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CODEX EVOLUTIONS

  1. Forum Subscriber  #51
    Modifiers are common between AE and scar. So i can say with certainty that apply_to_squad will work on 1 specific squad (not all squads of that type) and apply_to_entity will only work on buildings, and not the entities within. If apply to squad does not work in a research, then kresjah is entirely correct with the statement "So it's not the modifier that stops you, it's the concept of what a research is" in researches current form. Ombre may do miracles...

    I am glad what ombre is doing in this mod. Giving people more power past standard AE can only be good for the community, and undoubtly will open doors for many modders. I commend you good sir!
    Dawn of War : Darkness Within Mod leader
    A linear campaign mod featuring inquisition daemonhunt and witchhunters mods. Check it out!

  2. #52
    Merci incarnate! merci tout le monde! jespere mérité c'est louanges

    J'ai commencé a préparé les billets de loterie et je vais lancé la première phase des opérations !

    Je vous rappelle a tous que c'est un développement communautaire. Tout le monde est invité a ajouté sa "pierre a l'édifice".La question n'est pas ce que vous pouvez m'apporter . Mais ce que vous voulez voir réalisé . Je travaille a votre autonomie sur mes travaux. A vous de faire évoluez ce projet .



    ---------------------------------------------------------------------------------------------------------------------

    Thank you incarnate! thank you everyone! I hope it deserved praise

    I started preparing the lottery tickets and I will launched the first phase of operations!

    Let me remind you all that this is a community development. Everyone is invited added his "stone building". The question is not what you can help me. But what you want to see achieved. I work at your autonomy on my work. It's up to you to move this project. :Jester:

  3. #53
    Man,this is awesome.

    Really want to see some innovative advancement in DoW gameplay with this.

  4. #54
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    C'est vraiment génial, Ombre ! Cela ouvre des possibilités qui font rêver. J'espère que la communauté va s'emparer du projet et le faire évoluer vers un truc super flexible pour que chaque mod puisse en tirer profit. Je serai ravi de participer en tant que graphiste ui. Désolé mais je n'ai aucune connaissance en codage.

    It's really great, Shadow ! it opens endless possibilities that makes me dream. I hope the community will help you out and invest in the project so that it ends up with a totally flexible system every mod will gain from.
    I'd be glad to contribute to the project as a ui designer. Sorry i have no skills in coding...

  5. #55
    @POGS .

    http://www.wgpower.net/forum/mods/ev...3_22766_1.html.


    Il doit traîne des infos pour toi dessus excuse la qualité de ma grammaire.

    je te MP ton billet pour test a faire suivre a la Team witches et
    hunters Demons.

    Si tu est toujours en contact avec Fried P, il y a des infos que j'aimerai bien Lui demandé pour un autre projets. Ou éventuellement a toi cela concerne l'optimisation des textures.
    Quelle est le format de textures le plus léger en taille pouvant être sélectionné en MP?.
    je pense perso au RTX, mais je ne pense pas qu'il soit selectionnable via le créateur D'armées. Les textures défaut son en RTX en MP ?.

    -----------------------------------


    I have a rather info on POGS for its Project DOTA-DOW.
    I alluded to a new concept of Heroes. J'introduis the Concept of "Heroes Special" can be used by several faction "fluff".



  6. #56
    Resident AI guy thudmeizer's Avatar
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    Wow DoW2 eat yer frick'n heart out!

    One thing you might NOT have thought about and no RTS has ever done is:

    Based on the HEROES mod, when a unit gains veterancy overtime they have choices for more hardpoint upgrades, abilities, features.. Yeaa this isn't your concern. Just had a brainstorm.

    Btw, I tried your Evolution alpha with AI.. no real issues other than figuring out how to intelligently have a ForceCommander build then deepstrike a Builder unit. We can do that from buildings with a good sense of code-logic but from a unit? heheh.. But.. AI builds researches from units no problem -- that is what I was most concerned with. I have to experiment with other stuff but sofar no CTDs or serious issues with DoW Advanced AI + Evolutions.

