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BrSgt_Burns
23rd Jun 06, 4:41 AM
Welcome to Space Hulk Patch Version 1.0.2.

This is a must have for Space Hulk Players. This is really polished stuff. I have significantly reduced the possibility of jamming if not firing. I say significantly, as it is still possible – but unlikely. They definitely won’t jam if their not near the fight. I have all so added hot keys for all the abilities, this makes life so much easier. With the help of Hanger-8, we have setup up a new painter. So there is almost no limit to the customization of your termi squad.

For who don’t have the full version can get it here:

Space Hulk 2 : Descent to Purgatorum v1.0.1 (http://files.filefront.com/SpaceHulk_2v101rar/;5184563;;/fileinfo.html)

or

Dawn of War Files : Mirror (http://dawnofwar.filefront.com/file/Space_Hulk_II;65290)

And for who already have the full version, you can get the Patch here:

Space Hulk 2 Patch v1.0.2 (http://files.filefront.com/SH2_Patch_v1_0_2rar/;5261996;;/fileinfo.html)


fixed
====

-Grenades & flamer UI placement name incorrect
-Mission 1 briefing is wrong
-Spelling in main UI text
-Genestealer UI incorrect
-Assault Canon UI incorrect
-Grenade UI incorrect
-Terminators Jamming when not under attack
-Main Menu Race model not showing
-Assault Cannon Reloads Not working for Coop players
-Sorcerer can shoot through walls
-Mission 1 & 2 completes the mission if the squad is killed
-Camera tracking not enabled for players

Balance Changes
=============

-Increase Flamer distance
-Decrease Cpt grenade distance
-Decrease Cpt grenades burn time to 15 seconds
-Increased recharge time to 2 minutes for Cpt's shield
-Decreased the flammer and Ins grenade damage, so that death isn't instant.
-Increase Assault Canon Clip size to 500 rounds
-Reduced the Storm_Bolter damage against spawn point right down.


Additional Content/Changes
=====================

-Improve Blip Scar
-New map added
-Put in Chris's Mini Map
-Changed main menu background and removed snow
-Add new terminator Skins by Hanger-8
-Adjusted painter for termi's
-added hotkeys to the abilities
*Tactical View = T
*Force Shield = S
*Grenades = G
*Burn Area = B
*Assault Canon Reload = R

New Flame rules, Termi's can survive in it for about 3 seconds, stealers about 2 and horrors about 5. Horrors can actually survive, they run in and then realize they can't make it and turn around - some make it out others don't. What I do like is how much different they are to fight this way.

Special thanks to Hanger-8 for his fantastic termi skins and to Chris_T_Hill for the new scanner like Mini Maps.

Space Hulk 2 website - http://spacehulk2.i8.com/

Space hulk Forums - http://dowmod.8.forumer.com

telboy007
23rd Jun 06, 5:44 AM
Great stuff! I'm currently playing the first mission, enjoying it loads.

Minor problems...

The assault terminator, the two ammo clips are called tactical scanners and the description reads the same as the tactical scanner. Wasted one trying it out. :)

Nice to haves...

You could do a find and replace in the w40k.ucs to change the Blood Ravens into Ultramarines.

I'll add more if I find anything else.

compiler
23rd Jun 06, 6:55 AM
Aaaaah. One of my favourite mods gets some news.
Great !
Just downloaded it. I'll play with it this week end...

Thanks for this great mod, dude !

Hands_of_Fate
23rd Jun 06, 7:29 AM
This mod is amazing. I just tried the campaign and I must say I am really impressed. Hats off to you.

Now, if I could just make it through the first mission to see more... Normal level difficulty and no less than four attempts without saves. :D

telboy007
23rd Jun 06, 9:13 AM
It is quite a challenge, made it to two spawns left with 4 termies and still got wiped out! :)

BrSgt_Burns
23rd Jun 06, 9:48 AM
Dam, the ammo UI - I even wrote that down...hmmmm...somewhere :( Thanks for the feed back telboy007 :) I’ve already put that on my to do list.

The first mission is quite challenging, but each map will have a different tactical advantage. All so you always be in control of the horrors, they are very predictable and .... hmm... sorry, you might want to work it out for your self.

Let us know how you go :)

telboy007
23rd Jun 06, 10:21 AM
Burns, the sarg's orbital bombardment icons have the burn area text for them. But that's not a big problem. Still can't do the first mission... 5th time lucky maybe... :)

Hands_of_Fate
23rd Jun 06, 11:32 AM
This 5th time was actually lucky for me!, hehe. Servitor, here I go! Only to lose my troops even faster than before... I really need to rethink that no-save policy of mine.

By the way, are the flame grenades the leader carries supposed to be rechargable? I actually managed to put them to use several times during one mission. Also I confirm that ammo clip bug and to tell the truth, I have absolutely no idea what the icon does and sometimes a low on ammo warning was displayed even after the assault cannon trooper died. Weird, I say. But those are minor setbacks, really.

Now the thing I can't really go slide is the fact that I can't seem to be able to damage the Chaos spawner buildings with melee attacks. I mean, those are bloody power fists. They are supposed to have twice as much punch behind them as the storm bolters and the latter actually damage it faster.

Not even going to say anything about the melee proficiency of Chapter's Finest in general. I know the original Space Hulk was designed with Genestealers as protagonists and that Terminators had next to no chance agains them in CC, but those are just little Horrors for His sake! The lousiest form of daemon life barring Nurglings stat-wise. Oh, the humiliation!

Mind you, I have no idea of original Space Hulk mechanics (though I am quite proficient in Warhammer 40,000), so I may have some ideas that go against it, but it really feels strange to stand in front of a Chaos spawner and shoot it down when one should by all means smash it to pieces in CC.

Just my two cents. OK, back to the game...

Foehammer
23rd Jun 06, 11:40 AM
Awesome! Thanks for the hard work you put into this, and man, if 1.5 fixes pathing issues in the engines, this is going to rock even more.

Hands_of_Fate
23rd Jun 06, 2:28 PM
Ouch. Two Fatal Scar Errors. First on Valves, second on Escape. I trust you'll extract useful info from the below screenshots BrSgt_Burns, because I hardly know what that means:

Valves Fatal Scar Error console:
http://img101.imageshack.us/img101/1608/valvesscarerrorjpg4dw.th.jpg (http://img101.imageshack.us/my.php?image=valvesscarerrorjpg4dw.jpg)

Ecsape Fatal Scar Error console:
http://img46.imageshack.us/img46/7486/escapescarerror4zg.th.jpg (http://img46.imageshack.us/my.php?image=escapescarerror4zg.jpg)
I hope that's something easily fixed. It would be a shame to have something as excellent as this mod be hindered by an error or two.

Dooks Dizzo
23rd Jun 06, 2:35 PM
I am trying to get it to work right now. I am not the smartest guy in the universe so things like this have been known to stump me.

Should I save it or open it?

Hands_of_Fate
23rd Jun 06, 2:47 PM
Download the zip, unpack it and run the SpaceHulk_2 file you'll get from the process. It's the installer that you need to point in the direction of your DoW location if need be.

It's also worth to download .Net framework, as prompted by the installer. It would enable the use of control panel which makes the mod a lot user friendly. If you won't, no harm is done, but you'll have to activate your game each time from the mod section of DoW like every other mod.

Then just finish install process and run from the shortcut if it won't do it by it's own for he first time.

EDIT: I actually delved deep into the mysteries of Scar files (read: opened my first Scar file, woot!) and found the culprits in mission_92_Valves_main.scar and mission_94_Escape_main.scar files. Apparently there was some trouble with group naming or somesuch.

I compared the faulty files with working ones and found what could be the source of the problem, then changed all instances of sg_termiPlayer1 to sg_termiPlayer and all seems to be working fine. I need to actually finish the missions just to be sure. Stand by.

EDIT2: Yay! It worked. I finished the Descent to Purgatorum on Normal. Now for that Insane level...

Dooks Dizzo
23rd Jun 06, 4:58 PM
How cool is this mod? I have a friend going out RIGHT NOW to buy the game because of this mod. That's how cool it is.

Relic should be giving you royalties my friend.

As for bugs and other notes.

Minor bug I found where my assault cannon will get down to 1 round and stay there no matter how much I fire. Pretty nifty I thought. Went away when I reloaded.

Also, I don't think it's your fualt but the pathing drives me bonkers sometimes, these guys just will not pass eachother in some hallways. Now that I think about it however, this might be intentional...bring back some of the old school feel to the game.

All in all :thumb:

BrSgt_Burns
23rd Jun 06, 6:30 PM
Hands_of_Fate - Holy CRAP! AAHHHHHHH (runs around like a mad man) That’s a huge one - I’ll have a quick fix ASAP :(

telboy007 - "sarg's orbital bombardment icons" - your freaking me out dude :gonemad: !!! What Orbital Bombardment???

If you look at the 1st screen shot in my first post, the sarg should have those icons.

Dooks Dizzo - glad to see you like it. I have seen this happen once before. I think has something to do with his target running away, he will keep shooting until he is dead. So the good news is it will stop eventually, I am working on a fix for this. :)

ShinGouki
23rd Jun 06, 7:20 PM
Nice work BrSgt_Burns very impressive stuff you've managed to pull off with the DoW engine and good to see you stuck it out for so long.

I'll play it when I get the time and let you know of any issues.

BrSgt_Burns
23rd Jun 06, 8:48 PM
The patch is in the 1st post

Patch fix's
========

-A fatel error in missions 10 & 12
-Assault Canon Reloads UI
-Incendiary Grenades UI

TornadoADV
24th Jun 06, 2:04 AM
God, the pathing makes me want to toss my computer out the window. I can't tell you how many times I've lost my Heavy Flamer because he fires and then walks into his own death trap, there by squelching the flames and getting raped in the back. Oh, and being unable to fire past another member of your squad. It just dominaos where a Horror just goes from Squad Member to Squad Member and the next one in line just stares blankly into space.

But other then that, I love it to pieces.

danteyeh
24th Jun 06, 2:24 AM
Great Job!
Thanks.

telboy007
24th Jun 06, 3:32 AM
Burns, I'll try and be a bit more specific. :) Whenever you use the sarg's grenade icons it comes up with a message saying choose where you want to orbital bombard. But that really isn't a major problem. :)

Did mission 1 on my 5th attempt, woohoo!

theBlind
24th Jun 06, 10:01 AM
*wOOt*

Ragnarok
24th Jun 06, 11:35 AM
GREAT MOD, im dld right now...

1 question, can it be played in Multiplayer?

Finaldeath
24th Jun 06, 11:39 AM
Looks neat, good job - a very polish looking mod, very unique too. hope you'll expand it more in the future! :)

skills
24th Jun 06, 1:17 PM
BrSgtBurns: Can you upload it to another mirror like finaldeaths site or something as filefront wont let me continue downloads as im on 56k and before anyone says I has a download accelrator but it isn't compatible with filefront

Dooks Dizzo
24th Jun 06, 4:52 PM
One minor bug that I found.

On the second mission, at one point I lost my whole squad, after rescuing the Servitor. And bang, the VICTORY tag comes up and I go to the next mission.

Quite funny really.

fuggles
24th Jun 06, 11:24 PM
AWESOME. The only word that can begin to take in the sheer majestic wonder that is this work of art.

Bravo Sir, bravo.

