DOW Campaigns were a little too easy... even on insane. I want insane level to be at a point where mediochre players will be like..'WTF - That's insane!' and good players will be 'hey - bout time I had a challenge!' - and I want the different difficulties to maybe have different cutscenes and objectives.
Oh, and something to make you want to replay it.
Well - I'll get back to my coding, and you can get on with a whole heap of stuff I jsut dropped in your lap! :)
P.S - anyone want to do the icons I posted earlier in this thread?
Grabnutz
13th Feb 06, 3:43 AM
Didn't even consider loose scenarios, cheers for pointing it out.
Well, do the "must keep Garro alive" one, but make the level hard enough so that you actually have to use him to keep the traitors down, not so that you can hide him and win with just marines. If all your Death Guard die during the OBs, you loose also (doesn't matter about WE and EC as they are scar controlled at this point).
Can you put a time limit on the part where you have to capture the 4 points under the docking claws? if you haven't done it by the time it runs out, the traitors escape.
Also, in the part where you are defending the landing zone, make the attackers ttack based on how much time has passed, not on how many traitors have already died.
And go nuts with the difficulty as you see fit, just make a medium / easy version so its easier to test :p
And replay value, I need to think some more on, i'll get back to you on that one.
Grabnutz
21st Feb 06, 5:10 AM
Right, this is the list of new models / textures we will include in the mod. It is not complete, because I usually think of something else anyway, or something may be taken out.
Alot can be found in the Closer to Codex stuff aswell, but we still need modellers for alot of these.
Loyalist Legions:
Characters:
The Emperor - Probably be using Moru's amazing model.
Robute Guilliman
Rogal Dorn
Lion El'Jonson
Jaghetai Khan
Leman Russ
Ferrus Manus
Sanguinius
Corax
Vulkan
Unique Commanders:
Ultramarines -
Imperial Fists -
Dark Angels -
White Scars -
Space Wolves -
Iron Hands -
Blood Angels -
Raven Guard -
Salamanders -
Lesser Characters:
Captain Garro - Most likely using the C2C commander with helmet and power sword.
New Units:
Venerable Dreadnought
Veterans
Predator Destructor - using the standard DoW model.
White Scar bikers - if it is actually possible.
Adeptus Custodes
Vindicator
Planetary Defence Forces:
Characters:
Imperial Commander - basically a new version of the General model
New Units:
Basically alot of the IG units, with a few new heavy weapon additions / upgrades.
Adeptus Mechanicus:
Characters:
Techmarine
New Units:
Combat Servitor
Gun Servitor
Then again alot of IG things, made more mechanical, mixed with some marine tanks etc.
Traitor Legions:
Characters:
Horus - Moru is doing him after he has finished the Emperor
Fulgrim
Angron
Mortarion
Magnus the Red
Lorgar
Konrad Curze
Pertuarbo
Alpharius
-Some Primarchs need 2 versions, One normal one, and one after they have fallen into corruption, although some will only be seen after their corruption. Some such as Angron will need a Deamon Prince model aswell.
Unique Commanders:
Black Legion - Abbadon the Despoiler
Emperor's Children - Lucius the Eternal
Death Guard - Typhus, Herald of Nurgle
Thousand Sons - Ahriman
Word Bearers - Dark Apostle with Acursed Crozius
Night Lords -
Iron Warriors - Warsmith with Servo Arm
Alpha Legion -
New Units:
Noise Marines
Plague Marines
Thousand Sons - although before the Rubric, so they are normal marines with the more ornate TS armour and heraldry
Furies
Bloodletters
Deamonettes
Plaguebearers
Nurglings
Chaos Dreadnought
Chaos Vindicator
Chosen - Chaos Marines with close combat weaponry
Sorceror varients
Chaos Terminators
Great Unclean One
Lord of Chance
Keeper of Secrets
Traitor Guard:
Characters:
Traitor General
Demagogue
New Units:
Basically reskinned IG units.
Chaos Cults:
New Units:
Cult Assasin
Mutants
Thats quite a few, which is why we need modellers! Preferably with DoW:WA as alot of these can be edited from the DoW models, alot f the unique commanders will just be different weapon loadouts and slight other adjustments.
Also we need texturers for all of this lot aswell.
PLEASE help if you are able to, we want this to be the most excellent campaign mod possible, to compete with Relic's own expansion :)
soldit
21st Feb 06, 5:12 AM
seems waaaaaaaay too optimistic bro.
Good luck
Tiresias
21st Feb 06, 5:22 AM
that is very ambitious, more models than most race mods... reskinning will be your friend I suspect, so good luck :)
thudmeizer
21st Feb 06, 5:54 AM
You'll need a small development house of skilled artists to get all that to fruition. Whats your staff like? How many? Highly skilled and motivated? You looking to increase that size? Lots of your units seem to be overrides from other mods so if you get permission you can use some of the pre-existing work to avoid duplication. Still.. gawd thats alot. Be careful not to be doo overly ambitious. Keep it real. We'd all love to have everything but its a looonng road we walk..
Argonaut
21st Feb 06, 7:56 AM
My god Grabnutz. That's a lot of stuff. I *think* you'd be better asking for retextures and making clever use of the models people have made that haven't been finished or added to the game. Many of the units IMO aren't necessary. Why have individualy different commanders for each chapter? It's work we haven't got time for I'm afraid. As for all of the different Primarch's it's going to be near impossible to get different models for everone put in game. I think it would be a whole lot easier to have many many things reskinned and be a bit clever with the game mechanics. The different primarchs are unlikely to be able to be played as part of the campaign anyhow - by that I mean the player isn't going to get to control all of them all the time. To get someone to make a model for a mission that the player only really has control over the character in that mission for about 40 minutes, is a lot of effort for little return. I can see where you're coming from, but it's too much man!
Rethink things so that we could get a lot further by asking people to reskin existing models (Different FC skins for the different Primarchs is my first thought) and try to reduce the workload a little. Gotta give you a big hand for ambition though...
Grabnutz
21st Feb 06, 8:40 AM
I've said it before to you Argonought, my ideas and ambitions are never limited by what is actually possible :D
Maybe I should have said this before, I am planning on tracking down previously made models, using the C2C ones, and reskinning existing ones (well not me personally, but a texturer)
Individual commanders was just an idea to make the different legions unique. Including such individuals as Abbadon etc was because they were there in the fluff, why not in our campaign? The answer, because it would take bloody ages :p
I must admit I was a bit sneaky here, adding that list has got the attention of several people including Thudmeizer, who may be inclined to send some of his staff our way *hint* :D
We could go with reskinned FCs as the primarchs, but i'm not so keen, as the primarchs are very important characters. If we remove the unique commander types completely, then use the same technique Medes is using in C2C I think we could make a decent variation, we would of course need them textured, and in the case of some of them, a few details modelled (sanguinius' wings, Magnus' cyclopian aspects etc).
I don't know how fast these reshuffled models can be done (I shall talk with Medes at some point to get a time scale on it), but i'm certain that bits of FCs, Librarians, Chaplain, Termies, CL etc will make an impressive set.
And in relation too:
Whats your staff like? How many? Highly skilled and motivated?
2 mappers, 2 scar coders. Thus my attention grabber for moddelers etc. And I can say that motivation is high, and I beleive the staff we have at the moment are among the best in their feilds, Argonought in particular is brilliant to work with, we all take ideas from each other, inspire each other to get this campaign the best it can be.
So, MODELLERS, APPLY WITHIN! (please :))
Argonaut
23rd Feb 06, 1:29 AM
The Alpha of mission one has been worked over by Grabnutz and he promptly broke it in loads of places. :P Good news is I have changed a lot of the 'problems' he found. There is however quite a lot of code to change for the landing zone objectives and the control of the other chapters during the conflict. All changes up to the point where you capture the LZ are implemented.
We really need an artist. Not for retextures but to make some icons. I posted earlier but to no avail :( Any takers? IT should take someone reasonably competent about 45 minutes to knock up some great icons for the single player stuff.
Grabnutz
23rd Feb 06, 1:36 AM
I think Fire 81 offered to do some decals for me, he *might* be able to do what you want.
I'm about to start sending a massive amount of PMs out requestng models from various other mods and modellers, so i'll also contact him and ask. Also I'll get hold of Devient Ghost as well.
I did make quite a few changes to the alpha didn't I :)
JJ the man
23rd Feb 06, 1:54 AM
Grabnutz stuff this mod and get back to work on the grot fest mod. It needs somedoing
Grabnutz
23rd Feb 06, 2:42 AM
Ok, I have PMed a few people about models, unfortunately alot of peoples forums and sites are filtered (i'm on a school comp :(), so the rest of the models I will have to track down once I get home.
We still however need modelers, or at least people who can do what medes can do.
I have also PMed Fire81 and Devient Ghost as well, to see if they can do some icons / decals etc.
Argonaut
23rd Feb 06, 8:51 AM
cool. We need someone to do the coding to get the models into the game. I'll ask mankyle as he got a valkyrie to be able to be used in my survival mode. He seems pretty cool with things.
Oh, and thanks for the support jj the man :P
Klaus88
23rd Feb 06, 8:57 AM
:jaw:
WOW!
not setting your sights very low huh Grabnutz??
I'll be amazed if you can make this mod work.
Still GOOD LUCK!!!! :salute: :salute:
I know NOTHING about moding otherwise I'd help you sorry. :( :(
Grabnutz
23rd Feb 06, 9:02 AM
I don't do things in halves, thats for sure. An event as great as the HH needs to be realised with as much realism and quality as possible.
Having said that, its not going to be that big a feat, so long as we get the modelers / texturers / coders that we need, then we WILL make this mod to the best of our ability.
We are already in the playtesting stages of the first map of 22.
EDIT: I'd like to officially welcome Fire81 to the team as Decal Artist and MiniMap maker (Argo wanted me to do minimaps, but they confuse me :()
KhorneBerzerker
26th Feb 06, 10:56 PM
Errr. . no. Im not part of the mod team, (Obviously), but Chaplin Xavier didn't exist 10,000 Years ago, and wasn't in the Horus Heresy. The Oldest Marine today is probably Lord Commander Dante of the Blood Angels, (Blood Angels is da bestiz of da Space Humie Chaptaz! - Ork Warboss Gonkar) who is 1100 years old.
p0seidon
26th Feb 06, 11:16 PM
If you go by living (or in stasis wich is still considerd living in my oppinion).
Because there are still some people from the heresy in stasis (robuite guilliman).
Grabnutz
27th Feb 06, 1:06 AM
We aren't having the unique commanders anymore, due to time restrictions. Although the model gathering process is going along very well, so we might actually have more time than we thought...
EDIT: staff and model gathering thread:
http://forums.relicnews.com/showthread.php?p=1397273#post1397273
Julian
27th Feb 06, 7:14 AM
The oldest marine today is not Dante, Bjorn the Fell-handed, technically still alive despite the fact he is almost 12,000 years old. Also presumably Guilliman is older although technically non living (as he does not change). Furthermore all of (Shameless plug) the 13th Company are gonna be 12,000 years old. As well as the majority of all Chaos space marines. However your point is valid. Xavier was initated at the start of M41 and died a way through it. The possibility of him being alive during the horus heresy (in M30) are absolutely 0. I think despolier must have the wrong idea about the mod.
Grabnutz
27th Feb 06, 2:50 PM
ok, finished my interview with Finaldeath, expect some more information in the next Chronicia Modificatus :)
Also, the team has extended alot since those mentioned in the first post, so here goes (as far as I can remember - might need to edit later :p)
Grabnutz: Mapper
AntiScurvyLg: Mapper
Argonought: SCAR coder
Fire81: 2D graphics
Devient Ghost: 2D graphics
Dankest Mango: 2D graphics
Leviathon: Coder
Medes: Modeller
Alse 2 new modellers from Thudmeizer.
Model Contributors:
Triceron: Plaguebearer
Compiler: Razorback, Vindicator
Moru: Emperor, Horus
Québec Dug: Techmarine, Terminator with Cyclone Missile Launcher
Contributors:
Hangar-8 / Joril - badges and banners
Aumus - music
And everyone else who has piped in with help and suggestions, Thudmeizer and Finaldeath, Lleman Russ, Arelez. Thanks to you all :)
AntiScurvyLg.
27th Feb 06, 5:31 PM
0_0
And I thought Grab and I had a lot of work ahead of us with something around 12 maps each (if it were split down the middle)... I don't envy those modelers :D As for now, I'ma disappear back into the mapping room.
Dankest Mango
27th Feb 06, 6:51 PM
I'm delighted to part of this now, even as an extra. I've been watching the mapping progress from the start, and it's amazing. You guys can contact me any way you want if you need something done. I will probably be able to dig up images for whatever you need.
Where you plan to get the voices? I dont want my primarchs sound like puberty kids.
Grabnutz
28th Feb 06, 1:02 AM
0_0
And I thought Grab and I had a lot of work ahead of us with something around 12 maps each (if it were split down the middle)... I don't envy those modelers As for now, I'ma disappear back into the mapping room.
Actually, there are only 15 maps, as alot of them cross over (and that other one, you know, that one ;)), Argonought however has to SCAR 22 maps :p
Where you plan to get the voices? I dont want my primarchs sound like puberty kids.
I can asure you, the team stands at an age beyond that of, ahem, "puberty kids"...
Add to that sound editing programs etc, and the fact that we are going to find some people who have done voices before at some stage, the voices I trust will be up to your standards.
@Dankest Mango: We now have 3 2D artists, which is nicely 1 for each of the mappers and SCARerer, although it probably won't work out like that.
Fire81 is currently making character icons for the first mission, as far as I know yourself and deviant ghost have nothing to do yet, so I'll sort that out later.
Grabnutz
28th Feb 06, 7:35 AM
I have now got the 2 modellers that Thudmeizer gave us, and I'm giving them Magnus the Red, and Angron to make, both in their Ascended Deamon Prince forms. (they are the only princes at the time of the heresy).
As pictures are low for these, i've been hunting suitable images for the modellers to go by, and drawing a few adjustments of my own aswell. Heres what i'm thinking so far:
http://www.terrainosaur.com/~minidragon/tzeentch%20daemon%20prince.jpg
http://www.terrainosaur.com/~minidragon/tzeentch%20daemon%20prince%202.jpg
http://www.terrainosaur.com/~minidragon/tzeentch%20daemon%20prince%203.jpg
He needs his face changed to incorporate his cyclopean single eye, and a weapon change to something more Tzeentchy, magical staff or something. Then perhaps tzeentchy wings such as those found on a Lord of Change model. Also more robes?
And for Angron, this guy (http://www.forgeworld.co.uk/bloodt.htm).
But he needs a better axe, and a sword in the other hand from his gladiatorial days on his homeworld. Perhaps also some changes to the armour, to make it more like that which he would have worn before his ascention?
Any suggestions on these, or other sources altogether?
p0seidon
28th Feb 06, 7:36 AM
That isn't magnus....
Grabnutz
28th Feb 06, 7:42 AM
No, thats a 40k TT deamon prince, the "Angron" is a forgeworld Bloodthirster. But like i said, the modellers needs something to work by, so i'm looking for something that represents them really well, as actual images for them are nowhere in site apparently (I searched through the whole wiki, redelf, and our own fluff forum).
p0seidon
28th Feb 06, 7:46 AM
I know that but there is an converted ''magnus the red'' model on 40konline if the site wasn't down then I would be searching already :D
EDIT:
picture one found on google (not the one from 40konline).
http://warnrol.iespana.es/tropas/primarch/gd99-00usa046.jpg
http://w40k.firegate.de/upload/rL5r911WtphN8Aj5mRArcQh.gif
And an smallish picture of angron but it gives an idea of how he looks
http://uk.games-workshop.com/gamesday/2003season/images/DSC01201.jpg
Grabnutz
28th Feb 06, 7:58 AM
I had a search on 40k online, but their message board has no search function, so I gave up :p
That one is quite good, but I think it is too much like the DoW bloodthirster and the proposed Angron aswell (hooved :)), Magnus should show his psychic might, rather than his close combat prowess IMO, but those wings are the ones I think suit him to the ground (or above the ground, as the case may be with wings, as is their want...)
Also, they need to look like they are from the 40k universe (well, 30k for the Horus Heresy...), and not just big Fantasy Warhammer beasties, which is why i'm keen on the armour of the one I found.
But please, find more samples, make more suggestions, we need to make these look fantastic after all.
the_splurge
28th Feb 06, 9:31 AM
I think the angron model would work, seeing as it IS angron. I think. If its not it's exactly how I would envision him. The greater daemon of khorne from forge world is, well, a greater daemon, not a daemon prince. He should retain some of his power armour, as the daemon prince model does, but still have elements of a bloodthirster in him.
Grabnutz
28th Feb 06, 9:48 AM
I think the angron model would work, seeing as it IS angron
as far as I know, there are no real models of the primarchs, they are all conversions. And I know that the FW BT is a BT, not a DP, but GDs look very similar to DPs anyway, but DPs have more of a "I used to be a normal marine" feel to them aswell.
[Translation = forgeworld bloothirster is a bloodthirster, not a deamon prince, but Greater Deamons look very similar to deamon princes anyway, but deamon princes have more of a "I used to be a nomral marine" feel to them aswell]
Which is why if we armour up the FW BT, it will look perfect for Angron IMO
Dankest Mango
28th Feb 06, 2:38 PM
I happen to have the third volume of the Horus Heresy books, and guess who's there?
http://i16.photobucket.com/albums/b34/dankestmango/Random/mmm.jpg
http://i16.photobucket.com/albums/b34/dankestmango/Random/02-28-06_1624.jpg
Am I allowed to do that?
And sorry for the image quality, that was from my cell phone.
Edit: That's Angron, not sure if that was clear.
Grabnutz
28th Feb 06, 2:51 PM
Yeah, thats Angron alright, I've seen the samish pic from a site with all the HH sabretooth cards. That is before his goes all deamonic though, although I think at this stage he has been corrupted at least. Nice find. And I don't think you're allowed to post those pics due to copyright, and Gawd I wish I had those books :p
p0seidon
28th Feb 06, 2:57 PM
Yeah that picture is right before he turns into an DP. :Pirate:
Grabnutz
28th Feb 06, 3:13 PM
we have a winner for Magnus, courtesy of Argonought for finding it:
http://fr.games-workshop.com/evenements/goldendemon/palmares.asp?annee=2005&pays=France&cat_id=3&place=1
Just needs a bit more Tzeentchen egypty spangles, and less of the baby-blue colour, and I think its perfect!
Also need some more angles of it for the modeller to work from, so unless we can track some down, I'll have to draw it...
p0seidon
28th Feb 06, 11:14 PM
.....I have no words for that.....
the_splurge
1st Mar 06, 9:26 AM
All the models for the primarchs are in the Epic 40K range. Not the epic armageddon, as they haven't done chaos yet. If I can find some epic pics for you I will post them.
Omg that model is amazing! Screw the epic model for him, use that! It's way more impressive.
I must warn you the epic models are small and old, so they won't be that good. They'll give you a general idea though, and allow for a bit of artistic license.
EDIT: Images:
angron: http://img121.imageshack.us/img121/7339/angron6xy.th.jpg (http://img121.imageshack.us/my.php?image=angron6xy.jpg)
magnus the red: (i think you should use the daemon prince though) http://img500.imageshack.us/img500/8412/magnusthered7wp.th.jpg (http://img500.imageshack.us/my.php?image=magnusthered7wp.jpg)
mortarion: http://img109.imageshack.us/img109/5030/mortarion2xp.th.jpg (http://img109.imageshack.us/my.php?image=mortarion2xp.jpg)
click the images for full size pics
KhorneBerzerker
1st Mar 06, 1:47 PM
They have ALOT better Models in the Horus Heresy Card game.
the_splurge
1st Mar 06, 2:30 PM
Yeah, I did warn you they wernt the best models. But theyre the only ones GW released of the primarchs.
KhorneBerzerker
1st Mar 06, 3:08 PM
You should see Angron in the Card Game, I lost the link to the Gallery, I'll find it someday.
Davius_Prime
1st Mar 06, 5:19 PM
There was a Russ mini released as far as I know, from an early line of minitures for the game. You can use that one for his design.
Dankest Mango
1st Mar 06, 6:36 PM
http://i16.photobucket.com/albums/b34/dankestmango/Random/03-01-06_2025.jpg
Russ? Unfortunetly, that doesn't give you a good shot of his armor.
ShyGuy
1st Mar 06, 9:53 PM
Here are some pics of Mortarion, both pre and post-daemonhood. The pics are fairly small, I'm currently looking for soom better ones that Ill replace these with if I ever do:
The Prince of Decay (http://www.sabertoothgames.com/horus/images/cards/sot/mortarion.jpg)
Primarch of Death (http://www.pa-sy.com/hhccg/images/mortarion.jpg)
A side view (http://www.warpartefacts.com/popups/mortarion-big.jpg)
That one you have for magnus is awesome, but here's one Pre-daemon:
Primarch of the Thousand Sons (http://www.pa-sy.com/hhccg/images/magnusthered.jpg)
Davius_Prime
1st Mar 06, 11:27 PM
These are the only links to models I was able to find so far but I'll keep trying to find a good Leman Russ and Roboute miniture pics.
http://forums.tauonline.org/index.php?PHPSESSID=8a18ca4d973f37032818e2f78b51e853&topic=3165.msg52039
http://store.us.games-workshop.com/storefront/store.us?do=List_Models&code=301143&orignav=301117&ParentID=254482&GameNav=301115
p0seidon
2nd Mar 06, 12:26 AM
I have alot of pictures of roboute if you want them grabnutz, just pm me.
Mhgges
2nd Mar 06, 5:34 AM
http://img203.imageshack.us/my.php?image=angronpostheresy2ol.jpg
Post Heresy Angron just to show
Grabnutz
2nd Mar 06, 5:58 AM
@ {B}lack Templar: go ahead and post them :)
Those epic minis look really naff I have to say :p. Well our modellers are underway on Magnus, and about to start Angron aswell now. Thanks for all the input all.
the_splurge
2nd Mar 06, 9:35 AM
I did warn you how naff they were. The sabertooth cards are the best bet, or the horus heresy books. It has to be artwork, as the models are too poor to use in my opinion (bar that smexy daemon prince)
First batch of variation marines done, just thought this is the place to post screenies
World Eaters
They come with 3d iconography on the left leg and randomized on the shoulder pads
World Eaters variation assault marines
http://img108.imageshack.us/img108/2641/relic002833en.jpg
you want flamers on them?
World Eaters variation marines
http://img234.imageshack.us/img234/9456/relic002858nf.jpg
Grabnutz
3rd Mar 06, 8:41 AM
nice! Me likes. Just a simple case of removing the WE badge and they will do for any legion aswell.
And if you could add flamers, that would be great also, thanks alot Medes.
Shinryuu
3rd Mar 06, 12:25 PM
Ooh, sexy. I like their old stuff better than their new stuff :P
Grabnutz
5th Mar 06, 3:19 AM
Update on progress:
Flight of the Eisenstein is now very close to completion.
The Cults of Davin map is finished, and sent for SCARing.
The Race for Terra (boarding action map) is nearly complete.
Calth is in working now.
Ascended Magnus the Red model is in construction now also, as is the Keeper of Secrets, Legion specific space marines, we have a small team working on bikes.
KhorneBerzerker
5th Mar 06, 3:37 AM
Jesus, at the rate you guys are going, you'll be finished before the Thousand Sons mod comes out! Then again, I quote someone here, I just don't remember who it is, (A old person with Alziemers x10 can remember crap better than I can) "By the Time the Thousand Sons mod comes out, DoW 3 will be the Discount Box at Wall-Mart."
All crapy jokes aside, I'm suprised at your speed.
the_splurge
5th Mar 06, 4:28 AM
You obviously have a talented, dedicated, hard-working mod team. You are very lucky. What you are undertaking is no small effort, creating a whole campaign requires a lot of time and effort, which is what you guys are putting in. I cannot wait to see this completed. I would probably wet myself in anticipation just to play one of your superb maps.
Grabnutz
5th Mar 06, 4:59 AM
yes, I am very lucky to have the team I have got, they are all experts in their field, dedicated, inspiring. We also have had many donations of models from other mods, for which I am also very thankful.
I would probably wet myself in anticipation just to play one of your superb maps.
then position yourself over the nearest toilet, Demo is out soon ;)
the_splurge
5th Mar 06, 6:25 AM
Too late!!!!! How soon is soon?
Argonaut
5th Mar 06, 8:31 AM
As soon as I can get the orbital virus bombing to work...
Oh damn. Spoiler.. :P
Grabnutz
5th Mar 06, 11:42 AM
Fresh from Medes, Pre-Heresy Thousand Sons!
(Not shown in true colours)
http://img347.imageshack.us/img347/9859/relic000005yu.jpg
shangheili
5th Mar 06, 12:20 PM
Arrgh :D they looks like great , waiting get me sick :argh:
the_splurge
5th Mar 06, 2:20 PM
OOO!!! I've done it again! Looking very sexy, but would you expect anything other from medes???
Klaus88
5th Mar 06, 2:40 PM
LOL when I saw that wrench like crest on their helemets I thought they were Iron Hands not Thousand sons.
Still look good. I'm amazed at how fast this mod is going keep it up!
Argonaut
5th Mar 06, 6:14 PM
ok - We've got models coming along thick and fast ,new textures, mission one is finished (On my computer anyway :P) and people volunteering help left right and centre. Amazing! Strangely, we are in the odd (Yet luxurious) position of having all this stuff and no lua coder - someone who can use the attribute editor and object editor etc. This is becoming a bit of a worry for me. How come everyone else who's making a mod can get like... 5 coders but no models/textures but we're currently oozing cool stuff but can't get it in game. So .... ANYONE... Who is willing to help get these things into the mod and knows a fair bit about getting new models in-game and editing stats PLEASE let me or Grabnutz know. I need to get some models in game and edit some of the stats and abilities so we can test mission one proper. Oh - by the Way - mission One will be the Demo.
CrossOrion
5th Mar 06, 7:15 PM
I can do AE coding on a light level :P No idea on the object editor.
Grabnutz
6th Mar 06, 1:06 AM
Argo - No MSN for me atm until later, but did you get my messages from last night about the last version? About the visible map, the special decal (argh, spoiler!!!), the fatal scar error etc?
Argonaut
6th Mar 06, 8:09 AM
Got it and fixing it now. The visible map was a debugging trick I used so that WILL be left in until I am confident things are working... The secret decal is getting sorted now. (arrgghh!! More spoilers!) and the SCAR error was a stupid thing I'm embarrassed to even admit to. It wasn't me who spelt guardsmen wrong, it was someone else.....someone foolish and silly. Someone who had drunk some beers then decided to 'do some code'....
the_splurge
6th Mar 06, 9:33 AM
Ooo! Secret decal eh? Hmm. Intriguing. Which mission was mission 1 again?
Grabnutz
6th Mar 06, 9:45 AM
Mission 1 is "Flight of the Eisenstein" for the loyalist legion.