  7. #57
    Senior Member horusheretic's Avatar
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    yea thats a great idea to have.. would most likely require scar to do.

    a small thing that could be done is the necron tomb spyders spawning ability to have a few more slots added.

    possibly destroyers and the lord since they follow suit with the necron WWB special rule. then all that would be needed is to make the lord and destroyers harvestable
    Tutorials_And_Helpful_Sites_Here <-link
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  8. #58
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    Ombre,
    Pour les textures, je ne sais pas du tout. Fried est rarement connecté donc je lui parle rarement. Si tu veux le faire, envoie lui un mail à friedric.p@heavydarkness.com.
    En tout cas, Evolutions peut intéresser fortement KRMZ pour WH-AS et Compiler pour I-DH. Et ça m'intéresse grave pour mon projet de dota like avec Sirius.

    Ombre,
    For the Textures, I have no clue. Fried is rarely online so you won't be able to get in touch with him. Send him an email.
    Regarding Evolutions, It may be usefull for KRMZ and Compiler for WH-AS and I-DH. Anyway it really please me casue it opens lots of possibilities for Sirius and I's dota like project

  9. #59


    N'oubliez pas de me faire un rapport de vos tests. Je doit savoir si mes travaux sont Agrées par tous .
    --------------------------------------------------------------------------------
    Do not forget to give me a report of your tests. I must know if my son Agrées by all.
    Last edited by ombrephenix; 17th May 08 at 6:25 AM.

  10. #60
    Member Melooo's Avatar
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    Merci beaucoup Ombrefenix! FoK team will test with the extra menu, though i think the ability_upgrades for sarge and leaders cannot be used by the way we changed how upgrades and reinforce works, see in FoK you can only do that when your squad is near a Listening Post or a Production building, abilities upgrades wouldn't work with that , Thats why i started searching a way of making Black Templars "Crusader squads" upgrade as normal squads instead than by abilities and finally got me almost in the same work lines than you . though for the moment we still a step behind you if we find something new ill post here so we all can learn how to make it

    and Yeah i tried by any mean to get multiple entity squads addons but havent been succesful.

    Thudo! thats great news, we'll definetly have in leaders researches for FoK4 and we'll need the AI to do its work
    -++Orks!...Burn the beast!!!...++-

  11. #61
    Member Jes's Avatar
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    If this was to be released in an easy-to-implement package... I could just sit back and die happily.

    Unit-specific upgrades, endless weapon/leader fittings, deliciously seperate skill bar... Endless potential for all!

    Oh, and Ombre should be made a God or any other entity of equivalent win.

  12. #62
    Redeemer
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    It's... beautiful.

    If this was to be released in an easy-to-implement package... I could just sit back and die happily
    I would sit back and start modding. then I could die happy

  13. #63
    Senior Member horusheretic's Avatar
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    it pretty much is easy to implement as its a seperate mod and ombre shows you what to do if you want to fiddle around with the ui yourself.

  14. #64
    Resident AI guy thudmeizer's Avatar
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    I hope Ombre is able to work with people like Octa and get some minor docs out to ensure everyone will benefit - I can easily see some mod teams massively benefiting from this. This work is a DoW AE/LUA coder/scripter's dream!!

  15. #65
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    Ombre sent me his demo but i have no clue what to do with it. How is it working ? Can someone help me ?
    Last edited by PogS; 18th May 08 at 2:19 AM.

  16. #66
    ok, you'll need to create a folder in your dawn of war - dark crusade directory called "codex_evolutions", now extract the contents of the DEMO_MOD_CODEX_EVOLUTIONS_2.5_DC folder in archive into it. Now, copy dxp2.module in the dawn of war - dark crusade directory and rename it codex_evolutions.module, now open it in notepad and replace the whole contents with this:
    Code:
    [global]
    
    UIName = Codex Evolutions
    Description = Codex_Evolutions
    DllName = WXPMod
    Playable = 1
    ModFolder = Codex_Evolutions
    ModVersion = 1.0
    TextureFE = Art/UI/Textures/Title_winter_assault.tga
    TextureIcon =
    
    DataFolder.1 = Data
    
    ArchiveFile.1 = 
    
    RequiredMod.1 = DXP2
    RequiredMod.2 = W40K
    and save it, now load DC, and select it from the mod manager.
    I guess day 1 DLC was too casual for EA, so let's start doing 8-month-early DLC! - Shuma
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  17. #67
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    thx

    I have a dream : I don't know if Ombre's work would allow it :
    It is a special ui displayed when you select a unit. It would allow to fully control it while the ui bar is hidden. Do you think it is possible ?