RedSarge
24th Jun 06, 11:34 PM
On mission 1 the objective states that: All you have to do is bring your Terminators right next to the tears in the immaterium and their sheer holyness will be enough to close them. This does not work for me, I have to shoot the huge HP sacrificial circles in order to win.

Kickass mod btw I have been following it since your old website and just version one.
(with the classic Thunderhawk drop point mission (with custom voices :banana: ) and the overpowered CC horrors and slow moving Termies.)

BrSgt_Burns
25th Jun 06, 3:52 AM
Its good to see people enjoying it :) it makes the work all worth it!

Thanks telboy007, Dooks Dizzo & RedSarge - i will add that into my to do list!

Ragnarok
25th Jun 06, 7:33 AM
1 doubt........are the necrons in the game?

theBlind
25th Jun 06, 7:35 AM
I took the liberty of going through the .ucs file, correcting what grammatical, typographical and stylistic errors I could spot. Too bad I can't run this through a spell checker, but I don't want to corrupt the file header with something other than editor.

grabby (www.theBlind.de/wh40k/DOW/mod_spacehulk.zip)

If anyone want's to install this file, just override the one already existing in your Space_hulk_2\Locale\<your language> folder.

EDIT: Ok, forget that. I have no idea what file the mod is reading from - I tried every single ucs file but the changes don't show up. Burnatus?

Disclaimer - this is untested. Make a backup.
If it melts your PC, don't come to me crying for a new one.

All credit goes to the Spacehulk team.

Dooks Dizzo
25th Jun 06, 10:58 AM
One more minor thing that I found.

Many times I will get a weapon jam from a terminator who was not firing. Mostly it's pretty funny. Sarge will be standing there gunning down baddies and the guy in the next room will shout, "Squad Broken!".

One quick question, I am only on the 4 or 5th mission but...will I ever get to use those badass Assault Terminators? If not no biggy...you can always add them in the expansion.

I love this mod, please don't take anything I say as a negative at all.

Randy
25th Jun 06, 8:57 PM
Just finished and I thought it was great, very original and a lot of fun. The berzerkers were cool, would love to see even more units implemented... Thanks!!!

VenerableDread
26th Jun 06, 2:52 AM
Like Genestealer Hybrids for the (AI) Genestealers. Yes, I know Genestealers don't appear in the campaign and only in skirmish but it will be a nice addition.

Sanctum
26th Jun 06, 5:13 AM
Just downloaded it and played the first mission - it kicked my ass. I love the mod.

BrSgt_Burns
26th Jun 06, 5:26 AM
Terminators are very efficient warriors, constantly checking their weapon and maybe finding jams before its too late. It’s that or the code is no flexible enough to know the difference between a charge and an actual hand to hand attack - but I am working on it :)

The necrons aren't in this one, as I am having to problems. It crashes the ME when I go into Objects and the new code for missions and jams etc.

I would love to see some Hybrids, but I just don’t have the models. But we are still in contact with Stryer from the Nid mod, so we can only hope :)

I’ve had some other commitments fall through, so I would like to work on Genestealer campaign next. But I am a bit out of good story ideas at the moment, so I will have a look around for cool plot.

Skills, i just wanted to run it her first, because i know you guys would give it a good work out first. Good thing to, mission 9 and 12 scar error'd. but i will mirror the v1.0.1 when i get a chance :)

protonumbah3
26th Jun 06, 8:48 AM
First off i have to say Great mod!.

I just dl'ed it yesterday but still can't get past level 1 and i will tell you why.

The horrors are way to strong and it takes around 10 powerfist hits to kill one.

My marines hardly ever listen to me. for ex. I told two of them to go into the area of a spawn from a hallway but insted they continued to walk down the hallway stopped and refused to move no matter what i told them to do.

My Marines will not shoot even if there guns arent jammed(more rare accurance but it still sucks when they wait to fire until 3 horrors are directly on them)

And as mentioned my flamer marine loves to walk into his fire.

Akranadas
26th Jun 06, 8:54 AM
God this mod is so frustrating it makes me want to replay it and finish with all my terimes every level.

Excellent mod, can not wait for future releases

Shinryuu
26th Jun 06, 8:58 AM
I was typing this up from the other thread, and I remembered there was a new one:

I don't think the flamer should be changed, personally. That's how it worked in the, and I think it's massively lethal, considering the enemy run into the flames. It's perfect for covering enemy spawns that you are shooting, setting up barricades and covering retreats.
Before I go on, I should just point out that this mod is perfect. If I had dreamt of a Space Hulk mod and then played this one, there wouldn't be a whole lot of difference.

Ok, I think the game needs it's 'insta-kill' back. This would force you to position your termies correctly, whereas at the moment you can kind of just rambo around. Maybe difficulty levels? ie a 'difficulty selector' building where you can get three upgrades; 'hard' does nothing (termies start with 1 hp), 'medium' gives termies a couple of hitpoints and 'easy' gives them the same number of hitpoints they have now.
The only other things are that 'genestealer entries' still have the Eldar HQ UCS, and can you get an objective description in game? It's a bit hard to tell what you're supposed to do.
Anyway, this mod is everything I expected and much more. Thank you for your dedicated hard work, the community salutes you!

_____


The horrors are way to strong and it takes around 10 powerfist hits to kill one.
If this was TT you'd be dead 10 times over :P never get into close combat.
My flamer termie has never walked into his own flames. Due to Dawn of War's pathing you need to direct them to go to the end of each corridor, they won't make it on their own.

fuggles
26th Jun 06, 9:05 AM
Would you be open to plot ideas BrSgt_burns?

skills
26th Jun 06, 10:05 AM
Heh ok thanks Burns I can hold on till then ;)

Aron_DeTomado
26th Jun 06, 11:17 AM
Not working for me :/ When the install finishes I just get an error and the mod won't run.

epic40k
26th Jun 06, 11:39 AM
Br Sgt Burns you are a genious. If you need ideas for a new campaign check out advanced space crusade, it has a lot more fluff and rules than space hulk + you are running about inside a tyranid hive ship. I managed to find the old rule book in .pdf on edonkey. The game was pretty much like spacehulk except it had rules for most 40k units.

Aron_DeTomado
26th Jun 06, 2:00 PM
Works now, just had to open up regular WA and change with the gamemanager. Loving your work, this is really well done!

Emberstrife
26th Jun 06, 2:32 PM
This mod is absolutely awesome. It brings a whole new style of gameplay into DoW, and by the looks of it, it's gonna keep me hooked for quite some time. However, here's a few weird things i noted during my playthrough through the first few missions:

The main menu screen looks like this:
http://img67.imageshack.us/img67/1552/badmodel1pz.th.jpg (http://img67.imageshack.us/my.php?image=badmodel1pz.jpg)

Bug?

When walking in tight 1-man corridors, termies sometimes walk on the walls and still manage to change their positions in the line, even though they're obviously not supposed to.

The flamer termie seems to have only two uses: being a "life saver" when you need to urgently reposition your termies and want to seal off a corridor for a few moments, and taking down warp spawn points - apparently, you can damage one a bit, set it on fire and move on, since the flames take out all spawning horrors, and eventually destroy the spawn point itself. Perhaps, it's power against buildings should be reduced a bit to make taking out spawnpoints harder?

Currently, i'm on mission 4, and so far the "one regular termie on each end of line" formation seems to make the campaign a piece of cake for me; does it get much different in terms of enemies and pace of gameplay later on?

These minor issues aside, this is one of the best mod's i've seen so far; keep up the fantastic work!
(member.php?u=41301)

Skullcap
26th Jun 06, 2:58 PM
Nice mod Burns, more differcult than co-op was and its like the first release which was way back when.

I really like to see the first campaign implemented again so we can play right through the first space hulk and then progress straight into space hulk 2. Be fun for all :D

Keep up the good work m8.

BrSgt_Burns
26th Jun 06, 5:59 PM
Protonumbah3 – Space Hulk was the birth of Genestealer (before the Nid’s) The Genestealers in space hulk are a race all to themselves. So I know you think the terminators are Kick Ass, but their not. In the open battlefields the space marines rule supreme, but this is not the their battlefield. This field belongs the Genestealers and Horrors. With melee in the Board Game a terminator had to roll 1D6 (1 six sided dice) and the genestealer rolled 3D6, who ever got the highest single dice would win. This meant that the stealer was a shoe in, but it evened out – after all you had guns!

You need to micro manage you team a bit better, like Shinryuu said. Let me give you an e.g. on path finding. If a horror/termi or whatever is in a doorway, then no one can get past him (this will happen by the way, horrors/stealers will stop and wait for you to make a move.) so if you click for the terminator to move past him and he knows he can’t he stops. Once the horror moves and the termi can see a clear path – off the termi goes as he wanted to complete the order. This type of game play is really doomed from the start, as you really need to understand overwatch. Here’s a post on our forum that outlines some of the tactics that need to be used in Space Hulk.

http://dowmod.8.forumer.com/viewtopic.php?t=69

Akranadas – trust me I know. I’m very attached to all them and it sh%ts me when I make a bad decision that gets them killed :(

Shinryuu – yes I agree with the flamer. Originally I wanted that spawn points could only be destroyed with a flamer shot, but I made it painfully possible with bolters. Are yes the Eldar HQ, I remember it now that you say it, I will note that down. As for the insta-kill, I’m going to have to disagree with that one. Balance is always going to be a hard one to suit everyone, especially hard core gamers like yourself. I’m inclined to go for numbers for difficulty, rather than making them different. Have you played it on insane, I get punished on those levels. But I can up the number is needed, all so the Lau’s are available for anyone that wants them.

Fuggles & epic40k – I'd love some ideas for the next campaign, I would like to make something about 6 missions and use the Blood Angels. Any chance for a link to the pdf?

Emberstrife – That is a bit strange. If you go into the painter and select terminator and exit out is it still their?

Skullcap – the 1st ed maps are way to small and coded very different from the new version. Its time focus on some new stuff, not to mention my dawn of war coding skill is pretty good now (well I think so, anyway) so I could do some pretty well polished missions. We just need a campaign idea.

Oz_Striker
26th Jun 06, 8:49 PM
Great mod, love your work, cant wait to see what you do when DC comes out with hero customisation, hopefully I can choose equipment before a mission

Chris_T_Hill
26th Jun 06, 8:54 PM
Just spent the last couple of hours finding an RGD edditor and tweaking this great mod to my tastes... After completing the game (normaly) there were a few things I wanted to change and I'm not sure if this will interest you but this is what I changed IMO it plays better but again everyones tastes are different (oh and I have all the files I altered saved in a 2nd seperate folder on my desktop so it can be easily transfered if you wish to test the changes):

Assault Cannon:
With the Storm Bolter beefed up and the Assault Cannon nerfed by the limitted amuntion (which I love!) I realy felt it needed a buff to return it to its rightful place as a specialist unit. This is what I altered:
* Ammo increased to 999 (in both SP,MP, and in QS settings)
* Rate of fire doubled
* Min/Max damage increased slightly
* Rec cost per shot quadroupled from 1 to 4 (this is simply to make the ammo counter look more dramatic as it depletes rapidly from 999. Strangely though even though the cost is 4 req it still seems to go down in 1's just alot faster)
* Added an extra reload clip
* Low ammo warning counter comes on at 200 rounds

Flamer
The reduced range just killed off my love afair with this unit. In previous versions I relied on this unit for killing spawn points and slowing enemy advances. Sadly with the reduced range he became little more than a liability, either being torn apart before he could burn a point or wandering helplessly into his own flames. This is what I altered:
* Flamethrower range increased to the previous version (Space Hulk Co-Op)
* Altered the Flame shot recharge time from near infinite to 6 minutes (just allowed me to use him alot more to seal off areas and burn spawn points without overusing him. Your not likly to get more than 12 flame shots off in a game even with a 6 min recharge).
* Reduced the armour piercing value of the flames for Heavy Infantry from 100 to 4 so terminators can surrvive for about 5 seconds in the fire (this was mainly to stop freinds whining about the movement every time their terminator wandered into there own flames... Now they have a few seconds to get them back out!)