And Argo, don't worry, Gaurddsim is a velly fiddicult rowd ot shpell, but "Trnasport" was just plain dumb :p
Also, fresh from Medes, Plumes for Black Legion + others:
http://img46.imageshack.us/img46/1931/relic000077qu.jpg
the_splurge
6th Mar 06, 10:18 AM
Flight of the Eiesenstein? OMG! I love that map. I cannot wait. Any estimates as to how soon the demo will be ready? I don't wanna rush you, as I would rather wait for a superior product, but I'd like to know how soon it would be.
Grabnutz
6th Mar 06, 10:24 AM
Well, we have hit a snag, our 1 coder is missing in action, and we haven't got some units in game which we need, so we need an LUA coder asap, its a simple job, just replacing some placeholders with new models, but we haven't got anyone!
CrossOrion
6th Mar 06, 10:38 AM
its a simple job, just replacing some placeholders with new models, but we haven't got anyone!
I can do that :P Contact me via PM.
Mildly surprise that people who can manage scar can't do a simple AE job :P No offense intended.
the_splurge
6th Mar 06, 10:41 AM
Aww! If I could help you I would, but i've never done anything relating to LUA coding unfortunatly.
Hands_of_Fate
6th Mar 06, 10:45 AM
I can help with .LUA coding, no problem here. Feel free to contact me with details.
Grabnutz
6th Mar 06, 10:54 AM
EXCELLENT, I hope your inbox has space, you are about to get alot of correspondance from myself and Argonaut. I'm going to send some files to you with models, Argo will explain what needs to be done, thanks alot :)
the_splurge
6th Mar 06, 10:58 AM
Thank God! Bring on the demo!!!
Grabnutz
6th Mar 06, 2:51 PM
Ok, we are now into the finishing touches, getting the new models in, new icons, and a loading screen. It still will require a few days playtesting to iron out all the small imperfections, but with some luck, you will have your demo before the end of the week :)
thudmeizer
6th Mar 06, 2:58 PM
Skirmish AI? Would have to look at the first build and see what you got in terms of a "mature" \attrib folder. Cheers..
Grabnutz
6th Mar 06, 2:59 PM
wha...?
Methinks you have too many threads open at once, or have I missed something?
EDIT: Loading Screen, curtesy of Fire81:
http://img111.imageshack.us/img111/2470/loadingscreenonev24tc.jpg
CrossOrion
6th Mar 06, 4:10 PM
Impressive :P I assume your talking to hands of fate and not me, in anycase.
kindred ravens
6th Mar 06, 4:13 PM
i like it
Hands_of_Fate
6th Mar 06, 4:43 PM
Hey CrossOrion, there's always room for two :D Coding can be done faster if we share work. For example, check your PM ;)
shangheili
6th Mar 06, 5:26 PM
very nice loading screen :slow:
Argonaut
6th Mar 06, 5:46 PM
ok - Here's where I'm at..
ICONS for Horus and Angron are in (Fire)
Captain Garro is in - (Medes helmeted FC model and Hand of Fate code)
Loading Screen is in (As you all know :P)
Bug Squashed up to the mass orbital virus bombing.
Grabnutz - how about we keep some stuff back as a surprise for people? Currently we're showing them everything and anything!
Grabnutz
7th Mar 06, 1:11 AM
Grabnutz - how about we keep some stuff back as a surprise for people? Currently we're showing them everything and anything!
Ook :(
@Crossorion : As Hands_of_Fate said, plenty of work to go around, I think I missed when you offered to help us, sorry about that :)
But yes, join up!
I assume Hands_of_Fate still needs the models from Medes, but since he never sent his e-mail adress to me, i'll PM him with the download links (If I can find them...)
EDIT: no longer in my inbox (the downlaod links that is), so as soon as I get your e-mail adress, and back onto my home computer, i'll send the files I downloaded. Is .rar ok, or do you want .zip?
Hands_of_Fate
7th Mar 06, 6:59 AM
Erm... I don't actually need any models for .LUA coding (I just need their names and that's it) and I assumed (after a talk with Argonought) that you'll be using already released models which I did have downoloaded already. Sorry for not putting my e-mail forward in the first place. This is my brand new MSN account must for you:
hands_of_fate@hotmail.com
PS.: Both packagers are fine with me. I usually use RAR, but whatever you have now is fine.
EDIT: Hotmail has only 2MB by their description... This is just pathetic... You'd better send me stuff through the forum e-mail service if need be (bayushi_teishiru@op.pl) or hosted somewhere, like at http://www.savefile.com/.
Grabnutz
7th Mar 06, 9:32 AM
well, I have no idea how coding works, so i'll send the models to Argonought then (when in doubt, get Argo to do it ;))
EDIT: I just tried sending the files to your Bayushi adress, but my GMail account is being all kaputsig (I think gmail has technical difficulties or something).
EDIT: we have recieved some comments over at DoWfiles forums, and the DoWfile news too:
news:
http://dawnofwar.filefront.com/news/Horus_Heresy_mod_nears_demo_stage;25525x#841839
forums:
http://forums.filefront.com/showthread.php?t=242768
Hands_of_Fate
8th Mar 06, 1:11 AM
Argonought, please check yer PMs I need some answers about the nature of things. Do you guys have a forum or somesuch where I might discuss some issues more openly? I wouldn't mind doing it here (and I'm starting to loose track of all the forums I'm a member of), but you did contact me via PM and Argonought mentioned something about being more 'discreet'.
Grabnutz, if the above won't work, then best try Savefile (http://www.savefile.com/index.php?id=upload) or last resort e-mail the_Cannibal@wp.pl
Argonaut
8th Mar 06, 2:19 AM
Just PM'd you. Sorry about failing to reply earlier but I was driving from Southampton to Birmingham and back yesterday. Bit tired ;). Anyhow I need some help getting textures into the single player mission. Medes sent me the models with an .rsh texture for the models - there is a .rsh for the _space_marine_unit and _space_marine_armor models and this texture is in the blood ravens colours. The game recognises these and puts the blood ravens and new models into the game just fine but I've ran into problems getting the other textures into the game. If I delete the .rsh and Rename the .rtx(single player colours) to the pre heresy scheme, I get glowing pink marines (new models) in game with no textures. It seems the game won't recognise anything that's not the .rsh burn. so now we got new models but no team colours :(
I have no problem discussing anything in this thread, it just that we seem to be revealing all of our WORK without leaving anything as a nice surprise for the player.
telboy007
8th Mar 06, 2:48 AM
Argonought, I've been playing around with getting Medes' new models into the original DoW Campaign and you run into all sorts of problems with wtp, rsh and rtx files. Basically what I've discovered is that you need the rsh file (in the colour you want) for any of Medes' models that come with an rsh file.
Hopefully that made sense. :D
So for instance the force_commander_codex doesn't need a rsh but the veteran_marines (along with claws and power axe) do. Otherwise you get a mix of chapter colours/pinkness! :)
It's all good fun this mod lark.
the FC doesn't need new textures coz they get them from already existing ones like force_commander_unit.rsh and space_marine_unit.rsh for the helmet. But units like the vets that use new parts needs a proper rtx in order to work. Sorry i can't help coz i don't know anything about rtx files, what do they come from?
correct me if i'm wrong but is it the rsh file just converted to rtx format or do you need a wtp for it?
Baneboss
8th Mar 06, 6:36 AM
It would be nice to have older style bolters.
telboy007
8th Mar 06, 6:38 AM
rsh and the rtx files are pretty much the same thing, both are created from a dds file. The rtx files are used in single player campaigns to colour the various teams.
I couldn't get the vets coloured properly without a rsh file which will muck up any army colour swaps mid mission for this mod if a way can't be found.
I'll try but can't promise anything. :)
okay, but how does the game recognize what color or badge to put in? What's in an rtx file? Is it a complete recolored version of the rsh?
I think older style bolters are not very nice
p0seidon
8th Mar 06, 7:26 AM
If you want to go with 'real' (not saying that they look unreal, they look great :)) HH marines you use the old style bolters and not this new-age girly bolters :p
Argonaut
8th Mar 06, 8:02 AM
rtx are very similar rsh, but they're selectable versions. There are no layers like a wtp. For example in mission one there are 3 different chapters involved which the player can switch to, Deathguard, Emperor's children and World Eaters. Currently they all display blood ravens as that's the rsh showing. If I wanted different colours i need an rtx for each chapter named something like marines_unit_default_1.rtx (Deathguard) Marines_unit_default_2.rtx(Emperor's children) and marines_unit_default_3.rtx(World Eaters.) In the SCAR file I'd then select which one I wanted for each player slot
Making these rtx is simply compiling a dds. Now the problem here is this - I have made the teamcolours single player really quickly by using IBBoards tool to import a teamcolour file, compile the WTP's into a single tga , convert the tga into a .dds then compile into an rtx. As you can multiple select things, it is fast and easy. However, without any wtp I can't import the teamcolour which means that it is direct editing of the .rsh. Long and annoying. I'm hoping someone will be able to come up with a faster way of doing it for me. I'll keep trying different things and post here if I have any success
telboy007
8th Mar 06, 8:20 AM
The "default_1" part can be anything you want, that'll save you overwriting any schemes you might want to use.
I've named all my rtx files "...._lament_0.rtx" and that works fine.
Not sure if IBBoard's tool lets you save filenames with anything other than default_x though.
Good luck.
