Page 1 of 9 123456789 LastLast
Results 1 to 50 of 425

[MOD] Night Shift (Necrons: Solar Wake and Solarfly)

  1. #1
    quasi-presence Palii's Avatar
    Join Date
    Oct 2004
    Location
    Hungary, Budapest

    [MOD] Night Shift (Necrons: Solar Wake and Solarfly)

    Welcome!
    It is about time to create a thread for the new version of Night Shift. All 7 races will be converted to night, and this time we are breaking away from TT rules to make races more fun to play. Existing races will have new features, not seen in previous versions of Night Shift. All buildings will have lights. To give you an example of how far we plan to go this time: Orks will be able to set their Waaagh Banners on fire! Bruhaha! Enjoy the images and the video about the Imperial Guard. The other races will come as we go, we are working race-by-race.

    Imperial Guard Base at Night


    Field Command (level1, level2, level3)


    Plasma Generator and Thermo Plasma Generator


    Infantry command, Tactica Control, Mechanized Command


    Notes About IG Buildings:
    - A research adds lights permanently to all buildings
    - The red alarm light is only active when the building is working

    [- VIDEO -]

    link: http://www.youtube.com/watch?v=Z-RrI-hqbvI
    - Flare Launcher:
    Weapon upgrade for guardsmen, works like the grenade launcher, except that this doesn't do any damage, but provides sight around the projectile.
    - Flare Beacon:
    Ablity that deploys a flare beacon at the targeted location, the beacon provides sight for 20 seconds, then self-destructs.

    Help Appreciated!
    If you would like to help us out in any of the modding areas, you are welcome to do so. Please contact me or post here.
    Last edited by Palii; 1st Sep 07 at 5:07 AM.

  2. #2
    VenerableDread
    Guest
    Looks pretty cool.

  3. #3
    darkflame599
    Guest
    "Looks pretty cool"
    well thats the understatement of the century.
    IT LOOKS FANTASTIC AS ALLWAYS
    keep up the good work man
    (you score 5 thumbs up)

  4. #4
    Member s1_ONE's Avatar
    Join Date
    May 2005
    Location
    sometimes here, sometimes there
    UNBELIEBVABLE! awesome work, in wa i was nightshift addicted, so.... when comes out?

    but 1 more thing: where's elysian mod???

  5. #5
    Member vol_907's Avatar
    Join Date
    Oct 2005
    Location
    Getting my vrooom on!
    The real reason I didn't get into this mod with WA was the difficulty you had in finding your own buildings and units. I'm happy to see you've made it a priority to address these points.

  6. #6
    Member
    Join Date
    Jan 2006
    Location
    I'm not stupid enough to tell you that I'm British!
    Yelp! Fiery Banners lol.

    Good work. I'd like to know how you get the light set-up working so realistically, out of interest.
    Leader & (a) modeler/texture artist/animator of the

    Closer-to-codex mod files - To expand your mod.
    Codex Toolbox project - for furthur mod expansion!
    One more thing:

  7. #7
    Member
    Join Date
    Jan 2005
    Location
    Kent, England
    Looks good I'm still here to help code/some model work if you need it

  8. #8
    Member Master222's Avatar
    Join Date
    Oct 2005
    Location
    Warsaw, Poland
    Yup, yup very cool!


  9. #9
    looks awesome. Loved it for WA and it looks even better for DC. :cheer:
    The more I learn about people the more I like my dog....

  10. Child's Play Donor  #10
    Member Blu3kn1gh7's Avatar
    Join Date
    Mar 2006
    Location
    London, England
    very very cool work there, its awesome .i loved the old night shift mod for WA and the new DC version looks the best i love the realism on the lights great work

  11. #11
    Typhoon GX
    Guest
    Very nice job, Palii. I enjoyed the last installment, so I hope I enjoy this too when it's out.

  12. #12
    Exemplar
    Guest
    The Field Command level 3 looks amazing. How many lights are on that, eight?

    Great work.

  13. #13
    Retired modder compiler's Avatar
    Join Date
    Dec 2004
    Location
    Nougat land
    Once again, this will be an excellent enhancement to the playing pleasure !!
    Well done my friend !