Storm Bolter
The building armour penitration for the Storm Bolter was way too high allowing it to be used soley to destroy spawn points. This is what I altered:
* Armour piercing value - Building low massivly reduced to 3
* Armour piercing value - Building medium massivly reduced to 3
* Armour piercing value - Building high massivly reduced to 3

Sergent
Since Co-Op this guy had bugged me with his grenades as he always took the shine off the Flamer, and after his Storm Bolter became uber against buildings this guy quickly became the unit of choice for killing spawns and spawn points (making the other 2 specialists unecessary). So I altered the following:
* Added 1 more sheild ability
* Removed 1 Grenade ability (this just made sure that he couldn't be relied upon alone to take out spawn points)
* Reduced the armour piercing value on the grenade for Heavy Infantry from 100 to 4 so terminators can surrvive for about 5 seconds in the fire

Now I'm back off to read your map tutorial and see if I can't figure out how to make some maps of my own. Once again thanks for easily one of the best mods out there! :devil:

Mogolov
26th Jun 06, 10:13 PM
the map tutorial is wicked on their forum.

Baneboss
26th Jun 06, 10:33 PM
I really like the mod but what i dislike the most (sadly) is ability to see behind the walls. Can area of sight be limited so you cant see through the walls?

Mogolov
26th Jun 06, 10:38 PM
Think you should tell SgtBurns about that, I read that you cant see through the walls, only what the Termie can see.

Baneboss
26th Jun 06, 10:49 PM
You can see it clearly in fourth screenshot in first post of Sgt Burns. 2 Terminators on left side of the map see part of the tunnels logically shouldnt see.

Its a little annoying to me in game. Everything is so perfect about this mod but when you can see Horrors or even Sacr Pit behind the walls i think something is wrong :(

Otherwise gameplay is cool. Genestealer animations look faster for how fast they move. Do they represent same statistics as Horrors? If so could they be changed to be faster making them better enemies so you can choose them over Horrors not only for looks? That would be so cool! :)

Mogolov
26th Jun 06, 10:57 PM
not sure how you mean mate, it all looks fine to me on the screen shot.

Can you take a screenie and post it up?

RedSarge
27th Jun 06, 12:35 AM
This mod is hard! Only on mission 2 atm and that little Servitor is very hard to get to in one piece. And I learned that splitting up is not a very grand idea, because I end up losing one of my Termies. :bombface:

Can I have an Ogryn kill-team or Storm Trooper kill-team BrSgt_Burns? I would gladly help you on this mod since some (most?) members have abandoned it, leaving just one hard working team leader.

I'm interested in what you mentioned about other kill-teams in the near future. For my modding resume I only have helping the CtC team by designing icons for them. Unfortunately none of my actual work with .luas and .rgds exist around here because everything I make I keep to myself or I'm too greedy to release to the public.

If you need an extra hand with something then you can PM me. (I have Adobe PS CS2 for any graphical work and good knowledge about LUA and creating new units- heck I'll personally create any new kill-teams for ya)

fuggles
27th Jun 06, 12:35 AM
Very minor, but if you pick chaos in the army painter then you get a cube on the title screen.

Baneboss
27th Jun 06, 1:53 AM
Mogolov: How cant you? Its pretty obvious. Look:

http://img232.imageshack.us/my.php?image=relic000190eb.jpg

For me seeing behind the walls totally ruins the best fun i would have from this mod. I remember earlier beta versions had it solved.

BrSgt_Burns
27th Jun 06, 3:00 AM
Baneboss is right you can see in the next room, a unit has a visual radius and I’m afraid I can't change that. Earlier versions did fix it, but was the reason behind - no multi-player, no replays, no game save and it was a resource hog. sometimes it wouldn't work if you termi didn't stop just right.

So this version - no good!

Genestealers are faster with less hitpoints, horrors are slower with more hitpoints.

Baneboss
27th Jun 06, 3:17 AM
Thx for response.

Is there a possibility to release hotfix for anyone who prefer strict visual radius?

TBH i dont care about replays or saving games and even multiplayer. Many players like me enjoy only skirmish games too. Best possible option would be to make mirror mod to choose from in mod manager that have different visual radius.

Anyway youve done a great work there buddy. Im looking forward to see Blood Angels campaign. Hopefully it would feature some other available Terminator weapons from 1st edition of Space Hulk. CtC or other great mods might release Lighting Claws.

If you will ever have strengths to make 3rd campaign i could ask Compiler for Grey Knight Terminators. That would be even better.

Any chance to make Genestealers run a little faster? :)

BrSgt_Burns
27th Jun 06, 3:42 AM
That was the original plan, I was going to look after Coop and Scarcow was going to look after SP - but now their is only me. I only like the current view as the other one was too buggy. So I'm not interesting in working on it. But if your a coder, I don't think SC will mind. The code that makes it work is about 4 pages long and would require you to re-write it from the ground up to suit my version. Or you could start from scratch, depends on how bad you want it.

Obtuse
27th Jun 06, 1:28 PM
Yo yo yo mother hubbards, the chat room is now up: here (irc://irc.hwcommunity.com/Spacehulk) or if that doesn't work, it's on the hwcommunity server as #spacehulk

epic40k
27th Jun 06, 3:09 PM
http://www.boardgamegeek.com/file/5037/ASCManual.pdf

This is the advanced space crusade rulebook, some excellent fluff and game design by Jervis Johnson. Some amazing John Blanche art among other great artists. Me and my big bro used to play it with Ultramarine scouts, backed up by Deathwing termies and librarians, and a full platoon of beaky darkangel marines. I fought against nids, stealers, hybrids, and heretics, orcs, even necromunda gangers heh!! The site with the rulebook even mentions that the Tao was introduced in the later stages.

edit: to see what the actual board looked like check the jpgs on:

http://www.boardgamegeek.com/game/8630

Dooks Dizzo
27th Jun 06, 5:04 PM
A couple suggestions:

1. A Death Watch Kill Team would be rather badass.
2. An Assault terminator added into the kill team would be king.
3. I know it's asking a lot but if you made a Lightening Claw model there is a very good chance that you would win the internet.
4. Adding a Librarian to the team might be neat, in particular if he had a certain power currently reserved to Eldar.

I personally think that modders who are working on dead end projects need to drop what they're doing and get to work helping you.

Troubleshooter
27th Jun 06, 7:43 PM
No luck getting a game to start. The main menu has the bad model box for the Chaos marine... genesteeler and terminator models show up fine.

Tutorial and Campains fail to launch, all I get is dumped to the desk top and asked if I want to send a report to MicroSoft :)

HELP! I WANA PLAY!

Home(H)chetr
27th Jun 06, 8:43 PM
I know this is kinda off topic and its been a yr. since last post..... but is there any way to make demo real game?

:iws: Its a really old game too.....

Obtuse
27th Jun 06, 9:57 PM
Home: Er, what?

Epic: That would depend largely on how generous the tyranid mod are with their models and whether or not we could make convincing tyranid ship maps.

Troubleshooter: Try running the mod variously from the space hulk exe in your main folder and by doing it through mod manager and see if that makes any difference. As far as pink box Chaos goes, doesn't that only happen if you play AS Chaos last time you played? o.O

Also, there isn't a tutorial, so don't try and do one or crashing will occur

Troubleshooter
27th Jun 06, 10:29 PM
Tried launching all different ways... no change.

Tried starting the campaign... still crashes.

Also, when I try to change the color sheme for the genesteeler or the Chaos marine, the skins dont reflect any chages at all. The chaos marine is always the same rusty brown color in the army painter, and then when I go back to the MM, All i get is the pink-box-of-anoyance.

Obtuse
27th Jun 06, 10:45 PM
Yeah, I believe at some point there'll be an option to use a Chaotic kill-team but for the moment the skins of the chaos and genestealer teams are unchangeable :x Sorry about that.

The only other thing is have you gotten the latest version, 1.01? That might fix whatever the problem is. (long shot, I know, but until Burns comes back that's the best I can think of)

One stopgap solution that might work for you is to play the campaign maps in skirmish using the win condition 'mission' (remember to only use one win condition) which uses the actual win conditions from the map, so pretty much is the same as SP except for possibly the load screens and the fact you can play it with a friend. Remember to set the AI baddies to player 2 and put fixed win conditions on. See if that'll work for the moment. If not, there's probably something buggerered in some area I have no idea about.

Imrix
28th Jun 06, 2:01 AM
This, is truly a work of art. Simply beautifal. I've only one gripe: Stop torturing me with the sight of a Necron squad commander and give me a Necron kill-team!

theBlind
28th Jun 06, 3:55 AM
I found a bug in the mission "Relic" - if you retrieve the relic and kill all the spawns you get a loss once the annihilation trigger triggers.

Also, the assault cannon won't stop firing when req is down to 1 - it will only stop doing damage (tested against a cryo tank in SP)

I'm thinking up a campaign, I'll post it when I have some 12 missions.

Obtuse
28th Jun 06, 7:35 AM
:o That's very useful to know, theblind

Necron kill team WILL come along once the bugs have been sorted out.

Troubleshooter
28th Jun 06, 8:00 AM
I will play aroud with it again when I get home...

I downloaded the full mod... not the upgrade. This is the only mod I have installed along with Skirmish AI.

Sure hope I can get this resolved!

Foehammer
28th Jun 06, 8:22 AM
I'm not sure if it has been reported yet but anyways, although it isn't such a big issue in the 2nd mission you can just destroy all the warp vortex and forget about the servitor, and still complete the mission.

Obtuse
28th Jun 06, 8:49 AM
http://files.filefront.com/SpaceHulk_2v101rar/;5184563;;/fileinfo.html That one?

I'm kinda stuck here, I'll mug burnsie when I see him next.

@Foehammer: Thanks for that, I think that it *might* be intentional that particular bug, since one everything's dead you've in effect won, but it could be unintentional, so thanks for the heads-up. If it's supposed to happen obviously a better win message needs to be put up to make it clearer that that is the case.

Troubleshooter
28th Jun 06, 11:26 AM
Yep.. thats the one I DL'ed. I promise I am not an idiot :D

mecha_manic
28th Jun 06, 11:43 AM
i second, third, fourth and fifth the deathwatch killteam suggestion, and will not stop backing it until it is implimented(you could use the closer to codex sm and re skin them :D). but, seeing as i heard there were grey knights in one sh game ex pack or somthing, it would be cool to have a team with cc ability.

Obtuse
28th Jun 06, 12:29 PM
@Troubleshooter - it was worth a go, even if it was slightly insulting ^_^

@Mecha - there's definately going to be necrons, I know that much. Obliterators are planned as well. Something to do with the Deathwing's under consideration as we could do 'outdoor' maps with that, and that would be fun. I don't think we actually have anyone capable of skinning, but certainly any units that are already done are implementable at some point providing that we can get the permission of the maker.

Romanov77
28th Jun 06, 1:55 PM
Sg Burns...congrats to you and your team, the mod is plain awesome, and I can t wait for new updates!!!

BrSgt_Burns
28th Jun 06, 6:29 PM
Thx Epic40k, for the links I will look at them this week end.

Dooks, I’m afraid I don’t know anything about the Death Watch – any links?

Troubleshooter – the only reason that I can think why it would crash to desk, is you don’t have winter assault & 1.41.

Necrons at the moment are crashing the ME on me, once I work this out I will put them in. I know it sucks, but I will get there.

TheBlind – Nice One! I have put on the list. I look forward to you ideas, but 12 missions :(. Their is a lost of work that goes into a scripted mission. At the 6 mission mark, is about as long as I can stay interested, then it becomes a chore. I would need more map designers for anything more.

Foehammer, if you destroy all the enemy – then you win! Theirs no need to see how the mission plays out if theirs no one to stop you :)

mecha_manic - I would love to get the Grey Knights in there, I will need to do some begging and groveling to the daemon hunters, once they get termi’s in game.

Here's a morror Skills's, thx to DoWFiles - http://dawnofwar.filefront.com/file/Space_Hulk_II;65290x#Download

VenerableDread
29th Jun 06, 4:00 AM
Are yes the Eldar HQ, I remember it now that you say it, I will note that down.
Don't forget that if you hover your mouse over the Genestealers the description calls them "Horrors".

kindred ravens
29th Jun 06, 4:20 AM
the terminators' lights weren't on and i couldn't see their lovely texture. why is this?

Obtuse
29th Jun 06, 8:56 AM
Your settings are too low?

Dooks Dizzo
29th Jun 06, 4:31 PM
Mr. Burns:

Death Watch Kill Teams are a specifically designed group of space marine Xeno hunters. Basically they take veterans from many chapters, paint their armor black, give them cool guns and have them go hunt down and destroy dangerous xeno's.

They get special ammunition and a ton different weapon options. here are some links:

http://www.pbase.com/migsula/dwkillteam


I can't find the exact rules, they were in a Chapter Approved. Can anyone help out?

PS: Thier armor is black with one shoulder pad remaining the color of their parent Chapter.

Baneboss
29th Jun 06, 6:37 PM
http://en.wikipedia.org/wiki/Deathwatch_%28Warhammer_40%2C000%29

skills
30th Jun 06, 9:45 AM
Heh Burns downloading now, i want to see how the assault cannon ammo thing worked out lol, just another 10 hours to go...

VenerableDread
30th Jun 06, 11:18 AM
Ten hours? Sheesh, I downloaded it in like a few minutes!

Obtuse
30th Jun 06, 11:45 AM
5.6k connection? :O

The thing that troubles me about Deathwatch is that they're essentially regular marines, and so even more fragile than Terminators in a Hulk enviroment. Guess it'd be fun to have them, but I'm not sure what they'd bring to the game. Variety, I guess. I'm sure I saw someone made the models for DoW at some point, so if someone can find that we can put them in.

JoeSocksXD
30th Jun 06, 11:53 AM
I just recently got a chance to play the mod, and all i can say is :jaw: this mod is AWESOME. The campaign is very hard, i have not been able to beat the first lvl yet, prabably because i keep bunching my units together.....
great mod :up: :up: :up:

Davius_Prime
30th Jun 06, 1:40 PM
Actually, wouldnt the deathwatch Marines be very effective against things like Genestealers? After all they have special ammo and are trained extensively to kill Xenos. I'm not sure about how fragile they would be but they would be more effective I think against the Genestealers than the terminators in ranged and close combat because they would know where to hit.

Dooks Dizzo
30th Jun 06, 1:46 PM
Also there is no reason that DW can't wear Terminator armor.

Thinks like move and fire heavy bolters with inferno rounds are handy as well. Being led by a Lirbraian or other character also adds to the excitement.

DWKT's were MADE for Space Hulk combat.

epic40k
30th Jun 06, 3:57 PM
They sound good to me, after all if their soul mission is to kill tyranids, why would they have a problem with genestealers.

BrSgt_Burns
30th Jun 06, 5:07 PM
They would have to be in Terminator armor. The reasons terminators are used for Hulk Boarding Actions is they are protected from the vacuum of space and the high radiation fields caused be ruptured reactor casings. Of course I guess, not all Hulks are the same - still I would put them in as termi's.

The only thing that kinda puts me of the DW is they look a little boring, Black - they might have a great fluff load out. But they are just black with 1 interesting shoulder, I have to think about it.

RedSarge
30th Jun 06, 5:36 PM
Space Marine powered armor is also protected from the vacuum of space BrSgt_Burns. As for the amount of radiation protection, I'm not sure.

Death Watch marines can look just as good as the next guy. :dyn:

http://www.coolminiornot.com/40390

http://www.pbase.com/migsula/dwkillteam

Dooks Dizzo
30th Jun 06, 6:46 PM
Thanks for the back up Red.

A close combat termie would be great. Lower the recharge time on his attacks so he is just swinging like a freaking mad man!

TornadoADV
1st Jul 06, 5:16 AM
Tactical Dreadnought Armor is used in boarding actions where surivibility and durability are pararmount over agility due to the cramp corridors of most space vessels. Mk. 7/8 Power Armor is just as well suited for Zero-G/Vacuum/High Rad enviroment.

Imrix
1st Jul 06, 5:23 AM
Hmm, a Deathwatch Kill-Team. While the idea is sound it would kind of defeat the dynamic of Space Hulk, that being that the enemy slaughters you in close combat. So either you have the Deathwatch as a non-CC force, which is off for them, or you find another way for them to end up dead.

BrSgt_Burns
1st Jul 06, 6:40 AM
Some times our passion for a specific element of 40K can blind us from the true fluff. While, I'm sure the Deathwatch are kickass. They are not more so, than a chapters 1st company - The Terminators! Only the best get to were a Termi's suit, as it is written in the Astartes.

As a point of reference - all power armor from Mk 2 up were sealed for fighting on alien worlds and could operate in space. But they weren't designed for hostile environments - quote


Tactical Dreadnought Armor combines the technological developments of power armor with the sealed environmental suits designed for starship crews that work in highly unstable or corrosive environments such as inside the high pressure casings of plasma reactor shields.
Here's all so some interesting links about the different types of armor.

http://en.wikipedia.org/wiki/Weapons_and_Equipment_of_the_Imperium_(Warhammer_40,000)
http://en.wikipedia.org/wiki/Terminators#Tactical_Dreadnought_Armour

Fluff wise, Deathwing are the most famous for killing Stealers as they single handedly cleansed their homeworld of a huge infestation.

Blood Angels, suffered horrific looses on the first encounter with a Stealer infested Hulk and pioneered and developed Space Hulk Tactic's.

Ultra Marines, developed the Incendiary Ammunition for their bolt weapons to fight the Nid thread.

So while the Deathwatch, fill the ranks on the open battle field. Terminators are the weapon of choice in Hulk Boarding actions.

King_Tiger
1st Jul 06, 6:52 AM
I think what people are missing out on here is that the Deathwatch get specialised training and weapons, being part of the Ordo Xenos and being charged to destroy the alien in all its forms. This means heavy bolters which can be fired on the move, special ammunition like hellfire rounds and the like. I'm fairly sure Deathwatch would have access to Terminator armour in special circumstances as well. So a Deathwatch kill team with 2 squads...each with maybe 1 sergeant, 3 battle-brothers and a special heavy bolter, might be an excellent additon, especially with increased dps and stats to reflect their skills. I remember the Daemon-Hunters v0.8 had models and textures for Deathwatch teams...

http://redelf.h1.ru/w40k/ia/w40k_ia_dw.html

Obtuse
1st Jul 06, 7:20 AM
It's commendable the amount of passion a lot of people have for the Deathwatch dudes, but until someone can find the models to use it's a moot point, we can't implement them properly, and it'd be damn strange to have a bunch of Ultramarines running around a space hulk if we have to use placeholders.

That said, if you really love the Deathwatch and want their killteam, then find us some models and animations :D

Hands_of_Fate
1st Jul 06, 10:11 AM
Deathwatch Marines were featured in the Ordo Xenos (http://www.innocence-proves-nothing.com/frameset.asp?page=start.asp) release of the Daemonhunters mod. They had the fully functioning models and you can try to contact them for regaring them. I haven't yet seen Deathwatch Terminators done anywhere, but even if regular squad members of Ordo Xenos kill teams don't have the option of wearing Terminator armour from wargear, their characrers may do so.

Anyway, good luck! I'd love to see the Deathwatch in the Space Hulk. Those guys are perfect for small kill teams this mod uses.

Cpt.Tycho
1st Jul 06, 12:30 PM
guys can't u give orks or dark eldars as new enemies?

JaqTaar
1st Jul 06, 12:56 PM
Dark Eldar are not really common on Space Hulks, Orks and Necrons though...

Cpt.Tycho
1st Jul 06, 1:21 PM
Orksorksorksorksorksorksorksorksorksorks....

Dooks Dizzo
1st Jul 06, 2:19 PM
I have an idea!

I propose a comprimise. Can we get terminators with DW shoulder pads? That would make me as happy as anything else.

That and an assault terminator in the squad :thumb:

compiler
1st Jul 06, 2:45 PM
Come on guys...
I think that the team got the message that there was a fan base for the Deathwatch.
Now, in the name of Zidane, please give them a break.

There is nothing more of a turn off for a modder than meeting the "eh, your mod is not bad, but it would be way cool if you would add my fav unit" attitude.
And, from what I have read above, no one has given a solid reason to add the DW into the game (gameplay, play challenge, originality, whatever) other than "I would find it cool". That's a bit short IMO.

Dooks Dizzo
1st Jul 06, 3:14 PM
Yeah, I pretty much had no other reason so I retract all previous statements in favor of a shoulder pad.

Other than that this mod is a blast.

kindred ravens
1st Jul 06, 5:02 PM
i did find a problem with the mod, reporting this only because i like your mod, if i didn't then i would just let your mod keep the problem, the problem is that when i say "move over here" with my mouse, when i have selected the group of 5 termies, if i have selected an area of pathway that has vents coming into it or a pathway that crosses another pathway, the termies refuse to move to that spot i have to click on a spot further up the path and press the stop button as they cross the desired position i wanted to choose in the first place, this fault has lost me many matches in the campaign, it is rather anoying, as my terminators aren't close enough together to protect eachother while weapons are jammed, and they get eaten by daemons.

PLZ FIX THIS.

Great mod guys. A good reason to play dow!

theBlind
2nd Jul 06, 1:49 AM
ravens: That's an engine problem, afaik, nothing modders can fix.
But once you have learned to live with it, it becomes second nature to micro your termies movements just that bit more.

Obtuse
3rd Jul 06, 5:11 AM
In the games I win I tend never to order my team around as a group, there's no way for each of them to cover one another. Generally if you get them in a situation where more than one Terminator is covering any given approach from different angles then you'll have a good rear-guard.

Baneboss
3rd Jul 06, 5:28 AM
Grey Knight Terminators were covered in 1st Space Hulk edition (also more advanced). They will add to gameplay for sure. Second edition was very simplified and not didnt have much support from GW.

Srg Burns: I am sadly not a coder. I worked on luas a little but thats all. Im a balance tester mostly. When it comes to visual i suppose we all will be happy if corridors will be away from each other so you cant see whats behind the wall.

Is it possible for you to make doors spawn Genestealers/Horrors instead of buildings?

Obtuse
3rd Jul 06, 3:28 PM
I imagine things like that'll happen when doors are fully implemented. Just kinda guessing, though, to be honest.

skills
5th Jul 06, 10:49 AM
Ok I downloaded and heres my little 'report' to help you out:
First off great mod i really liked it best of all the incarnations so far.
A few bugs i saw were, the chaos sorceror in the first missions could shoot through walls, my termi's werent happy.

Main menu model for chaos shows a pink box.

In the second mission i was lewft with a flamer termi and the servitor in the room where you capture the servitor and i
I lost the flamer and moved the servitor into the doorway next to the room and it said I had completed the mission even though the exit point was the other side of the map.

Also in the mission loading screens keep on calling the assault cannon an auto-cannon.

A few suggestions, for the assault cannon reloads 10 seconds is a bit long to reload the gun (when the assault termi is on his own after he runs out he hasn't got a chance he can't reload fast enough) and maybe have the code give 200 ammo first but stun the termi for so many seconds as when i reloaded the gun with a little ammo the counter went to 0 and i though it had not worked so i used my second reload and waisted a whole clip.

Apart from that great mod :D and all the people asking for assault termi's, why space hulk is a game where one team have the fire power and the other have the cc, cc against cc defeats the point of space hulk completely although Grey Knight termi's sound cool

BrSgt_Burns
6th Jul 06, 4:54 PM
Ravens, theBlind is right. This is something I can’t really mod. Making of the maps is the only way can influence this, I have through trial and error worked out what works and doesn’t. So why some maps work better than others is really a reflection on when I made them. Future maps should be a large improvement.

Yep Grey Knights were in Space Hulk, but we would need some Knights models. I don’t think there is any available. At the moment any way.

Skills, I didn’t know about the sorcerer gun, I will fix that for next patch (which is growing fast :( ) I was thinking about dropping the reload time, and you have convinced me – I will reduce it to 6 seconds.

mecha_manic
7th Jul 06, 4:30 AM
Hey burns. There is one easy answer for the GKs in space hulk, you could ask to be able to use the Gks in power armour from the earlier versions of the daemon hunters mod, version 0.6 was still written in .lua not .rdg, so you couldcopy the weapong names etc onto a new file.

skills
7th Jul 06, 10:49 AM
Hehe thanks for the reduce, also what about the pink box in the main menu when you are chaos and the missplaced exit on the 2nd mission.

For the GK ask compliers GK mod as they have their GK termis nearly done aparently so if you ask him

Khornight
7th Jul 06, 6:04 PM
Does it work with the new patch?

BrSgt_Burns
7th Jul 06, 7:40 PM
don't worry mecha, if their is some knight models out there. I will find them - or they might find me! Who nows what lies in the future?

skills - yep, the other ones have been pointed out and i have already fixed them. But every time i think the next patch is ready, something else comes along :(

But the good news is, i had a little break through last night in creating my own scar functions (well a break through for me anyway). So the next Jam.Scar will work heaps better, in SP and MP.

Hopefully, not long now :)

newghost
7th Jul 06, 7:59 PM
Not sure its a bug or a map problem, but on every map, I could useually fit 2 or 3 termies in a hall, side by side, 2 termies is enough even if one gets a jam.

Nomad_Soul
9th Jul 06, 8:04 AM
Excellent mod. Just got finished playing through the campaign, and I really enjoyed it. It captures the feel of the original Space Hulk computer games very effectively.

skills
9th Jul 06, 8:10 AM
Ok just checking you got all the lil bugs lol, and also i've noticed for some of the missions the description on the map menu is different to the actual mission, mission 3 is the only one i can remeber at the moment, and don't worry about the patch being set back people like a patch which changes lots of things for the best.

Also I made this loading screen for when dow startsup from a pic of a space wolf termi on the internet if you want to use it you can as i noticed that this edition of space hulk doesnt have a loading screen.

http://img68.imageshack.us/img68/8722/terminatorloadscreen3cy.th.jpg (http://img68.imageshack.us/my.php?image=terminatorloadscreen3cy.jpg)

BrSgt_Burns
9th Jul 06, 9:05 AM
Newghost, this is the only way I can get around some of the path finding issues. But I have setup that only 1 termi can fit through doorways and intersection, also I put some vents on the ground to force them to go back into single file.

Skill, Nice load screen :) - We had some real problems between International versions of the 40kwa.exe, so it just didn't make any since to do it this time round :(

Here's an update of the next Patch

Fix's and Changes
=============

-Grenades & flamer UI placement name................................................Done
-Mission 1 briefing is wrong........................................................Done
-Spelling in main UI text...........................................................Done
-Genestealer UI incorrect...........................................................Done
-Assault Canon UI...................................................................Done
-Grenade UI.........................................................................Done
-Terminators Jamming when not under attack..........................................Done
-Main Menu Race model not showing...................................................Done
-Assault Cannon Reloads Not working for Coop players................................Done
-Sorcerer can shoot through walls...................................................Done
-Mission 1 & 2 completes the mission if the squad is killed.........................Done
-Camera tracking not enabled for players............................................Done
-Improve Blip Scar..................................................................Done
-Put in Chris's Mini Map............................................................Done
-Increase Flamer distance...........................................................Done
-Decrease Cpt grenade distance......................................................Done
-Decrease Cpt grenades burn time to 15 seconds......................................Done
-Increased recharge time to 2 minutes for Cpt's shield..............................Done
-Changed main menu background and removed snow......................................Done
-Decreased the flamer and Ins grenade damage, so that death isn't instant...........Done
-Add new terminator Skins by Hanger-8...............................................Done
-Increase Assault Canon Clip size to 300 rounds........Done

New Flame rules, Termi's can survive in it for about 3 seconds, stealers about 2 and horrors about 5. Horrors can actually survive, they run in and then realize they can't make it and turn around - some make it out others don't. What I do like is how much different they are to fight this way.

Obtuse
9th Jul 06, 10:11 AM
That's badass, should be pretty awesome. It's nice how this mod's coming along, isn't it?

skills
10th Jul 06, 10:05 AM
Did you decrease the storm bolters armour piecing against buildings? As at the moment they rip through spawn points like a hot knife through button which defeats the point of the heavy weapon termi's espcially the flammer termi, also SgtBurns i mean't have like the steel legion mod where you ahve an option to overwrite the origianl start screen or not.

Obtuse
10th Jul 06, 8:07 PM
It was brought up before, but if it takes forever to kill spawns without a heavy weapon you might as well restart as soon as you lose them, there has to be a balance. A reduction, just not a crappy-fying.

BrSgt_Burns
11th Jul 06, 12:16 AM
I have reduced the armour piecing of the weapons, so it is not like a knife through butter. But i have left them able to do some damage - for the reason as Obtuse has pointed out. I think you will be happy with the next update, i think it takes 3 minutes of continues fire to take one out now.

I have a little sneek peek at whats new in 1.0.2.Thanks to Hanger-8 and his very cool skins, we have setup a new painter for Space Hulk.

The paint areas are
1) Body
2) Left Shoulder
3) Right Shoulder
4) Weapon
5) Helmet

Here's a Pic.

http://www.users.bigpond.net.au/project101/painter_interface.jpg

An here is some skins made with it and you could even make the very sort after DeathWatch. But the DeathWatch are really hard to find in the dark, but they do look cool.

http://www.users.bigpond.net.au/project101/painter.jpg

RedSarge
11th Jul 06, 10:46 AM
*listening to Rammstein's Engel*

Holy crap! Those are bloody awesome... :bow:
I salute Hanger-8 for his awesome Terminator textures and BrSgt_Burns for this awesome mod. :headset:

^ Thumbs up for the ability to make Death Watch Terminators.

@BrSgt_Burns: Do Storm Bolters still kill Terminators in 1 shot?
Because my whole 5 man kill-team was wiped out by one enemy Terminator.

Dooks Dizzo
11th Jul 06, 1:50 PM
Man thank you.

That is exactly what I wanted from the Death Watch. Just being able to do the color scheme is friggin awesome.

Obtuse
11th Jul 06, 4:17 PM
As far as the Terminators killing each other thing goes, I've noticed that myself, it could do with reducing, but then again the game's really not designed for Terminator-Terminator combat, there's just not enough to it. Irrespective of damage done whoever fires first/has the most men available in a line will win, not that much fun.

Oh, and excellent, EXCELLENT work with the painter, I applaud you.

BrSgt_Burns
16th Jul 06, 4:50 AM
New 1.0.2 patch is out!!! See first post for more info and download link.

Enjoy :)

skills
16th Jul 06, 11:51 AM
BrSgt_Burns: Err is the patch the whole mod again or just he patch as 82 mb seems large for a patch

BrSgt_Burns
16th Jul 06, 2:38 PM
it's just a patch! But when you do little adjustment to everything, it adds up pretty quick.

Anyway 82mb isn't very big?

Dooks Dizzo
16th Jul 06, 3:23 PM
Loving the new stuff man, keep up the good work!

General Stukov
27th Jul 06, 8:47 PM
well I've played the newest version and I've got a few complaints, while the mod is extremely well done, there are some serious bugs which end up killing the entire mod...

1) Terminators, they really are stupid... (slow is a more accurate term) "hey there's tons of horrors around, I've got full ammo, lets go punch them!"

2) I dunno what it is about moths to the flame but apparently terminators have that same fault.. "Oooo pretty lights... AAAHHHH!! FIRE!!" also.. why is it that they die almost instantly when they get into CC with one model...

3) The Flamethrower Termie is quite useless, unless you wana keep an area clear so the rest of your squad can move past, I can see how this can work but he also falls under the "retarded" rule... He likes close combat and doesnt like to sit back like he should... this means I have to keep him back at the beginning of the map which makes his usefulness very limited...

4) AC Termie, A very very good concept but he seems to not like keeping his ammo well fed... Its become such a problem that I just dont use him, I usually keep him and my FT termie in a remote corner where there arent many mobs so he doesnt use up all his ammo.. You might try adding in areas where he can boost his ammo stores or perhaps add more ammo to each clip?

With 9 pages Its easy to miss anything said that addressed those issues but if they were, please post them for my benefit and others who might not take the time to read it all like I have (I wana get back to playing the SpaceHulk missions!!!!)

Its a very addictive mod, able to keep me goin for awhile but one thing I do like about this is the weapon jamming... that makes it so amazingly cool but it also makes it hard to control the weapon jammed unit... he gets into CC almost instantly when his weapon jams.

I do like the mod and hope certain issues can be fixed and I really think this has a great potential to become a superb mod...

hangar-8
29th Jul 06, 6:59 AM
The Flamethrower Termie is quite useless, unless you wana keep an area clear so the rest of your squad can move past

That's one use for him but his main use is to 'purge' an area (spawn point, cryo tanks or generators etc.). Keep him in the middle of the squad till it's time to light a fire ;)


AC Termie, A very very good concept but he seems to not like keeping his ammo well fed

The AC doesn't jam, but cannot fire on the move. Use him as point defense to cover the others while they get into position.

The point of Space Hulk is to overcome the various limitations of ammo, loadout and cramped maps. It's also close to the board game (which I played a couple of times). The creatures that the terminators usually fight (genestealers) can kill a terminator fairly easily, but anything less would also be a waste of manpower. It's a very good interpretation of the original game in the DoW engine.

BrSgt_Burns
31st Jul 06, 8:12 PM
Hanger-8 covered most of it, but you can set the mission to quick start and it will double the Assault Canon Clip size.

CB319
3rd Aug 06, 11:18 PM
It was brought up before, but if it takes forever to kill spawns without a heavy weapon you might as well restart as soon as you lose them, there has to be a balance. A reduction, just not a crappy-fying.
Personally, I wouldn't really care if they did it. As long as you're patient, plan well, and your storm bolters don't jam, you can win any mission. Taking out a spawn point doesn't have any urgency, as long as you have everything that needs to be covered, covered, they will eventually go down, no matter how long it takes.

General Stukov
5th Aug 06, 1:09 AM
heh I usually keep the AC termie defending the rest while the others run ahead, its nice and dandy but with his clip size being as such and only 2 clips with no ways to reload him after the clips are used aka useless... trust me even with the best planning he runs out waaaay too fast, my flamer termie is okay but all the termies are like moths to the flame when flame is around... I really have to stop my termies no matter what they are doing and guide each one substantially around the flamed area (even tho I mark the path out every 2 inches of them moving.

They tend to run as close as possible to the flame and it doesnt matter where the flame is.. they will move to it even if I tell them to go another way then when they die Im sitting there wondering why when I tell them to go east they go north west INTO the flammed area..

They have some serious control issues in reguards to not knowing where they are going... perhaps make it so that the flames are almost like a build area where as long as that is going they cant go into that area (they as in the termies, dunno how hard it would be to do for one but not for the other...)

All in all the mod is good but throw out various areas on the map where there are ammo stores so that you can reload your terminators.. after all they are bound to have ammo around the hulk

Delta_Assault
8th Aug 06, 10:08 PM
Well, I like the mod a lot but yes, gotta weigh in on the AC issue. It does not make any sense that the AC only has three clips and I have to manually reload it each time when, by comparison, the stormbolters do not require reloading and can never run out of ammo. If there is to be a level of realism, it would be nice if it was consistent. Now, I could even put up with this gameplay mechanic, if I had some sort of ammo counter to know how many rnds the AC had left. Right now I pretty much avoid putting the AC guy into the middle of the action cause he might run out at some unknown time. Other then that, the mod's a lot of fun.

newghost
8th Aug 06, 11:24 PM
dude the ammo is the req. and you get warnings when his ammo is low.

aerziel
8th Aug 06, 11:45 PM
will we be expecting some new models or kill teams for this mod anytime soon?

Delta_Assault
9th Aug 06, 3:12 AM
Whoops! Thanks... uh, that's good to know.

Win_Imperial
9th Aug 06, 6:54 PM
Sorry but im not quite sure how to download it of filefront. Do you save it first then open it or what? Please give me some instruction thanks.

BrSgt_Burns
27th Aug 06, 6:41 PM
aerziel - I'm actaully taking a break from Space Hulk for a while, to recharge my batteries. So, yes their will be some new kill terams coming up. But not for a while.

Winimperial - you cust unpak the file with WinRAR and then run the exe.

Raiden
28th Aug 06, 1:35 AM
I just installed this mod (both patches), and I tried the tutorial from the campaign. The game crashed for no reason. I tried to uninstall and reinstall it again, but same thing happened.

Do you know what I can do to fix the problem?

Chris_T_Hill
28th Aug 06, 3:16 AM
There is NO tutorial. So don't select Tutorial as it will crash.

Souvarine
29th Aug 06, 11:51 AM
Sounds like something i will try this week end. do you need to fire it with WA installed?

Honestly i am more than happy to hear that Space hulk is around, but...kill teams? mmm to me space hulk is all about Terminators vs Genestealer. Perhaps i played that game too much and have become a purist :D

VenerableDread
16th Sep 06, 10:22 AM
You see Souvarine, this mod gives Space Hulk a classic feel, but won't it be a bit too boring playing as Termies VS Stealers all the time? That is why the mod team are adding more variety to the mod, hence in this mod you fight not just Stealers but also Chaos Warp Spawns, and in the future more kill teams and enemies will be added and touched up to a Space Hulk feel.

fahdiz
24th Sep 06, 10:23 PM
I attempted to download the 1.02 patch from Filefront twice tonight. Both times, WinRAR informs me that the file I've downloaded is corrupt.

Anyone else having this problem?

runab0ut
25th Sep 06, 2:49 AM
I noticed inside the mod folders (patched 1.02) you have a couple of .db, .bak, .rar and zip files in.

Took em out, 7-ziped the mod folder - 68mb, pretty far from almost 200mb of both 1.01 and 1.02 patch files.

(you'd might want to take the time to clean and streamline the mod from unnecessary files, better for everybody.)

fahdiz
25th Sep 06, 9:51 AM
I attempted to download the 1.02 patch from Filefront twice tonight. Both times, WinRAR informs me that the file I've downloaded is corrupt.

Anyone else having this problem?
I've attempted the download from an entirely different machine this morning, and run into the same corruption issue. Please advise.

Obtuse
27th Sep 06, 1:43 AM
We're looking into resolving this issue right now, thanks for your patience, I know the patch is cool :x

UPDATE: here's a new mirror for y'all, hopefully it'll work better - http://www.filefactory.com/file/6708eb/ site's a little ad-filled but reasonable speeds. If the corruption was caused by filefront, which is a possiblity, then should be fine from there.

Tau Gunner
27th Sep 06, 11:12 AM
Erm every time I download it, it comes as a rar file.
Any help with this problem?

Obtuse
27th Sep 06, 12:03 PM
RAR is like zip, it's a compressed archive. The main un-RARing tool is WinRAR, found here: http://www.rarlab.com/download.htm

Tau Gunner
27th Sep 06, 1:32 PM
Thanks for that Obtuse! I hate computer language...


EDIT: Every time I download one tool though, it comes as a rar....

Obtuse
28th Sep 06, 6:22 AM
One tool? As RAR? You've completely lost me.

The English installer is here: http://www.rarlab.com/rar/wrar361.exe which, once installed, allows you to unpack RAR files.

fahdiz
4th Oct 06, 7:37 PM
We're looking into resolving this issue right now, thanks for your patience, I know the patch is cool :x

UPDATE: here's a new mirror for y'all, hopefully it'll work better - http://www.filefactory.com/file/6708eb/ site's a little ad-filled but reasonable speeds. If the corruption was caused by filefront, which is a possiblity, then should be fine from there.

Thanks, downloading from there now.

Ramrod
6th Oct 06, 8:31 AM
Incredible mod, Burns.

One question, though: could anyone tell me exactly where to edit the properties that Chris_T_Hill altered (his post is on page 4)? His tweaks sound great and I'd like to try them out, but I want to make sure I'm editing the right things before I try anything.

Tobisuke
10th Oct 06, 12:19 PM
This mod is pretty neat and I hope you guys keep at it. Long time ago I saw some screenshots of the original space hulk in a game magazine but I never made the effort to catch up on it.

stryer
14th Oct 06, 6:01 AM
Hi guys -just to let you know - the new genestealer model I promised you has only 6 animations left to do. I need someone to pm me with the forum address for the DEV TEAM forum so I can post detailsand contact you regarding the new odel - I accidentily lost ALL my favouites in IE7.

Cirdan
15th Oct 06, 7:50 AM
Errr...for some reason i am unable to download patch 1.02. Has the file disappeared from filefront or something?

Obtuse
17th Oct 06, 10:29 AM
@ styrer: The Dev forum's the same place as the regular forum, as long as you've got permissions. You should be able to see all the various forums from here: http://dowmod.8.forumer.com/ , once you've logged in you'll be able to see it from the forum base.

@ Cirdan: The filefront mirror is down, use http://www.filefactory.com/file/6708eb/

Aribite_Camel
9th Nov 06, 7:33 PM
MUST PLAY!!! I can't open the installer. maybe it's me being a noob. How do i actually install the mod?? It says select program from a list or use a web service. Wa da i do?? By the way. Cirdan, i've seen a bunch of Avatars like urs. Where do I get them?

2841981
11th Nov 06, 5:52 AM
awesome mod, i look forward to all future incarnations of it

nath

Jivebologna
11th Nov 06, 6:56 PM
The link for the patch doesn't seem to have the patch hosted. Is it broken, or am I retarded? :)

2841981
12th Nov 06, 8:32 AM
about 8 posts above yours is the corrected link lol

http://www.filefactory.com/file/6708eb/

enjoy (especially the new army painter)

nath

Jivebologna
12th Nov 06, 2:10 PM
Haha, yeah I saw that last night. Answer: I am, in fact, retarded. I always get pissed at people for not looking for the answer before they start whining and asking someone else to do it for them, and well...

2841981
13th Nov 06, 4:14 AM
okay i have took it upon myself to write a mini tactica for this mod displaying some basic info and a tactical advance to the objective,

naths mini space hulk tactica

This basic tactic is called a tactical advance, or tactical bound forward, the steps are as follows


D: deploy, as soon as you get into the battle deploy your troops, for example, if you start in a room which has four entry points situate one terminator at every point an enemy could arrive keeping the flamer in the middle, if there is only three entry points to the starting room put your assault cannon in the middle to conserve ammunition and for rapid redeployment incase one of your normal terminators jam
I: identify, use your brother sergeants tac scanner to identify where everything is, this is an important step to establish when enemy spawn points are for cleanse missions or for missions where you need to establish the safest route to your objective
S: scout, advance one of your normal terminators or your brother sergeant to the next turn towards your objective/target. chances are you will encounter an enemy or two (or twelve!) on you route down the corridor (especially if you are heading towards a spawn point) this is where the "Q" key comes in, if you see a 'nid or a horror running at you hit the "Q" key and your terminator will stop dead in his tracks and open fire(terminators with storm bolters can fire on the move but they suffer a negative 66% to hit and it takes 2 seconds staying still to get back to standard accuracy)
A: when you make it to the corner you need to bring up the rest of your terminators preferably in the following order

A -> T -> F -> T -> S

The assault cannon should always follow up the rear and lay down covering fire whilst the rest of your brothers advance. It is advised for you to place your assault cannon in the centre of the room to maximise its field of fire to all corridors
R: repeat, repeat till you get to your destination
S: secure, once you reach your destination be it cryo tanks or spawn points secure the area with a terminator and bring in the flamer to purge the area with the holy flame of the emperor. Flaming spawn points is not nessercary to purge the area with flame but it saves time and saves on assault cannon ammunition as this terminator will normally holding of hoards of nids whilst the others defend other points and destroy the spawn point
S: skills & abilities, the skills & abilities possessed by certain members of your team add for plenty of tactical diversity and I’ll go through each in turn

Tactical scanner: this is one of your sergeant’s abilities and reveals the map for 10 seconds allowing you time to establish where enemy spawn points are for cleansing, this is the only advantage I have found for this ability.

force shield: as far as I know this makes your sergeant immune to damage for a fixed period of time which is very useful, mainly for when you are rushing more nids than you can shoot but mainly for when your sergeants storm bolter jams, and the enemy makes it into combat with him, the force shield should give him time to escape to within fire support of one of your other terminators

Incendiary grenades, the best thing about these is it offers the power of the flamer at shorter range and less burn time (I haven’t checked stats but for all intensive purposes it burns 'nids, what more do you want?) it lasts fifteen seconds and has a 3 minute recharge time. Another great advantage is that the sergeant has his storm bolter which means unlike the flame trooper he can flame his target and shoot it allowing him the ability to adapt to the situations he will face.

heavy flamer: your terminator armed with heavy flamer can take six shots with it and in the battles I have played they have never recharged so use them wisely, These have are relatively short range but serves it purpose well enough for when its needed. The fire last long enough to destroy a nid spawner with support from one terminator before the fire extinguishes, I imagine the fire could destroy it on its own but I have never felt the need to allow it the chance.

assault cannon reloads: your assault cannon can see a lot of action when defending your tactiful bound forwards so eventually it will need to reload, as a rule of thumb when you get to about 60-70 remaining keep your assault cannon next to a regular terminator and when its quiet, reload allowing the regular terminator to cover you assault cannon whilst it loads

this is just a small tactica describing a basic adaptable tactic and my views on the skills and abilities. this is in no way comprehensive and thus should not be considered as the emperors word.

i hope people find this useful and i appreciate any feedback

there are two replays here

linkage (http://files.filefront.com/6179938/1/#comments)

one is a cryo tank on hard and the other is a extermination of insane(one hell of a lot of nids on this one) i took no casualties on the first one, and took two on the second one(watch and you'll see why) both replays demonstrate the use of the tactical bound technique, put them in your DOW playback folder and view as any other replay(dont rename them or they wont work)

credits:
well not really a credits section id just like to take the oppurtunity to thank brother-sergeant burns once again for a great mod, and for his battle tips on his forum


good luck brothers, may your assault cannon never run dry and your bolters never jam

the emperor protects

nath

matthewfarmery
13th Nov 06, 4:14 PM
Hi I have had this game for while, then I downloaded this mod to try, however I am having some issues with it, mainly squad control
PS am running the latest version of the mod, and DOW and WA without any extra patches

1 squads like moving towards buildings/ spawn points, the stop command doesn't work when this happens

2 squads seem to get stuck on the map, mainly when buildings are burning, and when I do manage to move them, its like there are invisible walls, neither left clicking, or using the move button works, what odly does work is if I select a building to move to, then the squad moves, its really annoying, and makes the game very hard to do,

other then that this mod has a lot of promies, keep up the good work

2841981
14th Nov 06, 6:36 AM
1 squads like moving towards buildings/ spawn points, the stop command doesn't work when this happens

press the Q key


2 squads seem to get stuck on the map, mainly when buildings are burning, and when I do manage to move them, its like there are invisible walls, neither left clicking, or using the move button works, what odly does work is if I select a building to move to, then the squad moves, its really annoying, and makes the game very hard to do,

normally if that happens choose a point further down the map for them to move two and press Q when they get there

dont try moving them around in one big squad cause they could get stuck

hope that helps

nath

matthewfarmery
14th Nov 06, 6:57 AM
thanks for that, I will try what you suggested

^Crashmaster^
15th Nov 06, 6:28 PM
this game isnt working on my computer when i click on the icon it exits out of my documents

^Crashmaster^
15th Nov 06, 8:20 PM
YESS I Fixed it!!!!!i can finally play!!!i love life !!!!>3

aaaw man now when i click play it the screen goes away and nothing happens

im officialy never going to be able to play this game

aaaaaaah....someplease tell me what i can do to make this game run properly i really want to play it

sabu99
16th Nov 06, 4:39 AM
i cant find the patch the link just takes you to the homepage for filefront??

^Crashmaster^
16th Nov 06, 4:58 AM
i cant even play the game

sabu99
16th Nov 06, 5:02 AM
also when i try to start the game (not the patch'd 1) nothin happens just dos thing pops up for a second goes away and nothing...i wanna play itnot movin from comp till i played it

still cant find patch

^Crashmaster^
16th Nov 06, 5:05 AM
same here

r u lookin for the 1.0.2 patch?

go to this http://www.filefactory.com/file/6708eb/

sabu99
16th Nov 06, 5:14 AM
ahh thnx :D next up...geting it to work!

matthewfarmery
16th Nov 06, 5:40 AM
@^Crashmaster^ (http://member.php?u=91640) you do have winter assult installed? as that will take the game to 1.40 for both games (DOW and WA), secondly you should have installed the mod to where ever the games are installed,

eg
(this is an example) c:\Dawn of War (no extra sub directories are needed, as the install will create one for the mod

after that Im out of ideas, as I have tried to list what I thought were the most obvisous reasons for it not to work

sabu99
16th Nov 06, 5:48 AM
ok i started the game put cant start mission 1!! i press start mission and nothin happens :'(

Koranis1979
17th Nov 06, 9:34 AM
I suppose this mod cannot be played with just Dark Crusade, right?

2841981
17th Nov 06, 11:05 AM
no you need DoW and winter assault but not DC

nath

Taveras
23rd Nov 06, 12:49 AM
Hey Sgt Burns,

I just wanted to say that as an old timer who played the Space Hulk and Vengeance of the Blood Angels computer games back in the day, you have captured them very well with this little mod. Great work!

Even the somewhat clunky movement of the Termies is captured here and for those who think it's a bug...nope! It's part of the game! In fact, the original space hulk did not let you switch positions with another Termy in the middle of a single file corridor! It was harder that way; yet this game lets you do it since only the junction points of corridors can truly be blocked.

Here are 3 common movement issues and explanations:
1. Attack Move - Your Termy can see through walls and has auto targetted something in another room. For that reason, he stands there waiting to get line of sight and shoot the target. You'll notice that he is not moving because his gun is trained on something in another room. If you use regular move, he moves.
2. Termy at room junction - As stated before, if you place a Termy next to a room junction, he totally obstructs entrance/exit through the junction. This is the only true obstruction since the middle of a single file corridor can apparently fit quite a number of termies, allowing them to switch positions. Note that 4 way intersections can act like room junctions so be careful.
3. Different Termies do different things when commanded to move - Assault Cannon Termy on regular move will not shoot. On attack move, he may stop due to training on targets behind walls. On the other hand, the Hvy Flamer Termy moves to location whether you use regular move or attack move. He wanders ahead all the time due to this. Finally, stormbolter Termies will FIRE while regular moving! This is less accurate than firing while stopped. On attack move, stormbolter Termies will stop and fire before moving ahead.

matthewfarmery
23rd Nov 06, 2:10 PM
just a heads up, there is a small trigger issue with the relic level, you need to protect one of the terms, but it isn't made very clear which, parhaps this could be changed to the one that carries the tatical map and granades?

the term that you protect if you make him exit the level first its mission failure?? but if you make him the last to exit the level its mission complete

MadMike76
25th Nov 06, 12:36 PM
the patch link, does not take me to a 1.02 patch

StalkerEST
25th Nov 06, 1:23 PM
Wowza! This mod looks super-awesome, never played Space Hulk I tho, cant wait to have some hard core survival action.

matthewfarmery
25th Nov 06, 1:48 PM
@MadMike76 (member.php?u=72263) the link does work, farther down the page you will see the link to begin downloading, this is the link you should be using
http://www.filefactory.com/file/6708eb/

matthewfarmery
26th Nov 06, 7:12 AM
I have got quite far on this mod, overall a really good mod to play, a couple of minor bugs, on the reactor level and the valves level there isn't any writing beside the mission objective (but is beside the protect term objective) and there is no mission discription for the mission objectives either

^Crashmaster^
2nd Dec 06, 6:16 PM
im nevvvvvvvvver gunna b able to play this game=(

Slawson
4th Jan 07, 12:33 AM
I have my WA discs, but I have not found the code to reinstal WA since I moved. I don't suppose there are any plans to make this work with the DC version.

:sick:

holyknight
4th Jan 07, 11:39 AM
no DC Version...? Come on, you can make one like that! I wanna try it too

BrSgt_Burns
5th Jan 07, 7:04 AM
Well the funny thing is, i have it working in DC, but 1 thing - the ammo counter no longer works. :(

So it pretty major, we will see if i can fix it.

caprera
7th Jan 07, 7:38 PM
Which version of DoW i need to play it ??

Destructor
8th Jan 07, 11:50 AM
I believe WA 1.4 is the version it runs on at the moment. That how I play it! Awesome game, can't believe it's over.

Promythyus
10th Jan 07, 2:47 AM
Neither of the links (filefront or Filefactory) for the 1.0.2 patch work! Can somebody please upload it!

Kalevispetke
10th Jan 07, 1:48 PM
Neither http://www.filefactory.com/file/6708eb/
or the filefront link gives me the patch 1.0.2. Any other places?

philgreg
13th Jan 07, 7:04 AM
Will this ever get a proper installer?Im not afan of moving folders and the like - tends to cause many problems if even the slightest thing goes wrong.

stryer
14th Jan 07, 6:47 AM
New genestealer model and animations...going once...going twice....

Check your DEV forums

CrossOfFire
15th Jan 07, 6:41 PM
Will we see anymore Installments of the SpaceHulk Mod? I posted on your forum, and then looked into this on here, was one of the best Mod's if not the best I've ever seen.

Draconis77
21st Jan 07, 10:45 AM
Does anyone know where the 1.02 patch for Space Hulk II can be found? I can only find links to it on Filefront and they don't have it anymore.

brother-horus
21st Jan 07, 11:41 AM
thanks to the search button, [MOD] Space Hulk 2 patch 1.0.2 (http://forums.relicnews.com/showthread.php?t=96769)

shakaku
22nd Jan 07, 1:28 AM
OK, i would also like to know this.

@brohorus, in this thread there are 2 links but both are broken.

Please someone post the proper link or upload the 1.02 patch somewhere.

thx in advance

roospion
23rd Jan 07, 11:09 AM
Er, does this mod work in DC?

and what tweakings I need to do to get it work on DC if possible?

Chosen Terminat
26th Jan 07, 2:40 PM
Is this for DC too?

VenerableDread
26th Jan 07, 5:48 PM
No, just for Winter Assault.

Chosen Terminat
26th Jan 07, 6:13 PM
Nooooooooo... It should be made for DC though. Looks good.

Vindicator
30th Jan 07, 5:01 PM
Still no working mirrors for the 1.0.2 patch...

Can you please fix this BrSgt_Burns ?

I'd love to try this mod but I'd rather play the most recent incarnation :)

Embrance
30th Jan 07, 5:57 PM
Damn i wanted to play..but..its wa:P

IamaTermagaunt
10th Feb 07, 10:28 AM
The download on filefactory for the patch has expired, can´t download the patch!

scifiguy52
24th Feb 07, 10:07 PM
So, has the patch been re-uploaded somewhere?

lordwilliam
4th Mar 07, 1:15 AM
The Space Hulk mod has been closed. See post at the Space Hulk Forum at the link below. (Note: You have to register to view the posts on the Space Hulk Forum)

http://dowmod.8.forumer.com/viewtopic.php?t=812

The post has links for two patches - 1.02 and an "unofficial kill team" patch. These links are:

1.02:

http://files.filefront.com//;6647342;;/

Kill Team:

http://files.filefront.com//;6687254;;/

-LW

Zephranthes
2nd Apr 07, 6:58 PM
The patch in that link is corrupt

zer0nix
3rd Apr 07, 4:53 PM
i can confirm that the rarred 1.02 patch lordwilliam posted is borked; when attempting to open it, i get an error that says "the file "???" header is corrupt" and trying to repair it also gets me nowhere as the resulting file is also corrupt. :err:


someone please reupload the 1.02 patch; many of us are eager to experience this mod!

ozzy
5th Apr 07, 5:14 PM
Yep I can also confirm that the file is corrupt. I've also done a search for a working link to the 1.2 patch and can't find it anywhere even on the mods own forums. If anyone out there has it could you please upload it and post the link in these forums it would be much appreciated. Cheers.

Warp Ghost
8th Apr 07, 1:54 AM
Patch has been uploaded at the SpaceHulkMod forum.
Someone please tel me how to post an URL. :banghead:

@ BrSgtBurns, I am most curious about how you got Space Hulk II running in DC.

It would be cool to play around with a Tau-killteam.

=DǼM♦N=
8th Apr 07, 4:10 AM
I have tried to register at the Space Hulk forums but I am not getting the email. Help anyone? Also, how is it possible to play in DC. I really want to try this Mod. Thanks.

compiler
8th Apr 07, 9:27 AM
Last time I had some news from Brother Sgt Burns, it was a PM from him telling me he was stopping the development of Space Hulk for DC.
It was a couple of montsh ago.
Didn't read a post from him since.

lordwilliam
8th Apr 07, 2:10 PM
I didn't have any trouble with the 1.02 patch that was posted on Filefront (see link a few posts up). To check it, I downloaded it again and it started up and there didn't seem to be any problem with it.

Try using 7zip (freeware) to extract the patch which is an executable (*.exe) file. It's for Winter Assault not DC.

-LW

Destructor
8th Apr 07, 6:57 PM
Last time I had some news from Brother Sgt Burns, it was a PM from him telling me he was stopping the development of Space Hulk for DC.
It was a couple of montsh ago.
Didn't read a post from him since.

Honestly, that post made me so sad- It is such a great mod and it is so annoying that it never made it to DC, or that doors were never implemented. Still, great that he made what he did, that' a lot of work.

Warp Ghost
9th Apr 07, 12:57 AM
Seems like I'v got Space Hulk II running in DC by editing the module file a bit..
Though the A.I doesnt seem to build any more Horrors/Stealers. :wtf:

LordZon
21st Apr 07, 9:53 PM
http://files.filefront.com//;7150977;;/

The actual 1.02 patch!

Thanks to Son_of_Horus.

The other file front one is corrupt.

Warp Ghost
24th Apr 07, 12:22 PM
Was wondaring..
..since the Space Hulk 2 MOD-team has seezed there development..
is anyone willing to help me develop this MOD further in DC?
..if anyone is interrested p.m me for my work so far.
I havent introduced any new art/atributes so far, just used the options allready there with R.G.D edit and Corsix M.S

jorulius
17th May 07, 2:05 PM
Ok , I just downloaded this and now I'm trying to play but it doesn't start? I get the play visit website uninstal screen but when i click play it does nothing.
Can anyone help me with this one?

compiler
17th May 07, 2:17 PM
This mod is for WA, not for DC, in case this is your problem.

jorulius
17th May 07, 2:42 PM
ok I got it to work but when I try to play the tutorial the game crashes :-\ It exits back to the desktop , any suggestions?
Ok this only seems to happen with the tutorial, the campaign itself is perfectly playable.

Jivebologna
17th May 07, 8:28 PM
I'm pretty sure it's because there isn't a tutorial mission.

SpaceMarineFan
25th May 07, 7:00 PM
Quite cool. Played a while ago. I just ditch the heavy flammer and assult cannon dudes. They get in the way.
Quite difficult on the servitor level.

fuggles
26th May 07, 2:38 PM
Probably because you ditch the flamer guy! Come on, most maps have a choke point, a door or corridor that you can use to cut off your men from the rest of the map....c&c sandbag stylee. Just flame one square every now and again and nothing can get through it. AC guy is alright, he doesn't jam, so can save your storm bolter's skins.

Oh, and definitely no tutorial - just get it done!

Warp Ghost
7th Jun 07, 5:00 AM
..Does anyone ever play this mod online?
Got some great maps and am eager to share..

Space Hulk is all about you against the impossible.
The worst the odds the better the gameplay.

Strategy at its best!

[bh]thingy_
8th Jun 07, 10:40 AM
space hulk is once of the best mods ive ever played
:bunny:

i dont play it online but ill be happy to go online and play with ya :elephant:

Chris_T_Hill
23rd Jun 07, 3:20 AM
*Working on Space Hulk*

compiler
23rd Jun 07, 3:33 AM
Space Hulk for DC would be the better thing since foie gras.

mdcertainty
23rd Jun 07, 3:43 AM
I have to thank BrSgt_Burns and his Team for bringing this mod out. I played Space Hulk for the PSone very long ago and it was fun.

I have a seperate installation with DOW+WA runing for this cool mod. This mod really catches the feeling of the orginal gamplay in my opinion. A DC version would be cool but Since BrSgt_Burns seems not to be around here lately, i do hope he receives this THANK YOU....:) for his good work.

Steelcrusader
26th Jun 07, 8:51 AM
Space Hulk mod is practically the only reason why I still keep DoW+WA installed (in addition of DC, of course).

If your are even remotely interested about original Space Hulk you MUST try out this mod. It has almost nothing to do with typical DoW/rts gameplay. It is basically like the tabletop SH game, but in real time and Dow engine graphics. There is even a campaign with custom modelled Ultramarine Terminators.

Definitely one of the best mods out there and probably the most original in Dow(based on how much it changes the gameplay.)

Btw, does anyone know what is the name of that chanting song during the menu? (It is not Kai Hartwig's piece, "Prayer before the war", which is mentioned in readme.txt and which plays only during the start of a mission.)

brother-horus
26th Jun 07, 8:57 AM
"There is even a campaign with custom modelled Ultramarine Terminators."

i dont remember there being any custom modelled units, and there is no mention of them on the first page. you screwed up.

mdcertainty
26th Jun 07, 9:40 AM
@Steelcrusader
The Music in the menu you mentioned... i found the name "music_chant" nothing more.

Faith brothers

fuggles
26th Jun 07, 9:53 AM
@brother-horus - the terminators are custom textured ultramarines, so to extents and purposes they are like new models with the amount of detail on them.

Anyone fancy making this DC compatible?

brother-horus
26th Jun 07, 9:55 AM
but they arent new models. he said they are. a texture isnt a model.

Steelcrusader
26th Jun 07, 12:58 PM
i dont remember there being any custom modelled units, and there is no mention of them on the first page. you
screwed up.

Well, there is Terminator models in campaign with some custom graphics (shoulder pads) that is. Whether you call them textures or models makes no difference to me. So you can go screw yourself, really.

fuggles
26th Jun 07, 12:59 PM
Yeah, but why put him down when he is saying nice things? You just come across as looking for trouble. The models are textured so far from their DoW roots that they deserve a mention for their unique and finely detailed appearance

Although actually....it does have genestealers in and they're custom :D

brother-horus
26th Jun 07, 1:05 PM
"Well, there is Terminator models in campaign with some custom graphics (shoulder pads) that is. Whether you call them textures or models makes no difference to me. So you can go screw yourself, really."

....not that nice are you? custom shoulder pads? all they are are textures, not models. and the tyranids are from the tyranid mod, not custom for this mod. all i was doing is fixing a statement which is totally wrong.

fuggles
26th Jun 07, 1:30 PM
*sigh* but you didn't do it in a very nice way "You screwed up" is not the most tactful way that you could have phrased it. Even now using "totally wrong" is just extreme. He made a very slight mistake, it does not effect the mod and no fairies will be killed.

Not everyone knows that textures and models are different you know? Try and imagine how someone else will interpretate what you write if you don't want to accidentally offend someone.

eltroubabadour
27th Jun 07, 2:04 AM
The 2 links to patch v1.0.2 (one on the first page and another one on page 15) are dead
Could someone upload the patch again on filefront/savefile/megaupload...

Thank you

hangar-8
27th Jun 07, 4:12 AM
Btw, does anyone know what is the name of that chanting song during the menu?

It is indeed called music_chant as mentioned previously, and it's contained in ... duh! memory escapes me. It's contained in one of the original game SGA archives.. you'd have to have a poke around. There's a tutorial around here somewhere that details how to extract them, and convert to MP3 (which I did, in fact).

Khornekrusher
27th Jun 07, 12:39 PM
Hmm... Excellent mod, I allways like it, and the patch is (sounds) cool, but whenever I click link, it just links to filefront.com, and I have searched through all Winter Assault files, unable to locate this patch, any help? :)

Sangius
30th Jun 07, 9:34 AM
i got that problem to
grate mod btw.... but its just not that hard on normal

Esinhorn
5th Jul 07, 10:33 AM
could you repost link to new update it is not on filefront anymore

fuggles
6th Jul 07, 12:30 AM
If someone recommends a free file storage site, I'm sure I have it knocking around at home, although you will have to wait .... about 10 hours from now

Esinhorn
6th Jul 07, 7:37 AM
If you can thanks.

Very nice mod you capture Space Hulk very well.

Good graphics too I really like the devotional prayers on some of the shoulderpads.

fuggles
6th Jul 07, 8:15 AM
Curses! I only have 1.01 I'm afraid, obviously worked for me well enough.

doghouse
8th Jul 07, 12:58 PM
I'm having some problems with the mod. I've downloaded it but it won't work.
It gets as far as asking me if I want to play the tutorial then makes a funny noise and cuts out.
I'm sure I remember reading that you need a DOW:WA patch to run it (haven't installed any patches yet).
Can anyone assist?

lordwilliam
8th Jul 07, 1:45 PM
Since all the links to this patch are defunct, I've uploaded the 1.0.2 patch to Filefront, which can be found here:

Space Hulk 2 - patch 1.02 for DoW Winter Assault (http://files.filefront.com/SH2+Patch+v1+0+2rar/;7996747;;/fileinfo.html)

The unofficial SH2 patch adding kill teams by Son_of_Horus can be found here:

Space Hulk 2 - unofficial kill team patch (http://files.filefront.com//;6687254;;/)

For those still playing Winter Assault I have also uploaded the last DoWXp Mod files by Riker2800 that were made for WA. These files are no longer available for download:

DowXp 2.6 for WA (http://files.filefront.com/SH2+Patch+v1+0+2rar/;7996747;;/fileinfo.html)

DowXp 2.6.1 patch for WA (http://files.filefront.com/SH2+Patch+v1+0+2rar/;7996747;;/fileinfo.html)

DowXp for DoW Campaign (http://files.filefront.com/SH2+Patch+v1+0+2rar/;7996747;;/fileinfo.html)

-LW

spongya77
9th Jul 07, 3:51 PM
I have a question: since the tutorial does not start for me, either, I'd like to read some info how to play this mod. Are there any pages dedicated to strategy?

And the most important thing: thank you!!! Ever since I knew about it, I wanted to play the original Space Hulk. Recently I got it on CD, but never got to try a DOS emulator to actually run it. Nevertheless, you guys are AWESOME!! This mod makes a whole new game, and though I get my butt handed to me all the time, it rocks. :)