  18. #68
    I have a dream : I don't know if Ombre's work would allow it :
    It is a special ui displayed when you select a unit. It would allow to fully control it while the ui bar is hidden. Do you think it is possible ?
    En théorie oui!! c'est ici qu'il faut travaillé:name = "grpAllHelpText". (gamescreen)
    ----------------------------------------------------------------
    in theory yes! this is where you worked name = "grpAllHelpText".(gamescreen)

  19. #69
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    I'm not stupid enough to tell you that I'm British!
    It'd be excellent if you could apply this feature to all other races. That'd be bravo!
    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:

  20. #70
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    I'd like coders to help me make it real. I can take in charge the graphic side. I'm ready to make it for any mod

  21. #71
    Resident AI guy thudmeizer's Avatar
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    Oh now wait a second here..

    What you are proposing is a major radical upgrade to the way DoW handles the gameplay UI when you hide the entire GUI? Is this even remotely possible especially if that new UI of yours has clickable/interactive sections? Adding what you ask should be an easy template to build once you determine where the LUA calls are for each box when then you associate the particular graphic.

  22. #72
    Warning for the Community.

    It is important to move cautiously. Developments Codex is either the "Horn of plenty" or "Pandora's Box."
    It is necessary to impose a load book. If do not want to have as its end in a "sea of regret."
    We are in a phase of validation Concepts. We must wait Reports errors before submitting the project.
    After that only, may have planned to give a result of the project.


    By order of priorities:
    _________________
    _________________


    -------------------------------------------
    Skirmishes Compatibilities DC
    ------------------------------------------
    Simple: ok - Authorized by: Me ,.....( more)
    LAN: ok - Authorized by: Me ,.....( more)
    Multi: Required to be Agrée.
    -----------------------------------------------
    Skirmishes Compatibilities A.I DC
    -----------------------------------------------
    Simple:
    LAN:
    Multi: Required to be Agrée.
    -----------------------------------
    Compatibilities A.I SCARs
    -----------------------------------

    General: ok Required to be Agrée. -- Authorized by: Thudmeizer,

    ---------
    Races:
    ---------

    Space Marines:
    Chaos:
    Eldar:
    Orks:
    Imperial Guard:
    Taus:
    Necrons:


    -----------------------------------
    Compatibilities LUAS
    -----------------------------------

    General: ok Required to be Agrée. -- Authorized by: Me ,.....( more)

    ---------
    Races:
    ---------

    Space Marines: ok - Authorized by: Me ,.....( more)
    Chaos: ok - Authorized by: Me ,.....( more)
    Eldar: ok - Authorized by: Me ,.....( more)
    Orks: ok - Authorized by: Me ,.....( more)
    Imperial Guard: ok - Authorized by: Me ,.....( more)
    Taus: ok - Authorized by: Me ,.....( more)
    Necrons: ok - Authorized by: Me ,.....( more)

    -----------------------------------
    Compatibilities U.I
    -----------------------------------

    General: ok Required to be Agrée. -- Authorized by: Me ,.....( more)

    ---------
    Races:
    ---------

    Space Marines: ok - Authorized by: Me ,.....( more)
    Chaos: ok - Authorized by: Me ,.....( more)
    Eldar: ok - Authorized by: Me ,.....( more)
    Orks: ok - Authorized by: Me ,.....( more)
    Imperial Guard: ok - Authorized by: Me ,.....( more)
    Taus: ok - Authorized by: Me ,.....( more)
    Necrons: ok - Authorized by: Me ,.....( more)


    -------------------------------------------------- -------------------------------
    CPU performance Players VS Players under DC + CODEX DEVELOPMENTS
    -------------------------------------------------- -------------------------------
    Skirmishes LAN DC
    ----------------------
    very good:
    good: Requirements for Authorized.
    Average:
    bad: Failed Agréassions. (Tests multiples)
    very bad:
    --------------------
    Multi Skirmishes DC
    ----------------------
    very good:
    good:
    Average: Requirements for Authorized.
    bad:
    very bad: Failed Agréassions. (Tests multiples)
    -------------------------------------------------- -------------------------------
    Players CPU performance under DC VS AI + CODEX DEVELOPMENTS
    -------------------------------------------------- -------------------------------
    Skirmishes LAN DC
    ----------------------
    very good:
    good:
    Average: Requirements for Authorized.
    bad: Failed Agréassions. (Tests multiples)
    very bad:
    --------------------
    Multi Skirmishes DC
    ----------------------
    very good:
    good:
    Average: Requirements for Authorized.
    bad:
    very bad:
    -----------------------------------
    Compatibilities Métamap DC
    -----------------------------------
    General:
    ---------
    Races:
    -------
    Space Marines:
    Chaos:
    Eldar:
    Orks:
    Imperial Guard:
    Taus:
    Necrons:

  23. #73
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    Yeah the basis would be the same. Only the background (here in black 40% opacity) would be different for each mod. the bg would be a derivative from the taskbar.
    I have always found that the taskbar was too large and took too much space.
    With only the radar and all necessary icons on this ui modification, that woul look cool !
    And is it possible to chagne the position of the radar ?

    Like this :
    Last edited by PogS; 18th May 08 at 9:59 AM.

  24. #74
    Mosh4Life
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    Oh man
    This mod is gonna be funkin AWSOMESAUSE when its done
    =]
    Rreally cant wait

    Butbutbut
    If this were combined with Octos Mod
    It would be the end of all mods
    Everyrace and unit uniquke
    I can dream

    Keep it up Phenix

    Mosh4Life =]

  25. #75
    Grimskull44
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    Ombre, at this rate you'll have improved the original Dawn of War series so much there'll only be about 1 or 2 reasons left to get dawn of war 2, this already looks awesome, and from the description it'll be as awesome as it already looks, expect many more people(when they find out about this) to ask the first pair of questions i have:

    Is there a planned date for a general release, and is there any chance i could try this awesome creation before then?

    My other questions: Is there any change to the tech trees and units for each race, so that the coding can work better, or is there any standard re-ordering other than what we've seen?

    Do you have any more plans with previously undiscovered(Or, at least, widely unknown) and incredibly useful coding, or to keep improving this specific thing(As in after it's complete and only the most minor bugs) until it requires a new name for it, as it'd be far beyond merely awesome, brilliant, and perfect?

    And are you the Adeptus Mechanicus` Machine God, or merely their Fabricator-General("Whose forge worlds are the fuel of the Emperor's armies, under whose rule shell and blade is wrought" - 40k rulebook, page 9.)?

    Edit in reply to Khorney: There is only one link that does not lead to a picture or an email. and that links to a different site where Ombre also announced this mod. And i know there was a long stream of code in here somewhere, but it's dissappeared if it actually was the mod.
    Last edited by Grimskull44; 19th May 08 at 4:49 AM.

  26. #76
    there is a demo of it in the thread for download now...

  27. #77
    This mod has potential! GREAT potential... If supported by the more popular mods out there this could be one hell of an "EVOLUTION!"

    I can see that this GOES very well with the "HERO unit mod... you know what I mean... Hell! This with HEROES seems to make Dota viable in DOW!
    Ultramarines? Ultraguards?! Ultramar!!!
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  28. #78
    Is there a planned date for a general release, and is there any chance i could try this awesome creation before then?

    Nécessite la validation des concepts par la communauté Mod.

    Je dois compléter le rapport sur les performances.

    My other questions: Is there any change to the tech trees and units for each race, so that the coding can work better, or is there any standard re-ordering other than what we've seen?
    je ne suis pas sur de comprendre la question..


    Mon travail est fonctionnel pour toutes les races. Il ne nécessite qu'un travail d'édition Luas et Graphique pour être exploité par tous.

    j'ai étendue les tables LUAs pour le Modtool. il est facile désactivé les commandes menu.
    La seule difficulté pour le Moment c'est de gérer les upgrades-habilités. qui demande de comprendre ce que cela peut impliqué pour des choix Gameplay et certains script A.I .

    c'était bien la question ?
    -----------------------------------------------------------

    Requires validation of concepts by the community Mod.

    I must complete the performance report


    My other questions: Is there any change to the tech trees and units for each race, so that the coding can work better, or is there any standard re-ordering other than what we've seen?
    I do not understand the question ..


    My job is functional for all races. It only requires a work edition Luas and Chart to be exploited by all.

    I have extended the tables LUAs for Modtool. it is easy open the menu commands.
    The only difficulty for the moment is to manage upgrades-ability. which seeks to understand what it can for the choices involved gameplay and some AI script.

    it was the question?

    And are you the Adeptus Mechanicus` Machine God, or merely their Fabricator-General("Whose forge worlds are the fuel of the Emperor's armies, under whose rule shell and blade is wrought" - 40k rulebook, page 9.)?



  29. General Discussions Senior Member Modding Senior Member Dawn of War Senior Member  #79
    Why shout... Octopus Rex's Avatar
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    Guys, I think some of you are misunderstanding the nature of this mod.

    This mod does not offer a new gameplay variant. It does not offer new units. It does not offer better AI. It does not offer altered tech-trees.

    This mod offers functionality. It is up to the various mod teams to take full advantage of that functionality.

    We, the modders, are currently trying out a demo of this in order to assess where the difficulties lie, are therea yn problems, and how to progress from here - does everything function properly? How can we best use this? Do we make it standardised? If so that'll be a whole world of other issues. If not then how will this affect compatibility of bolt-on race mods etc.

    ombrephenix - DoWpro is interested mainly in the researching from entity function at the moment, mainly for wargear. The changes you've made are so big in some ways that it's hard to even begin to think of what changes you can make. We're also pretty happy with the current state of DoWpro, and so we don't want to mess up the balance of it and set ourselves back many steps. Vast upgrade options etc, contrary to popular belief, is not something that we're inherently interested in - we only have them as we see fit to fill gaps in functionality and unit roles. We'res till discussing it though.
    "Life is not full of successes, it is full of failures from which we learn" - Tony Benn
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  30. #80
    OK OCtopus. Je patiente alors .Des que vous êtes prêt a me faire un premier Bilan tous tenez moi au courant.

    est-il possible au moins de me confirmé la compatibilité Réseaux ?

    -----------------------------------------------------------


    OK Octopus. I leave you the time of analysis. Once you're ready to make a first assessment all keep me informed.

    Is it possible, I confirmed the compatibility of networks?

  31. #81
    Grimskull44
    Guest
    Sorry about that Ombrephenix, i was assuming that the screenshots with the full set of units and vehicles were what you'd get in the normal mod.

    I guess the Force Commander icon in the units part would be the Special one you mentioned? Anyway, sorry to have made that assumption, it'll still be good i think, always interesting to try out a newer mod.

    (Oh, it's the Rhino.)
    Last edited by Grimskull44; 19th May 08 at 10:02 AM. Reason: figured out what the tank was

  32. #82
    Well I tried it and you've done a very great job !

    However, I'm wondering if the AI will be able to take full advantage of new functionnalities. New panels, new slots to used properly...

    I can help you with your presentation, readmes.txt, but you have to tell to the community what is your mod for. I think that a lot of people don't really understand... A list of "features" would be great, what changes you have made, and what can we do with this new stuff.

    I really think I could use your work to increase my TrueWarhammer mod in order to add more weapons and researches via one of your new button. Well... I see hours of work Thx anyway.

  33. #83
    TOUT a était déjà expliqué est résumé par Octopus juste au dessus .
    Et sur le premier post les screens explique assez bien.

    Thudmeizier a dit son avis sur L'A.I . j'attends juste le retour des autre membres pour savoir si je doit continué ou pas.
    -------------------------------------------------------------

    ALL has already explained is summarized by Octopus just above .
    And on the first topic explains the screens fairly well.

    Thudmeizier said his opinion on the A.I. I expect the return of other members as to whether I should continue or not.

  34. #84
    Resident AI guy thudmeizer's Avatar
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    I'm wondering if the AI will be able to take full advantage of new functionnalities. New panels, new slots to used properly...
    I've already stated that AI was tested with Evolutions last week - all good so far. Btw, AI doesn't care about UI and hidden graphic panels -- those are aesthetics.

  35. #85
    Member Jes's Avatar
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    Indeed, the AI will even take advantage of weapon upgrades available in the unit files but otherwise blocked out of the UI ingame by other weapons.

  36. #86
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    Um guys I hate to break it to you but the FoK mod has this in their 0.31 beta release and it apears that it's not working - if its the same UI code...

    I was playing thier mod about an hour ago as SM and when I went to add members to units, the progress of the member being added froze on a random %, not all the time though, sometimes it'd add a member and then freeze, sometimes it would just freeze on the first squad member being built. Then I couldn't upgrade or add members to the unit either after I cancelled the frozen member addition.

    Looks great from a graphical perspective but isn't working, unless it's something to do with the FoK mod.

    Just thought I'd bring this up if no-one has already.
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  37. #87
    Raven, that would be the reinforcement requirements. The squad has to be near a listening post to reinforce, or an infantry building for infantry to upgrade and a tank building for tanks to upgrade.

  38. #88
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    Uh yeah, Medes just pointed that out in his thread. I guess I should've read the 586 page thread and the readmes first. Sorry guys. :ashamed:

    From what I've just seen in the FoK mod the UI enhancements look great.

    If it works for researching from squads as well, I know of a mod that might be interested in using it

  39. #89
    Member Jes's Avatar
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    Thud confirmed units researching mid-page 4.

  40. #90

    french



    -----------------------------------------------------------

    FOR THE GLORY OF CHAOS! New tasbar for chaos with the new menu in the theme of the race.
    this confirms the command:

    {bind = "race_image", ui = "Extrabar", texture = "extrabar"},

    the file has remained in TGA and not be formatted DDS.










    it is possible to have a result of all your tests?
    Codex Evolutions is validated?
    Last edited by ombrephenix; 26th May 08 at 8:38 AM.

  41. #91
    Member wxyz's Avatar
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    It looks great. I really like it. But on the both sides of the minimap the two eight-point stars' top not shown.

  42. #92
    Member Imperial Honour's Avatar
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    Very interesting concept, certaintly one I would be very estatic to suport as it definately seems to open several new options up in Dawn of War. With the possibility of having more then, what seemed like a hard capped four heavy weapon choices. Anything that allows more then four weapon upgrades has my support, not only could player choose between more heavy weapons there would be the ability to allow players to upgrade tactical squads with close combat weapons like in tabletop (if memory serves me correct).
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  43. #93
    Resident AI guy thudmeizer's Avatar
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    The best part of all this is: some teams have started using some of the advanced UI work that Ombre has done.

    Ombre -- are you aware you have now been immortalized in our community like the late Cuttershane's HEROES work that Arkhan and others have taken and improved upon? Your work will become the stuff of legends by revolutionizing the DoW UI.

    So don't worry: I've heard rumours you were not getting alot of feedback from DoW modders on your work but actually thats far from the truth what has happened with your work being extended into some of the major community projects. Its making major paths into our community more than you think.

  44. #94
    Member Imperial Honour's Avatar
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    Western Australia
    The best part of all this is: some teams have started using some of the advanced UI work that Ombre has done.
    Currently any modifications using some of the advanced UI work of Ombre's released yet? Wouldn't mind seeing how the developers of those modifications used the various aspects of Ombre's work to enhance their Dawn of War modifications. Great advancement to help enhance the Fallen Angels mod, but what really interests myself at the moment is the other ideas people have used the UI improvement as well.

  45. #95
    Member Imperial Honour's Avatar
    Join Date
    Mar 2007
    Location
    Western Australia
    Thought of an awesome idea for this awesome advancement in Dawn of War modding potential, Kill Team Mod... need I say more?

  46. #96
    Resident AI guy thudmeizer's Avatar
    Join Date
    Sep 2004
    Location
    North Toronto, Canada
    Currently any modifications using some of the advanced UI work of Ombre's released yet? Wouldn't mind seeing how the developers of those modifications used the various aspects of Ombre's work to enhance their Dawn of War modifications. Great advancement to help enhance the Fallen Angels mod, but what really interests myself at the moment is the other ideas people have used the UI improvement as well.
    Advanced Skirmish AI is already proven to work with Evolutions -- I looked at a while ago and it fine since the AI doesn't care about UI since it works without such human restrictions. So I'd say support Ombre to the max and continue development because its a solid investment.

  47. #97

    french


    ----------------------------------------------------------------------------
    I thank you for the concept Thudmeizer confirmed. I do not know if I really deserves the comparison cuttershane which was a very good coder.
    My work is the logical outcome of several studies and research developed by the entire community mods. I was the merit of having helped to live together.
    With this I would like stressed that sharing resources and information and the only real key to the progress of our projects Mod. I have a heart a project that is far more ambitious than Codex developments. Who will be asked of enormous resources. That is not code modding. It's pure concept gameplay . A project that I am independent and not dependent on me for its development.
    Codex developments is a set of tools intended to make the project feasible. That is why I anticipated release my work in the form of a module used according to your needs. (So in reality it is a Machiavellian plan to control the world ... Muaw! Muarf ..!. .. harf! .. ha ha! ).

    It especially allows me to know that I can be prepared a release of my work for the entire community.
    There are also opportunities for work that I dared not dealt with you, so it looks great . I can say now that it worth the trouble to do research. And to invest time and effort.
    If I had not yet discussed the conversion project under SS is that I expected also the results of tests.


    someone to check the translation? (important message for me)

  48. #98
    All makes sense to me

    Anyway, don't be so modest! This can potentially change the way DoW is played forever. Can't wait to see what your new concept is.

  49. #99
    This can potentially change the way DoW is played forever. Can't wait to see what your new concept is.
    Yeap,if im not wrong,with the increased numbers of weapon upgrades,DoW can play more like TT now.

    Even if that doesnt work,i would love to play with the UI minimized with my abilities still there.

  50. #100


    brainstorm for all.

    given your opinion for the target Gamescreen edition.

    1 DC
    2 Codex developments.
    3 SS codex without changes.
    4 SS with developments codex (longer has realized)



    All resources for all races Working in development: 1er partie ORK ressources)
    ------------------------------------------------------------------------------------------------------------------------------------------------
    -- special OMBRE bindings for ALL OTHER RACES (communoté concept): squad cap ,support cap and special bendings Ork for all races.
    ------------------------------------------------------------------------------------------------------------------------------------------------
    other = {

    -- Spécial Ombre modifications Codex Evolutions Projets. --
    -- background
    -- art/ui/textures/taskbar/your_race/ork_taskbar_orksquadcap.tga--
    { bind = "race_image", ui = "grpOrkSquadCap", texture = "ork_taskbar_orksquadcap"},
    --all other races ork resource icon and label
    -- art/ui/textures/taskbar/your_race/resource_orksquadcap.tga--
    { bind = "player_resource", ui = "grpOrks", text_widget = "txtOrks", icon_widget="iconOrks", tt = tooltip_simple_template, tt_title = "$40754", tt_desc = "$40755", },
    { bind = "race_image", ui = "iconOrks", texture="resource_orksquadcap", tt = tooltip_simple_template, tt_title = "$40754", tt_desc = "$40755"},
    -- ork pop cap icon and label
    -- edit UCS -- art/ui/textures/taskbar/your_race/resource_cap_infantry.tga ---- Requires Gamescreen edition. --edition Gamescreen sous Codex Evolution??--
    { bind = "race_image", ui = "iconCapInfantry", texture = "resource_cap_infantry", tt = tooltip_simple_template, tt_title = "$40760", tt_desc = "$40761" },
    { bind = "player_population", pop_type = "ork", ui = "txtTroopsCap", tt = tooltip_simple_template, tt_title = "$40760", tt_desc = "$40761"},

    -- squad cap icon and label
    { bind = "image", ui = "iconCapInfantry", tt = tooltip_simple_template, tt_title = "$551006", tt_desc = "$551007" },
    {bind = "player_population", pop_type = "squad", ui = "txtTroopsCap", tt = tooltip_simple_template, tt_title = "$551006", tt_desc = "$551007" },

    -- support cap icon and label
    { bind = "image", ui = "iconCapVehicles", tt = tooltip_simple_template, tt_title = "$551008", tt_desc = "$551009" },
    {bind = "player_population", pop_type = "support", ui = "txtVehicleCap", tt = tooltip_simple_template, tt_title = "$551008", tt_desc = "$551009" },

    -- power
    { bind = "player_resource", ui = "grpPower", text_widget = "txtPower", icon_widget ="iconPower", tt = tooltip_simple_template, tt_title = "$40750", tt_desc = "$40751"},

    -- all other races waaagh! image
    --edit UCS -- art/ui/textures/taskbar/your_race/waaagh_1.tga
    -- { bind = "player_resource_ork_image",
    -- content =
    { bind = "race_image", ui = "iconWaagh", texture = "waaagh_1", tt = tooltip_simple_template, tt_title = "$40762", tt_desc = "$40763"},
    --},
    "Bon Appétit!"


    edition of the latest code (code a good 80% for me and 90% for one race)



    difficulties encountered on:

    { bind = "race_image", ui = "grpOrkSquadCap", texture = "ork_taskbar_orksquadcap"},


    unknown reason the code is logical.
    Last edited by ombrephenix; 2nd Jul 08 at 11:29 PM.

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