  14. #14
    Member
    Join Date
    Jun 2006
    Location
    New Zealand
    Well Done,Looks Like A Must Have!!

    Just A Question,Do You Get Buildable Lamp Post Type Things,To Illuminate A Random Area On The Map,Just Like Turrets Defend A Random Area On The Map?
    Unbiased Ears?
    Where Can I Buy A Pair...?

  15. #15
    Thank god, you added Light to the buildings, WA nightshift was a pain.


    Great work Palli. also i agree with Kronos a lamp post would be awesome.
    Pro-Skub, supporting the idea of new heroes for the Last Stand as DLC since 1967.
    Mod forum: SWR

  16. #16
    Wow, looking good. The last version was amazing, I'm sure this one will be even better.
    Will there be steel legion support again like last time, when the sl mod is released for dc?

  17. #17
    Member Dabada's Avatar
    Join Date
    Aug 2006
    Location
    California
    Hey

    That looks pretty cool. I didn't have the privilege of playing the previous Night Shift, but I’ll definitely have to check this out. Good job so far, I like the screenshots.

  18. #18
    This is a good mod. Marines need Night vision... that made me mad last time
    "Repent! For tomorrow you die!"

  19. #19
    quasi-presence Palii's Avatar
    Join Date
    Oct 2004
    Location
    Hungary, Budapest
    Thanks for the wonderful feedback everyone!

    s1_ONE:
    Elysians are in the works too. We are completely remaking the techtree, using DC coding features. It is slow and hard to do.
    Exemplar:
    The level 3 Field command has 28 lights! (5x4 + 4x2)
    skills:
    Thanks for the help!
    Kronos:
    All races will have completely different night features. Good idea though, IG will get the lamp post you mentioned. I'm on it
    xxxgamer:
    Yes, the SL will be supported and all other mods too. But the new night shift will work differently in that aspect. No more day maps, only night maps, only night features.
    SpaceMarineFan:
    Marines will probably have nightvision (Nocturnal Filters research), they will also have flare shells for all bolters, heavy bolters, assault cannons. So, these weapons will create a visible sight radius around the enemies!

    [ Ideas are Welcome ]
    Please post any ideas you have for any of the races. We want to break from TT rules this time to make the mod more fun that ever!

  20. #20
    darkflame599
    Guest
    how bout for a special ability, have the chaplain have a ability called "holy light of the emperor" which iluminates a selected part of the map and reveals infiltrated units?

  21. #21
    white-blood
    Guest
    Hey Palii this is awesome I love this for WA but is it possile that the Guardsmen has got a flashlight insted of a knife on the lasgun

  22. #22
    I'd venture that the Solar Pulse will illuminate a vast area? After all, in the TT it goes so far as to remove all night effects for a turn!

    I'm not usually one to do other people's jobs, but perhaps the Necrons could have a wholly green light (illuminated by the crystals/energy things on their buildings) - it would look pretty darned creepy!

  23. #23
    Looks nice, it'd be good to have some dawn and dusk maps too, not everything needs to be dead on midnight of course (or some nice moonlit nights - some of the CoH singleplayer maps are good night maps ).
    Finaldeath

    Current DOW information on modding + FAQ - A good read for new and old modders alike!
    RDN Wiki Temp Location - Help, tutorials, Mod Tools info.

  24. #24
    "Perfect Every Time" Uncle Benny's Avatar
    Join Date
    Mar 2005
    Location
    Midwest US
    Awesome to see Night Shift keeping up with the times! Reminds me of my 3-3/4" G.I.Joes' HQ, we rigged LED's & battery packs up when I was 9, to give it "searchlights" LOL
    Great work, can't wait to see what else you'll come up with!

  25. #25
    quasi-presence Palii's Avatar
    Join Date
    Oct 2004
    Location
    Hungary, Budapest
    Here are more IG updates...

    Guardsman with Flare Launcher


    Listening Post, Mars-Pattern Command


    Light Post
    - You asked for it
    - Even has an addon that increases the sight radius and hitpoints


    darkflame599:
    Does the chaplain already have that? If not, it is totally possible.
    white-blood:
    Yes, I'll do that, but they must not have nightvision, nor increased sight radius. Aesthetic-only.
    Bob Smith:
    Solar pulse will work that way. also..Necron Obelisks will have the Solar Eruption ability, crack the ground at the targeted location and light will come out.
    Finaldeath:
    Maybe, we shall see.