Hands_of_Fate
8th Mar 06, 8:26 AM
The old bolters are indeed a bit more fitting, but they do look, well, a bit strange (http://www.pa-sy.com/hhccg/images/lekhmet.jpg) to me. The ammo clip is moved (http://www.pa-sy.com/hhccg/images/laertes.jpg) way to close the barrel's end and it makes the weapon look too umbalanced (http://www.pa-sy.com/hhccg/images/groklar.jpg) to use and aim properly (http://www.pa-sy.com/hhccg/images/apophis.jpg) (especialy with such grip (http://www.pa-sy.com/hhccg/images/dasturkh.jpg)), not to mention quite 'unreal'. I'm relly trying not to say 'dorky' (http://www.pa-sy.com/hhccg/images/darkt.jpg) here. Trying really (http://www.pa-sy.com/hhccg/images/barsk.jpg) hard...
That, and the introduction of old type bolter would call for remaking the anims because the Space Marine's left hand would go through the clip when holding the weapon. Too much work methinks, best to apply some new textures to make it look older, without actually changing the model.
Grabnutz
8th Mar 06, 8:42 AM
(I think he's trying to tell us something...)
Yeah, there were never plans to change verything to old styles, just the marines that Medes has made for us. Mainly because of time constriants, and as Hands said, they look crap for the most part.
EDIT: ANYBODY who can make textures PLEASE get in contact REALLY SOON, we are desperate! aLL THAT STANDS IN THE WAY OF GETTING THE DEMO OUT IS THE TEXTURES!
@argo: ahh.. i get it now, so to make everything all fine and dandy, you need someone to make a WTP. Would that solve the problem?
Argonaut
8th Mar 06, 9:40 AM
:banana: WTP would make me jump up and down with delight - rather like this banana
medes
8th Mar 06, 11:20 AM
Eureka!!! It's a umm... kinda working wtp
Right now i've only made the primary colour team colorable, i'll make more tomorrow.
http://img48.imageshack.us/img48/4685/relic000162by.jpg
Grabnutz
8th Mar 06, 11:23 AM
excellent, thanks alot Medes, these will be great until we get a texturer. P.S i've sent you links to some art, hope that helps you with the other legion specific details.
Argonaut
9th Mar 06, 6:38 PM
What is the holding capacity of a Thunderhawk? I need to know for the assault upon Prospero whether preds and Land Raiders fitted in the back. I'm going to try and get squadrons of thunderhawks dropping in vehicles to the Wolves while drop pods rain down containing men, dreds, termies etc. This is going to be one great big F**k off battle.
On another subject, what are your thoughts on the two primarchs fighting? Should it be playable? How the hell are we supposed to make that work?
CrossOrion
9th Mar 06, 7:34 PM
Fitting a predator into a thunderhawk is more or less fitting a T90 into a blackhawk troop transport.
There is however. This.
http://www.forgeworld.co.uk/thawktranport.htm
There exist a fully working model of the thunderhawk transport.
Its in the Steel Legion Mod.
And some text on
http://www.forgeworld.co.uk/acatalog/SPACE_MARINE_AIRCRAFT.html
Indicates a Thunderhawk able to hold up to 30 space marines.
Rotagar
9th Mar 06, 7:50 PM
I can't validate this, because I don't remember where I'm getting it from but I get the impression a Thunderhawk could carry either 30 Marines, or 2 Rhines with 10 each, or 10 Terminators or 20 Marines and a Drednought.
And that's without getting into the dedicated transport models like CrossOrion points you towards.
Err... And something about carrying the boarding pods for Terminator assaults on Space Hulks as well. But that's really dim.
I could just be making this up, but I don't THINK so...
p0seidon
9th Mar 06, 11:21 PM
2 rhinos can only be carried by an Thunderhawk-Transporter (I am making one for the BT mod).
Grabnutz
10th Mar 06, 1:20 AM
On another subject, what are your thoughts on the two primarchs fighting? Should it be playable? How the hell are we supposed to make that work?
The main challenge will be getting Russ to where Magnus is in the first place, once there, i'm thinking killsynch trigger / cutscene type thing. Probably cutscene as its more dramatic.
There is a way I have thought of that makes one units Vs one unit alot more fun and tacticful than say fighting an FC with a CL at the moment, but I think we need to reserve that one for *that* part of the campaign.
As for that Thunderhawk transport, I can get a modeller on that if you want?
Hands_of_Fate
10th Mar 06, 2:14 AM
OK people, since I did the code for Thunderhawk Dropship for HH mod let me evaluate a bit on the Thunderhawk overall carrying capacity.
There are two main Thunderhawk patterns, both with slightly different weapon and transport capacity. Both are detailed below.
Thunderhawk Gunship (as described in Imperial Armour vol.2):
Weapons payload for troop insertion missions includes:
- 1x dorsal mounted turbo laser (as in DoW model) or battle cannon,
- 2x lascannons on attack wings (not there in DoW model),
- 2x twin linked heavy bolters on forward fuselage (present in DoW model),
- 2x twin linked heavy bolters under the wing tips (not present in DoW model).
Transport capacity:
- 30 power armoured Space Marines (these may be from different squads),
- can carry Terminators, each counts as two power armoured Space Marines,
- may carry up to one Dreadnought, it counts as five power armoured Space Marines,
- may carry a single bike squadron, each bike mounted Space Marine counts as three power armoured Space Marines,
- may carry attack bikes, each counts as four power armoured Space Marines.
Thunderhawk Transporter (as described in Imperial Armour vol.3)
Model was present in Steel Legion mod, but I don't have it running to check the existing weapon options.
Weapons payload:
- 2x twin linked heavy bolters on forward fuselage,
- 2x twin linked heavy bolters under the wing tips.
Transport capacity:
- may carry two Rhino or Rhino variants, or one Land Rider or Land Rider variant.
Rhino variants include: Predator, Razorback, Whirlwind, Vindicator, Damocles.
Land Rider variants include: Crusader, Helios, Prometheus.
- transported transports may include passengers they could include normally, but hey are mounted in the vehicles, not Thunderhawk Transporter itself.
Based on what was available at the moment I coded a Thunderhawk Dropship without any combat ability (until twin-linked heavy bolters are operable), nor move (move speed=0, subject to change depending on animations), using jumps to deliver troops. It has options to carry infantry, Terminators and a Dreadnoughts with 3 spots. So it's either three squads, or, as each Dreadnought takes two spots anyway, one Dreadnought and one squad. No additinal coding needed to be done for squads and this is quite possibly the closest we can go with it's transport capacity in DoW, unless someone will finally find a way for a transport to tell how numerous is the transported squad, a thing that compiler wanted to include ages ago.
The DoW model requires turning it to face a good direction, anims for two twin-linked bolters present (I think enabling the turbo laser would be a little over the top in DoW), adding two heavy bolter twin-linked sets to wing tips (same as forward ones so it's more like 'copy-paste' action for 3dmax users and a whole truckload of move around animations. It also requires, and this needs to be stressed, a smaller selection box. Currently, the old selection box is so big, that the only way of selecting unloaded trops is to drag-select and the pick them from the box. Very uncomfortable.
Any suggestions welcomed.
Grabnutz
10th Mar 06, 7:41 AM
we don't really need it to fight as such, just drop the troops / tanks in certain places (also we could do something simlar with the massive chaos dropships too for a later mission). Basically the same thing as drop pods are now, but different model and animations for it. It would also be alot slower, but you get the idea, unless I misinterpreted what Argo wanted...
medes
10th Mar 06, 9:41 AM
theres always dreadclaws, i think it's a chaos version of the pods
There was a Russ mini released as far as I know, from an early line of minitures for the game. You can use that one for his design.
without deliberately wishing to drag the thread back ages (and not in a 1st post)- I don't think that would be a good idea. the Leman Russ Mini was done before he was a made Primarch- In the original rogue trader book he was just an exceptional human general who both founded the marine chapter and designed the tank. As such the miniature's a bit weak looking for a primarch, and basically just looks like a Mk6-armoured Marine with no helmet and a ponytail. stood next to Ragnar Blackmane he looked like he'd not only lose the fight, but get totally squished. Sadly I lost the miniature years ago...
Melooo
10th Mar 06, 2:06 PM
for Russ I always imagined a Wolverine looking guy(without the claws of course) very tall even for space marines standart, holding two wolves by a chain as familiars
I think there is a description on SW dex. maybe someone could do a sketch of how should he look...
I think i can do some drawing if you guys are OK about that
potemkis
10th Mar 06, 2:10 PM
the Leman Russ Mini was done before he was a made Primarch- In the original rogue trader book he was just an exceptional human general who both founded the marine chapter and designed the tank. As such the miniature's a bit weak looking for a primarch, and basically just looks like a Mk6-armoured Marine with no helmet and a ponytail. stood next to Ragnar Blackmane he looked like he'd not only lose the fight, but get totally squished
Yeah, I had that mini as well... he did look like a massive wimp!
Davius_Prime
10th Mar 06, 2:10 PM
Wouldn't Russ' picture be in the Horus Heresy card game or books?
Medrengard
10th Mar 06, 6:29 PM
If you search on google, leman russ some pictures come up of him, they ain very good but theyre better than that old model
medes
10th Mar 06, 8:34 PM
i think this is Russ
http://img81.imageshack.us/img81/4479/cas20799oz.th.jpg (http://img81.imageshack.us/my.php?image=cas20799oz.jpg)
Davius_Prime
11th Mar 06, 12:01 AM
Yep, thats the picture I was thinking of. That would look great full modeled. Btw wasn't Moru going to make the primarchs after he finished with the Emperor and Horus?
Grabnutz
11th Mar 06, 8:05 AM
I'm not sure what Moru is doing, apart from Emperor and Horus. I heard something about him doing the Adeptus Custodes too, but i'm not sure on that.
What I do know is that he is eventually going to make his own version of the Horus Heresy, which will change alot of things from the fluff, so I wouldn't be surprised if he keeps any primarch models he makes for himself, and he would be well within his rights to do so. Also he is spending ALOT of time on them to get them perfect, that kind of time on 18 primarchs, we just don't have.
Argonaut
11th Mar 06, 6:02 PM
After much buggering around, and generally getting pissed off with myself for not being able to get the textures right, Here it is - finally ! I've also got The Emperor's children and Sons of Horus (Steel Grey colours with the Eye of Davin Badge/banner) and veterans into the game. I'll be using the Sons of Horus (a.k.a Luna wolves) colours for the Cleansing of Davin mission, as I think that would portray the change quite well.
Loyal Death Guard in pre heresy colours with authentic Heresy Period Armour courtesy of Medes...
http://img110.imageshack.us/img110/8740/relic000942ee.th.jpg (http://img110.imageshack.us/my.php?image=relic000942ee.jpg)
Wanna know why the textures wouldn't Work? I hadn't put in the newer models medes gave me. As soon as I did that, the textures popped right in. Doh! And there was much gnashing of teeth and furious anger.
Grabnutz
12th Mar 06, 3:53 AM
Excellent news!
Which also means we can get the new texturer onto something else then, our biggest priority I think is either Vardus Praal or Traitor Guard.
Grabnutz
13th Mar 06, 3:18 AM
DEMO DEMO DEMO DEMO DEMO DEMO!!!!!!!!
...is not out yet, but the mission is coming along very very well :)
Unfortunately, due to unforseen oppertunities to add some other bits and peices for the mission, it will require further testing and tweaking, so the Demo will probably be out around Friday, nothing is certain though.
Hands_of_Fate
13th Mar 06, 3:34 AM
ARRRGH..!
Some people, heh.
OK, I also need some feedback and Argo (any further changes needed on the last three sets mate? I really need as many details as I possibly can) is only one man so let me go more public with my pains here.
I'm starting to get really annoyed by the need to manually retype all custom ui_info texts every single time I edit a file in AE (they dissapear after each load). Does HH have a dedicated UCS range (for unit descriptions and stuff)? If so, can I get a hold on you UCS file for implementing info text lines? I was never a great fan of those but I simply need to work with something more solid here.
If that isn't the case (no UCS range/file), may I install a piece of my personal mod in yours, knowing that it would kill any other language versions for new text content?
Oh, and before I forget, as long as we're talking about unit description texts, if you want anything specific written in them, please do send it together with info on UCS ranges availability. I was following my own gut/fluff sense for previous ones, but for the likes of Captain Garro I'm lost in the woods.
Argonaut
13th Mar 06, 4:03 AM
Sorry for not responding about the UCS range - I remember you asking but completely forgot.
We have ranges 17470000 - 17479999 (some 10,000 lines) So if there's not room for you'r stuff, I'm in for a LOT of typing :P I've started at the beginning and have broken up the objectives/speech/autosaves and other stuff into about 1000 lines for each. How much do you need? If I gave you 17478000+ would that be enough ?(2000 ish lines?) I bloody hope so :P
The new units are great! Especially the World Eaters Berzerkers (Jsut got to get them textured) - one thing. Do you know of a way to change the Berezerk FX to a blue colour rather than red? It would go better with their Teamcolours and would set apart the change before they turn into Khorne Berzerkers later. Veterans are about right now, as they should be able to fight off approx 30 of the Davinite sect members on their own. Also - good move reducing the 'spank into the distance' moves. It makes them much more of a cohesive fighting forces as they chew throguh units a lot better, rather than having to go and leg it after them to finish them off.
Grabnutz is the guy to speak to about the description for Garro as he's better with that kind of thing.
I know we keep saying 'demo out friday' but it will be out friday, just not the last one. Or maybe not the next one :P
Grabnutz
13th Mar 06, 4:21 AM
This is the description needed in the tooltips box yes? About 4-5 bullet points?
I'll get those done for you.
Hands_of_Fate
13th Mar 06, 5:45 AM
Grabnutz: yes, that's the info that is displayed for every unit/trooper/research/upgrade/ect. once you move your mouse over it and also conatins the name in the box. I need to code them all in unit files and would appreciate any and all info you want there to be sent with the unit description.
Argo, you're sure you want to change the charge fx for blue? We're talking Berzerkers (http://www.pa-sy.com/hhccg/images/wrathe.jpg) here. Those guys know the gods' colour. Trail is not what I like about the fx, but painting things red is what they do for living, heh.
Changing it is easily doable (and I if can get rid of that annoying trail also, so the better) if you don't know some event that uses blue and head as a marker? If not, then I'll make a new fx and hexedit the content of some renamed existing event. Not too much hustle.
Now about the UCS ranges. No, I don't imagine I would need more than seven lines of new text per unit for no dramatic changes (two names, two unit/soldier function descriptors, two to three custom lines for slightly altered troops for abilities, weapons, ect.), but it can take as much as ten lines for special cases. I'd say that about eight per unit is a safe bet, it probably leaves some in reserve, and I can use the common lines from W40K/WXP UCS range for the rest.
500 wide range is more than enough methinks, unless you really want me to go karoshi for ya. Please set me aside a limit and post the range you can spare, and I'll add the new lines for it in UCS_upgrade_vxx.txt file I'll supply with every release. You'd then simply copy/paste the contents into the larger HH mod UCS file. OK?
Grabnutz
13th Mar 06, 5:50 AM
Argo, you're sure you want to change the charge fx for blue? We're talking Berzerkers here. Those guys know the gods' colour
Their "God" at this stage is the Emperor of Man, these are pre-heresy World Eaters (not even called berserkers yet), and even more so, these are LOYAL World Eaters, ones that didn't follow the rest of the legion in siding with Horus. I'm not sure this effect will turn out looking "right" anyway, but i'll wait and see it before making a desision.
Hands_of_Fate
13th Mar 06, 5:57 AM
Well, so much for quoting Gladiator (http://www.krescendo.com/gladiatorlatin/script/english/gladiator.html#_Toc35617550). The Emperor is the epitome of perfection, but still a man to Space Marines of the era (and many subsequent foundings as well), but I see your point. Regardless, the Berzerkers (http://www.pa-sy.com/hhccg/images/wrathe.jpg) (I so love that pic) don't go charging into battle to chant lithanies but to slaughter in His name.
I still haven't found some suitable existing blue event for them so I guess I need to make a new one. Should I leave the trail or not? It looks suspicouisly Eldarish...
Argonaut
13th Mar 06, 6:19 AM
UCS shenanigans sounds fine. If you send a .txt then copy paste is no problemo. I think a blue aura FX without the trail would be fine - maybe to represent their combat stimulants or something. The red one is a bit too much. Grabnutz, I know your concerns but it works fine, and just a little tweak to the colour to make it less 'in your face' - it will look great!
Hands_of_Fate
13th Mar 06, 7:58 AM
I hereby claim the UCS range of 17478000-17478499 for the sovereign nation of Fatonia. We shall deliver.
Robert Frazer
13th Mar 06, 8:08 AM
I'm terribly sorry for nitpicking, but while Fire81's loading screen:
http://img111.imageshack.us/img111/2470/loadingscreenonev24tc.jpg
-is excellently-composed with good graphics and detail, the actual text blurb has a few grammatical errors in it which detract from an otherwise superb image. Might I suggest it be rearranged slightly into:
"On the world of Istvaan III, the traitorous Vardus Praal has renounced his position as her Imperial Commander and set the planet in revolt against the Immortal Emperor. The mighty Legions of the Space Marines are quick to react, and now Horus and his Sons, Angron's World Eaters, Mortarion's Death Guard and parts of Fulgrim's own Emperor's Children stand poised in orbit, ready to destroy the insurgency. The elite units of Captains Garro and Tarvitz now scything down through Istvaan's atmosphere, though, will have more than mere sectarians to contend with. Horus and his fellow Primarchs, lurking aboard his battle-barge the Vengeful Spirit, are planning to make known their fell allegiance to the Chaos Gods, and rid themselves of the loyal Marines making planetfall..."
p0seidon
13th Mar 06, 8:11 AM
That sounds waaaaaaaaaaay better.
Grabnutz
13th Mar 06, 8:13 AM
Which bit exactly is the fluff mistake, and grammar errors?
Yours is good, but a little too story-like. I went for the kind of thing Star Wars does with its intros. Also, our Captain Tarvitz doesn't make planetfall, he leads the loyalists in orbit to take control of the Eisenstein.
Robert Frazer
13th Mar 06, 8:23 AM
Oh, I was just mentioning that you forgot Captain Tarvitz - but if you want to rearrange it so that he's taking command of the Eisenstein instead of Garro, then that's alright.
Argonaut
13th Mar 06, 8:49 AM
Go for Roberts phrasing for the Loading screen.
Fire81
13th Mar 06, 11:36 AM
Yeah, it is easier to read, Nutz. Rearranged to fit the fluff (whatever it is) and i think you've got yourself something very atmospheric there. I'm going to take some better screens for it when the final demo is in my hands.
I think Argo has sent me the correct files to get most of the speech icons done. Still waiting on that symbol for some decals, however. =P
Hands_of_Fate
13th Mar 06, 2:27 PM
Argo, new Berzerkers' fx hotfix is on your way. Please let me know if I need to change it somewhat. I made it blue, as requested, but should it need to be brighter please let me know. I was afraid to make it too bright because other SM fx use bright blue light and it would just look way too similar.
Drop me a word how you'd like it and I'll put it in the next compiled set with UCS ranges, OK?
Argonaut
13th Mar 06, 2:53 PM
I agree that I don't want it to be similar to plasma or the preds guns etc. I'll go have a look now...
Grabnutz
13th Mar 06, 3:27 PM
short video of a Thunderhawk Transporter animation, kindly donated by {B}lack Templar
http://www.savefile.com/files/4669977
He wishes to let it be known that this is the old version, ad is being updated as we speak.
Shinryuu
14th Mar 06, 8:00 AM
Oooh, sexy. I'll wait 'till the updated version to post feedback.
Hands_of_Fate
14th Mar 06, 9:18 AM
Argo, the new version of all previousely made units now sent with UCS descriptions and UCS_upgrade_v01.txt file. I'm unsure how would you like the upgrades to be supplied for the UCS ranges. I can add new ones (only new lines in it) only for your convenience or I can send you whole UCS range used in every new incarnation. Which do you prefer?
Grabnutz, I still haven't got the custom descriptions, so I went with my old ones for the UCS. It might be the case that my email failed yet again, so I urge everyone to contact me best through PMs.
Grabnutz
14th Mar 06, 2:48 PM
Sent the descriptions to your PM box, sorry they're late :)
Updated first post with more useful information, so you can all track the progress from there, and we can keep track of active staff.
guitarhead1000
14th Mar 06, 3:44 PM
Great work so far looks amazing figured id show this link if you already didnt have it. tell me if its of any use. http://us.games-workshop.com/games/40k/spacemarines/painting/pre_heresy/2.htm
cheers
Argonaut
14th Mar 06, 7:18 PM
There's some stuff on there I hadn't seen before so yeah, thanks!
guitarhead1000
15th Mar 06, 12:57 PM
Np anytime nice to see this mods goin at a very very good pace. soo demo in possibly the next day(s)?
skills
15th Mar 06, 1:23 PM
I sent grabnutz the descriptions for the thunderhawk drop and i need who ever is putting the ranges in to tell me what ranges they are in so i can put it in the coding.
Hands_of_Fate
15th Mar 06, 3:29 PM
How many lines do you need? I can give you a slice of my allowance, especially since you are most probably redoing what I did before for Thunderhawk.
Shuma
15th Mar 06, 6:19 PM
Np anytime nice to see this mods goin at a very very good pace. soo demo in possibly the next day(s)?
http://forums.relicnews.com/showpost.php?p=1359834&postcount=1
At the bottom of the post.
Argonaut
15th Mar 06, 6:48 PM
You guys.... :)
I am finishing the closing cinematics at the moment, and there's some things I'd like to get tweaked if possible but at the moment I'm aiming to finish this in the next day or two. I'd like to include some stuff and fix some stuff, (The texturing on the World Eaters Clsoe Combat marines is decidedly dodgy - that's what you get for letting me do it) And there's a couple of little things that will need people playing it to sort out. I think the difficulty levels are pretty well sorted and there is a marked difference between Normal and Insane levels. If I can get things into an installer soon thats all the better. On the subject of installers, Fire - can you make an icon and image for the installer before say.... friday/saturday? If so I'm hoping to be done by Fri AM ready to pack it up.
Here's a little teaser for you...Loyal World Eaters Berzerkers.
http://img65.imageshack.us/img65/8499/relic000991yo.th.jpg (http://img65.imageshack.us/my.php?image=relic000991yo.jpg)
Expect this pretty soon unless grabnutz hits me with another shed full of changes :P
Gabriel Angelos
15th Mar 06, 9:07 PM
WOW finnally the world eaters :3dcool:
By the way just a suggestion for making the blue schemes more interesting.
http://i32.photobucket.com/albums/d18/Pitaya_CrimsonLord/WEpreheresyAM.jpg
If you want the trim, I dont have the number right now here with me but I can PM them to you if you wish.
Shuma
15th Mar 06, 10:06 PM
I have a question: how will skirmish work in this mod? i mean example: will the world eater's and the death guard be separate races or it's just 1 race with world eater units, death guard units, emperor children units, all loyalist of course.
Grabnutz
16th Mar 06, 1:12 AM
Argo, this is really irritating me now - STOP CALLING THEM BERSERKERS KTHNXBI!!ONEONEeleven... :p Berserkers came after they went bad, the pre-heresy ones are just enthusiastic is all...
Shuma22 - Alot of missions won't involve base building at all, you just get alternate control between the forces of different legions. The base building ones however, you will only have acces to the units present in the Legion you are currently playing as. So for example, you might be playing as the Black legion, you can build black legion variant marines, then at some stage you can switch to World Eaters, and you can build Khorne Berserkers, but not black legion variant marines. A Switch to playing as Iron Warriors, and you then have acces to Iron Warrior variant marines, vindicators, basilisks, but not Black Legion, or Khorne Berserkers.
Basically, they are all added into the same race (marines or chaos), but are only unlocked through SCAR, so you won't be able to build certain units as a cerain legion, when you can as others.
This does however create an interesting side effect in multiplayer - from what Argo tells me, you can choose which vareint marine to use as the first you build, and the rest will become locked. Basically, you choose your legion at the start of a multiplayer game. That might not be quite right though...
CrossOrion
16th Mar 06, 1:28 AM
I thought this was primarly a campaign instead of a skirmish mod.
Grabnutz
16th Mar 06, 1:31 AM
I thought this was primarly a campaign instead of a skirmish mod.
This does however create an interesting side effect in multiplayer
:)
Argonaut
16th Mar 06, 1:34 AM
Firstly - it isn't me calling them Berzerkers, its GW/sabretooth ...Check out the writing on the left hand bar
http://www.pa-sy.com/hhccg/images/wrathe.jpg
As for Skirmish, we aren't doing a multiplayer race mod so it's not something that's the focus of our efforts. Having said that > if we can get it to work then why not. The current idea is that we make each legion an intantaneous research. You'd pick World Eaters, Thousand Sons/ Death Guard/ Emperor's children etc from the Barracks. Once this legion is selected all others are locked. This is being researched for the mission where building is required and NOT going to be developed or balanced as part of a multiplayer Mod - it simply isn't worth the argument at this stage. In an attempt to keep the peace at the moment I intend for multiplayer and skirmish to be unchanged from Vanilla WA.
Grabnutz
16th Mar 06, 1:48 AM
yeah, should have clarified that, this mod = single player, if it fecks around with any multiplayer stuff inadvertantly, so be it. There are other Horus Heresy mods that are going for multiplayer anyway.
Also, I have set up a forum for us all to use, its in the very early stages at the moment, but feel free to sign up and post stuff anyway. We have a staff room in there, which will be easier than MSN to get all the staff in disccusion of the things we need to talk about, without disclosing stuff to the general community (we have many secrets :)), or resorting to PMs.
www.forumer.com/horusheresy
Gabriel Angelos
16th Mar 06, 7:54 AM
Hey, argonought wat do you think of my alternative colour scheme?
Argonaut
16th Mar 06, 8:01 AM
The colour scheme is an rtx and this means that I can't just adjust the trim without some messing about. The scheme is great so it may be something for the future.
CrossOrion
16th Mar 06, 10:39 AM
Out of curiosity, Will you be implementing the use of the kill cam, since it seems design specifically for this sort of modding?
If you will, will you implement it extensively? o_o?
Shuma
16th Mar 06, 11:05 AM
Shuma22 - Alot of missions won't involve base building at all, you just get alternate control between the forces of different legions. The base building ones however, you will only have acces to the units present in the Legion you are currently playing as. So for example, you might be playing as the Black legion, you can build black legion variant marines, then at some stage you can switch to World Eaters, and you can build Khorne Berserkers, but not black legion variant marines. A Switch to playing as Iron Warriors, and you then have acces to Iron Warrior variant marines, vindicators, basilisks, but not Black Legion, or Khorne Berserkers.
Basically, they are all added into the same race (marines or chaos), but are only unlocked through SCAR, so you won't be able to build certain units as a cerain legion, when you can as others.
This does however create an interesting side effect in multiplayer - from what Argo tells me, you can choose which vareint marine to use as the first you build, and the rest will become locked. Basically, you choose your legion at the start of a multiplayer game. That might not be quite right though...
Ok thank's Grabnutz, i just hope when the campaing is finished we see some skirmish action.:p
skills
16th Mar 06, 11:20 AM
Hands_of_Fate it will only require two ranges so shouldnt be a strain but keep your descriptions incase you want it inplemented in a different way as this way counts as a deep_strike type
Grabnutz
16th Mar 06, 12:14 PM
Out of curiosity, Will you be implementing the use of the kill cam, since it seems design specifically for this sort of modding?
As far as I am aware, the kill cam was just all the close ups of kills that they used in the WA campaign (Chappie Vs BT for example), in which case, we are intending to bring out these fights in glorious detail, some even animating the kil synch of ourselves (Sanguinius in Bloodthirster spine-snapping action :p)
Hands_of_Fate
16th Mar 06, 12:20 PM
Here you go then skills:
17478032
17478033
Deepstrike, eh? Nice one.
Grabnutz
16th Mar 06, 1:40 PM
I would like to officially welcome {B}lack Templar to the team as a modeller. His first task is a Terminator Chaplain, followed by some Primarchs.
However, he needs a TEXTURER!!
This whole mod needs at least 1 TEXTURER, so far, we ahve 0 TEXTURER, and using my mathematical skills, I make that 1 less TEXTURER than we need as a minimum.
You can see the problem we have here...
All TEXTURERS, Apply within PLEASE!!!
skills
16th Mar 06, 2:32 PM
{B}lack try not to forget the modelling for the COR as well lol and Hand_of_Fate ill send it to you over msn.
Edit: You dont seem to have a msn addi lol i think ill upload it it and give you a link
Aralez
16th Mar 06, 2:33 PM
Havoc and Hangar-8 are the only ones i know....... Did you ask them already? :hmm:
Grabnutz
16th Mar 06, 2:40 PM
Tried them both, Havoc is busy, Hangar-8 isn't actually a texturer :p
Argonaut
16th Mar 06, 4:21 PM
If we don't get a texturer, I'm going to have to break open MS paint and do it all myself.
I'm serious.
Grabnutz
16th Mar 06, 4:38 PM
holy craap, I've just seen an attempt at a texture there, yeah, we need a professional, like, REALLY BADLY :p
Grabnutz
17th Mar 06, 10:02 AM
Update:
My most sincere apologies, the Demo will be delayed until Saturday at best, due to time being full of other stuff, so communication and file transfers are set to very awkward, and very few times between the team.
But hey, we have still got so much done in the space of a single month, we have done more than most other mods have in this respect, yet it is all of such high quality, I would like to take another oppertunity to thank the whole team, you're all fabaroo :)
the_splurge
17th Mar 06, 10:06 AM
No problem Grabnutz! I would rather wait a little longer to have a perfect product than get an incomplete version!
skills
17th Mar 06, 12:48 PM
I dont mind waiting and argo DON'T DO IT!!!!!
Argonaut
18th Mar 06, 7:18 AM
Grabnutz has the mission and is doing a final bugtest. There'll be some little glitches I know, but basically this is ready to release IMO. I'm awaiting;-
- A minimap.
- An icon and image for the installer.
- A buglist from Grabnutz.
Here's the emperor's children giving it stacks..
http://img87.imageshack.us/img87/426/relic001052gy.th.jpg (http://img87.imageshack.us/my.php?image=relic001052gy.jpg)
Assaulting the Transport Ship
http://img95.imageshack.us/img95/4500/relic001039tk.th.jpg (http://img95.imageshack.us/my.php?image=relic001039tk.jpg)
And something cos I think the Crusader Armour looks cool.
http://img104.imageshack.us/img104/1505/relic000940bk.th.jpg (http://img104.imageshack.us/my.php?image=relic000940bk.jpg)
You already got the World Eaters and Death Guard, and I'm not going to give any more away! You better be good a micro and dancing though... :)
Grabnutz
18th Mar 06, 8:31 AM
OMFG ONE ONE ONE ONE ONE ONE ELEVEN
I just completed the mission, that ending, just is... I'm not saying, but its bloody spectacular!
And I found a pretty major bug unfortunately, probably easy to fix (I hope) though.
Argo has the minimap, and Fire is doing the image and icon now. I have some changes to make for the map.
This is set to come out about 11:00 PM tonight (GMT).
falcon command
18th Mar 06, 9:31 AM
wheeeeeeeeeeeeeeeeee this will be real fun!
Gabriel Angelos
18th Mar 06, 9:48 AM
arent the emperor children marines are supposed to have a pony tail?
Typhoon GX
18th Mar 06, 10:40 AM
Do you have any cut scenes and new voice overs? I must say this looks great. :D
Grabnutz
18th Mar 06, 10:58 AM
Cut scenes yes, we don't have voices yet though, we will for the final campaign however.
Romanov77
18th Mar 06, 11:35 AM
Grabnutz, Im expecting a serious campaign...
And by serious I mean BLOODY DIFFICULT....
You know the DoW/WA campaign difficult? They were a tutorial, at best...
Grabnutz
18th Mar 06, 11:49 AM
Our insane mode is pretty much impossible to beat :p
There are alot of things to keep an eye on, I'm sure you won't be disapointed, its easily harder than WA Insane mode by alot. For those who aren't as good, normal and hard modes are also available.
Gabriel Angelos
18th Mar 06, 12:41 PM
wouls this be able to play on multiplayer?
I mean not an entire race but a mini race, like 2 tiers with basic buildings and stuff, more strategical like theoriginal dow.
Grabnutz
18th Mar 06, 1:06 PM
We have no plans currently for multiplayer, the mod is purely to add 2 single player campaigns. The Demo is just one mission, the only change to mutiplayer it will bring is different models for standard space marines.
King_Tiger
18th Mar 06, 1:16 PM
Grabnutz, I'm eagerly waiting 11pm! I'll be on that file server to download pretty darn fast.
I have a question though: hows the unit balancing? Is it standard DoW/WA balance, or is it more similar to Mirage Knight's DoW: Rebirth? Just might be weird if the traitor guardsman cut down hordes of Space Marines with just their bayonets!
Thanks grabnutz, you've done a cracking job getting a demo out so quickly for us adoring fans!
Grabnutz
18th Mar 06, 1:23 PM
It is all balanced through SCAR, so we have adjusted some stats on some things, but most are the same as in DoW/WA. Guardsmen don't cut anything down in combat still :p, the close combat world eater marines however, will carve alot of gory paths through things :p
As for the 11 PM time, that was at best an estimate I'm afraid.
Basically, Argo is at work, and its not certain what time he will be back. As soon as he gets home, we can put together everything and fix the bugs asap, and get it out to you all.
Also, Argo deserves the credit for getting the demo out so soon, all I'm really doing now is some of the other maps, and promoting it to you lot :)
kindred ravens
18th Mar 06, 2:30 PM
hooray for grabnutz! boo argonaut. nah, i am only joking, argonaut is ace.
congrats on the progress.
skills
18th Mar 06, 2:43 PM
Great news hope to be running through orbital bombardments very soon :)
Grabnutz
18th Mar 06, 3:08 PM
Ok, Argo aint back yet, so your going to have to wait longer, I'll keep the countdown set to 2 hours for now :)
EDIT: someone missed this post
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Typhoon GX
18th Mar 06, 3:22 PM
OK. 37 minutes remaining. I can't wait. :D
Cpt.Tycho
18th Mar 06, 4:03 PM
its 0:02 CET guys!!!!
Typhoon GX
18th Mar 06, 4:04 PM
11:04pm actually.
Cpt.Tycho
18th Mar 06, 4:06 PM
yeah but world time(London)
Grabnutz
18th Mar 06, 4:10 PM
Argo has turned up, we are working on getting it out very soon :)
Anyone have any suggestions on where to host it quickly?
(DoWfiles takes an age)
Argonaut
18th Mar 06, 4:11 PM
Sorry for having to earn a living :P
It is 11 02 PM here - I'm just going over the stuff I need to fix. Gimme some time and it'll be up. Don't know how we're going to host it though. Anyhow - hang in there!
p0seidon
18th Mar 06, 4:12 PM
*cough* make a fileplanet account *cough*
Or just use rapidshare :D
Cpt.Tycho
18th Mar 06, 4:15 PM
yeah rapidshare is quick!
Typhoon GX
18th Mar 06, 4:16 PM
Yeah. Rapidshare is your best option.
Grabnutz
18th Mar 06, 4:18 PM
DEMO!!!
Not quite yet, patience, its coming very soon :p
Flufball
18th Mar 06, 4:18 PM
What size is it? Webspace wise, I can offer some tempoary space, around 300meg, it has limited total-bandwith though (about 4gb), but if it will fit it could fill the time space till you find somthing better.
Oh the joys of having to re-sign up and register a new account :p
Cpt.Tycho
18th Mar 06, 4:18 PM
hahahaha good one Grab!!!:):)
stranger
18th Mar 06, 4:23 PM
You know, that's outright cruel Grabnutz.
I like your style.
Stranger
Flufball
18th Mar 06, 4:23 PM
True, it is somewhat irking :p
Anyway, the offer is there if you wish to use it for the time being, ftp account and so on is avalible to upload it.
bobthehippy
18th Mar 06, 4:27 PM
dam im bouncing off walls here lol
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