  26. #26
    white-blood
    Guest
    But I think there should be a shine of the lamp.

  27. #27
    Member
    Join Date
    Jun 2006
    Location
    New Zealand
    Do explosions cause a small,temporary light field around them when they,well,explode?That could add more to the game tactically,telling a Basilisk or something to bombard an area to get a little,last measure type light to see what lurks in the shadows.Even a squad throwing a grenade or something.
    Anyways just an idea.

  28. #28
    fu12
    Guest
    In regards to the "flash cannon" launcher, is it going to be able to do damage? Hmm.....what about an underslung flare gun on the las rifle? flash-bag grenades?....I wouldnt want one of my guardsmen to be utterly useless in a firefight......not that they stand up to much abuse w/o upgrades.....

  29. #29
    scottyz23
    Guest
    hey when does this mod comes out???? i am very curious to try it out. it would be good DL to do for dark crusade. i have dark crusade so it all works out!! =D

  30. #30
    Man,this looks awesome.I hope Night Shift is better than the last release.No offence,i find the last version is a bit boring but the new version seems more interesting with more gameplay related features.

    Keep it up.

  31. #31
    darkflame599
    Guest
    nah the chaplain doesnt have that ability at the moment (maybe you can fix this :P)

  32. #32
    Member
    Join Date
    May 2006
    Location
    Virginia Beach
    Heh, if the flare launcher gives the enemy negative cover like lights, then it'd be really useful!

    If you have XFire, add me: Lprsti99

  33. #33
    Palii: The stuff looks very awesome, am looking forward to the release .
    Last edited by p0seidon; 21st Dec 06 at 2:41 AM.

  34. #34
    quasi-presence Palii's Avatar
    Join Date
    Oct 2004
    Location
    Hungary, Budapest
    white-blood:
    I haven't added the flashlight you mentioned to guardsmen weapons yet.
    Kronos:
    Not possible code-wise I have given the flare projectile sight_ext, but as soon as it lands, it is destroyed, so is the sight radius. Flare beacon is in the video, like a grenade or trap, the guard sergeant can throw it and it creates sight radius at the target location for 20 secs.
    fu12:
    Perhaps a bit moral damage. You don't need flare launcher for all guardsmen. If you have 3 squads, then 1 per squad is enough.
    scottyz23:
    Doesn't come out for a few months still.
    Cheesenium:
    You are right, it was rather boring, that is why I decided to break from TT rules...to make the mod more fun to play.
    darkflame599:
    Will do.
    Lprsti99:
    Negative cover by the flare launcher....that needs research.
    Left Wing:
    Thanks mate!

  35. #35
    darkflame599
    Guest
    cool my idea may be used (woot)
    hey will the tau pathfinders mark target create a radius of light arround the enemy? which dissapears when the ability time runs out?
    plus do the tau have a night vision thing because of there helmet lights?

  36. #36
    white-blood
    Guest
    If you want to give the Tau night vision you must give it to the SM´s ,too.

  37. #37
    quasi-presence Palii's Avatar
    Join Date
    Oct 2004
    Location
    Hungary, Budapest
    darkflame599:
    - Yep, your chaplain ability idea sounds great.
    - Mark Target: Unfortunately the sight radius wouldn't move together with the marked enemy. Impossible code-wise.
    - Tau Nightvision: according to the TT rules, tau use blacksun filters. The following units: squad leaders, crisis, broadside, vehicles.
    white-blood:
    SM and Tau will be very different. I had an idea...Blacklight instead of searchlight, only tau would see this kind of light, thus they could illuminate enemies without illuminating themselves.

  38. #38
    Outstanding! I was wondering when this was going to make it's way over to DC... this was one of my favorite mods for Winter Assault, and it made for some truly outstanding battles. Of course, I have a slight request, if it may be considered by the creator(s) of this mod...

    I've always felt that, to a certain degree, the soldiers of the guard bear a passing resemblance to the colonial marines from the popular Alien films. Keeping this in mind, I think it'd be really neat if they had shoulderlamps similar to what's represented in the film.

    Mostly this would just be aesthetic... I don't think it should do anything to significantly increase their sight radius (if at all), and would it some way be comparable to the lights for the builder units (which seem to do little to improve the sight radius and instead are there so that you can find the builder). After all, the idea for the flare launcher is simply golden, and it should still have its place in the game... it might be somewhat similar to the Aliens vs. Predator games, where as a marine you had a shoulder mounted light, but had to rely on flares to see further than your gun most of the time anyway.


    A light similar to what the servitor has would probably be ideal, I think; it'd add a good deal of atmosphere. To those who might be lost as to what I'm talking about, please see the accompanying image in this post.

    So Palii, does this request sound like the type of thing you'd be willing to consider, or am I overstepping my bounds? Wether you do consider this doable or not, please know that I consider the quality of your mod to be of the highest caliber regardless, and look forward to playing it all the same--this is just a silly little request from a silly little fellow.

  39. #39
    Member Tyconius's Avatar
    Join Date
    Dec 2004
    Location
    Flanders - Vlaanderen
    I've always felt that, to a certain degree, the soldiers of the guard bear a passing resemblance to the colonial marines from the popular Alien films.
    All we need now are some Nids, come on Styrer

    I'm eagerly awaiting the DC nightshift (wasn't able to play it in WA, forgot why) and by the looks of it, it will turn out even better then its predecessor. Hooha!
    Bier en tieten

  40. #40
    "Perfect Every Time" Uncle Benny's Avatar
    Join Date
    Mar 2005
    Location
    Midwest US
    Speaking of that, VT08, I forwarded a bunch of those to Catachan for inspiration for his Deathworld IG mod. Wouldn't they look sweet in a NS map? Droool...
    Back OT, I like that idea, but maybe only on sergeants and maybe attached to weapons on plasma guns & grenade launchers. Definitely on Kasrkins, though! :evil:

  41. #41
    darkflame599
    Guest
    thats too bad about mark target it would have been cool
    could there be some sort of blacklight drone for tau?
    or could the markerlight drone be used?

  42. #42
    All we need now are some Nids
    Someday .

  43. #43
    darkflame599
    Guest
    for the eldar could you have there aspect stones and stuff glow like a nice light blue colour?
    that would look pretty cool

    PALLI PLS PLS PLS PLS HELP MAKE THE WITCH HUNTER AS MOD NIGHTSHIFT ENABLED
    Last edited by darkflame599; 21st Dec 06 at 7:51 AM.

  44. #44
    scottyz23
    Guest
    who freakin deleted my post???? WTF man!!! =(

  45. #45
    quasi-presence Palii's Avatar
    Join Date
    Oct 2004
    Location
    Hungary, Budapest
    Guardsmen & Sergeant:
    - Flashlight on weapon only (knife replaced with light)
    - No nightvision


    Kasrkin & Sergeant:
    - Flashlight on weapon
    - Shoulder light (backpack)
    - Head Light
    - Nightvision

    _________________________________________________

    VT08:
    I made what you requested, for Kasrkin only, seemed too high-tech for guardsmen who don't even have backpacks.
    darkflame599:
    Blacklight drone was planned, not sure yet how it will work out.
    darkflame599:
    After the new Night Shift compatibility is worked out, we shall concentrate on race mods. It will work differently than last time.

  46. #46
    Member
    Join Date
    Dec 2005
    Location
    Spain, where the Sun (almost) always shines
    Looks very good
    We are the Imperial Guard, it is time we start acting like it.

  47. #47
    peacemaker
    Guest
    Wow! that is VERY cool!!

  48. #48
    white-blood
    Guest
    Palii, nice work. The flashlights are awesome. well done

  49. #49
    "Perfect Every Time" Uncle Benny's Avatar
    Join Date
    Mar 2005
    Location
    Midwest US
    It just makes me think of a world like the Night Lords came from, with perpetual darkness.
    Come to think of it, that's not a bad idea for a campaign.

  50. #50
    Left wing? do you hear that?

    it's the sound of Heavy Evil Armored Bats.

Page 1 of 9 123456789 LastLast

Thread Information

Users Browsing this Thread

There are currently 1 users browsing this thread. (0 members and 1 guests)

     

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •