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CODEX EVOLUTIONS

  1. #101
    So Ombre, you've probably already answered this (or someone else has) about a thousand times already, but I'm blind and hopeless! Is there a link for an updated version of Codex Evolutions open to the public, or is it only available to testers right now?

  2. #102
    @ Templar Mikeel

    french


    -------------------------------------------------------
    I'm working on the release of sources for everyone. It is material for developments and not a complete mod. We must have a minimum experience in the AE to the exploited.

    I just give me enough elements to be able to operate properly.

    About a complete set of taskbar for DC and elements that can see the potential for exploitation. there are also new changes which serrons available.

    you tighten free to use or not.




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

    Last modification of the taskbar (final version in DC?)


    -- 3 - Bindings
    ----------------------------------------------------------------------------------------

    ----------------------------------------------------------------------------------------
    -- tooltips

    import([[taskbar_tooltips.lua]])

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

    -- local player resources
    resources =
    {
    -- requisition
    { bind = "player_resource", ui = "grpReq", text_widget ="txtReq", icon_widget ="iconReq", tt = tooltip_simple_template, tt_title = "$40752", tt_desc = "$40753"},

    -- bonus
    { bind = "player_resource", ui = "grpBonus", text_widget = "txtBonus", icon_widget = "iconBonus", tt = tooltip_simple_template, tt_title = "$551100", tt_desc = "$551101"},

    -- logic used for ork/normal resource and population ui
    { bind = "selector_player_race",

    ----------------------------------------------------------------------------------------
    -- special bindings for ORKS : ork resource, waaagh! and ork population
    ----------------------------------------------------------------------------------------

    orks = {
    -- background
    { bind = "image", ui = "grpOrkSquadCap" },

    -- ork resource icon and label
    { bind = "player_resource", ui = "grpOrks", text_widget = "txtOrks", icon_widget="iconOrks", tt = tooltip_simple_template, tt_title = "$40754", tt_desc = "$40755", },
    -- { bind = "image", ui = "iconOrkSquadCap", tt = tooltip_simple_template, tt_title = "$40754", tt_desc = "$40755" },
    -- { bind = "player_resource", ui = "txtOrkSquadCap", text_widget = "orks", tt = tooltip_simple_template, tt_title = "$40754", tt_desc = "$40755", },

    -- Spécial Ombre modifications Codex Evolutions Projets. --
    -- ork pop cap icon and label
    -- art/ui/textures/taskbar/taskbar-share/resource_cap_population.tga -- -- Requires Gamescreen edition --
    { bind = "race_image", ui = "iconCapPopulation", texture = "resource_cap_population", tt = tooltip_simple_template, tt_title = "$40760", tt_desc = "$40761" ,},
    { bind = "player_population", pop_type = "ork", ui = "txtPopulationCap", tt = tooltip_simple_template, tt_title = "$40760", tt_desc = "$40761"},

    -- ADD
    -- 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" },

    -- waaagh! image
    { bind = "player_resource_ork_image", ui = "iconWaagh", tt = tooltip_simple_template, tt_title = "$40762", tt_desc = "$40763" },

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

    ----------------------------------------------------------------------------------------
    -- special bindings for NECRONS : Necron power
    ----------------------------------------------------------------------------------------
    necrons = {
    -- 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 = "$1103110"},

    },

    ------------------------------------------------------------------------------------------------------------------------------------------------
    -- special OMBRE bindings for ALL OTHER RACES (communoté concept): squad cap ,support cap and special bendings Ork for all races.
    ------------------------------------------------------------------------------------------------------------------------------------------------

    --NOTE : OTHER OR ONLY YOUR RACE edit UCS and edit ARTS--

    other = {

    -- Spécial Ombre modifications Codex Evolutions Projets. --
    -- background
    -- art/ui/textures/taskbar/your_race/ork_taskbar_orksquadcap.tga--
    { bind = "image", ui = "grpOrkSquadCap"},
    { bind = "race_image", ui = "OrkTaskbar", 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_population.tga -- -- Requires Gamescreen edition --
    { bind = "race_image", ui = "iconCapPopulation", texture = "resource_cap_population", tt = tooltip_simple_template, tt_title = "$40760", tt_desc = "$40761" ,},
    { bind = "player_population", pop_type = "ork", ui = "txtPopulationCap", 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 = "race_image", ui = "iconWaagh", texture = "waaagh_1", tt = tooltip_simple_template, tt_title = "$40762", tt_desc = "$40763"},

    },

    },



    bug d'affichage:





    all Arts can be customized on the theme of the race.

    new icon for failing taskbar_share: "resource_cap_population.TGA" Convert after publishing DSS.

    New size "ork_taskbar_orksquadcap.TGA" 256x128. Convert after publishing DSS.

    Soon Available for everyone. Under Codex evolution 2.6

  3. #103
    Resident AI guy thudmeizer's Avatar
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    Outstanding work, Ombre.. dying to see some mod teams utilize this work.

  4. #104
    just a thought, could you also use either faith or soul power (preferably faith, because i think it's less needed ) in the same way as the ork cap, so that we have 4 TT caps (Troops, Heavy, Fast, Elite) or maybe even use both faith and soul for all 5 TT caps?
    I guess day 1 DLC was too casual for EA, so let's start doing 8-month-early DLC! - Shuma
    Eagerly awaiting DoW3 with mod tools. You hear me Relic?!


  5. #105
    Mon laboratoire de recherche actuel est encore sous DC pour le moment . Et je cherche déjà le moyen de faire ceci. Créé les emplacements n'est pas la vrai difficulté. C'est de trouvé le bon code a détourné.
    Activé l'ensemble des informations "ressources/caps" est possible pour SS. Mon Souci avec SS c'est qu'il est une version non Stable. Le futur patch correcteur risque de modifié lourdement le jeu. (sur la partie hardcode).

    De plus je n'est pas encore investi dans l'achat car j'attend les soldes sur le produit. La Démo ma donné une opinion sur le produit . Et les rapports de bugs ont fait le reste de la promotion.
    ---------------------------------------------------------------
    My current research laboratory is still in DC for the moment. And I already seeking a way to do this. Created locations is not the true difficulty. It is found the correct code misappropriated.
    On all the information resources / caps is possible for SS. My concern is that with SS is a non Stable. The future risk of corrective patch heavily amended the game. (on the part hardcode).

    And I was not yet invested in the purchase of SS.
    because I expect the price balanced on the product. The Demo given my opinion on the product. And the reports of bugs have made the rest of the promotion.
    Last edited by ombrephenix; 3rd Aug 08 at 5:25 AM.

  6. #106
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    Ombre, j'ai travaillé sur la taskbar. Pas seulement l'aspect graphique mais aussi l'ergonomie et la réduction de l'encombrement. Voici ce que ça donne.
    L'idée est de la réduire pour augmenter la zone utile du jeu. Pour cela j'ai :
    - pivoté le radar de 45°,
    - déplacé les infos sur les unités sur la partie droite,
    - réservé la partie central pour les icônes.

    J'ai imaginé un système de 4 barres d'icônes :
    1- Combat : avec les ciones de mouvmetn, stance, etc...
    2- Construction : montre les icones de construction des builder
    3- Pouvoirs : montre les pouvoirs disponibles pour l'unité sélectionnée
    4- Recherche : montre les recherches disponibles pour l'unité sélectionnée

    Il suffit de cliquer sur le bouton voulu pour obtenir les icônes correspondantes dans la barre d'icônes au centre qui contient 10 icônes. Si cela ne suffit pas, un second clique donne accès à 10 nouveaux icônes.

    J'ai également supprimé certains icônes qui me paraissaient dispensable : Sélection "next builder", "next military", "next research". Si cela manque je peux les remettre.

    J'ai fait une taskbar rapide pour AC pour illustrer le tout et j'ai mis ta taskbar derrière pour montrer le gain de place.
    Dis moi ce que tu en penses, si c'est faisable et si tu serais prêt à le faire.

    ******************

    Ombre, I worked on a taskbar concept. Not only the grahical aspect of it but also on the ergonomic and size reduction aspects. Here is the fruit of my work.
    The idea is to reduce the taskbar to enlarge the area dedicated to the actual game. I :
    - rotated the radar by 45%,
    - moved the unit information boxes to the right side of the taskbar,
    - used the central part of the taskbar for icons.

    I imagined a 4 button icon bar system :
    1 Combat : with the usual move, stance, repair,etc icons
    2 Construction : shows buildings constructable by builder units
    3 Abilities : shows powers and abilities relevant to the selected unit
    4 Researches : shows researches relevant to the selected unit

    When you click on a button the central bar displays the relevant icons. If the 10 icons are not enough, a second click allows you to display 10 more icons.

    I also removed icons I considered to be not really useful : "next builder", "next military", "next research". I can put them back if needed.

    I made a quick taskbar for AC to illustrate my concept and placed your taskbar behind to show the gain of space. Tell me what you think about it, if it's possible codewise and if you'd be ready to work on it.




    Last edited by PogS; 1st Sep 08 at 4:57 AM.

  7. #107
    Member Chaplain261's Avatar
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    very interesting, it would take time getting used to but it does take up less space and you got rid of the useless crap so it looks like worth tryingout.
    Uraahh SemperFi Marines!!! For the God Emperor of the Imperium


  8. #108

    french



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

    You're talking about a concept that you offer me a realization? Or a job that you have already developed? I think you do not realize the difficulty of made your request. Amended the centre of the taskbar effort requires a very important development. This can set up a large number of collisions graphics. There is too much controlled parameters. More difficult realized that the areas reserved to build menus.

    There are several groups of information. Each group has sub-assemblies containing also groups of elements.

    The difficult thing is the management Aires effects of these groups. These areas are not visible but their effect is a real ordeal manage. (I've already made an attempt but I have fallen too much work for a single person. Above all else I have projects on fire today)

    For the moment the only work of changes that I have. Located on menus resources I work has an opportunity to display a "progress Heros" a progressive display based levels. (I have a concept that seems worked)


    edit.voir aussi ce sujet :
    http://forums.relicnews.com/showthread.php?t=202175
    Last edited by ombrephenix; 2nd Sep 08 at 12:50 AM.

  9. Modding Senior Member Tabletop Senior Member Boardwars Senior Member Forum Subscriber  #109
    Retired Compliance Fairy Gorb's Avatar
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    Heya Ombre, I've come across a couple of (minor) graphical bugs whilst experimenting with the Evolutions taskbar.



    As you can see, the relocation activation / recharge time bar is in the wrong place. Also, if you look closely (Photobucket reduces the size of images, so it's quite hard to spot in this dark picture), the icons on the lower right of the taskbar aren't quite aligned with the grid on the taskbar itself. They're all a little bit too far to the right.
    I am an Iron Warrior! Iron Within, Iron Without!

  10. #110
    As you can see, the relocation activation / recharge time bar is in the wrong place.

    it is the result of work over Gamescreen or taskbar.lua? I guess that's the gamescreen.

    you want the file Gamescreen Codex Evolutions 2.5 repaired for your work?

    the icons on the lower right of the taskbar aren't quite aligned with the grid on the taskbar itself. They're all a little bit too far to the right.

    french



    The new version corrects better centering icons in menus



    To take stock of my last work. They were a research work. People often ask me if it is possible to create new resources. I could not really answer the question without having made some experiments.

    the goal was to 5 items can be managed choices Codex. The "cap" can run 3 choices:

    -- Troops with cap-squad
    -- Elites with cap-support
    _ HQ with cap-pop (for parried provisionally "graphic bug" information is useful at the beginning of the game. The cap-pop can then be used "indiscriminate".

    -- Fast Attack with resource
    -- Supports with resource




    The answer to this question is: It is not possible to make new resource in DC. The less obvious reason is that this is not primarily the fault has the AE or Taskbar.Lua. There are locks internal forbid dual display. (Avoided accidents graphics under normal game?)



    The possibility of doing this on Soulstorm still exists. (Ironlore has worked over the work of Relic, Their codes has the probability of being outside the code of Relic).

    altered the appearance of tables of resources is not the true difficulty. IT requires an Order of taskbar.lua are allowing diversion of application or "cloning".

  11. #111

    French



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


    Hi sorry for the lack of communication, but sometimes real life leaves no choice. I regret not having provided my work faster. But the "RL" is the priority. although I'm still working on a research, it is time to take the first concrete assessment of my work. I hope that the bad news Modding do not remove the motivation. (DOW2)
    I hope it is of interest to you worked on DC. I think this study has an interest in your future work. I encourage you to believe in the potential Modding it remains to be discovered here, because this is only the beginning of the road.


    edit :it is well translated?



    Bad news:




    Good news:



    Link on the first post:

    http://forums.relicnews.com/showthread.php?t=192550

    Gallery screens:


    ELDAR





    TAU





    ORKS / CHAOS




    GUARD





    NECRON





    FUN ?




    I support the Mods on Soulstorm and I run a workshop for the conversion of Codex developments. (with the proviso Patch killer Mods). More innovations are planned in agreement with recent developments.
    My work (IU / Taskbar) are "open source" as long as it remains in projects Modding. I invite you to respect my legitimacy on those by way of credits. I authorize you to change the configuration interface for your mod. But ask you not changed the Arts Taskbar without permission Modding (no mere change of colors). Of course you can set up your own.

    If the position of my work Mods indicate more than 9 months of inactivity. You are authorized to take my position as Modding dead. It allows you to use my work without restrictions (except outside mods free). This concerns only the material that I am 100% the author. They should not be under the restrictions of "IP" from Relic / THQ or Game Workshop. (french version)


    The squad command used for the demonstration is:
    Credits
    - Models by Medes
    - Icons by Mirage Knight
    - Textures by BigFish
    Last edited by ombrephenix; 12th Nov 08 at 4:03 AM.

  12. #112
    Member Snakeb1te's Avatar
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    How close is this to being completed then?

  13. Modding Senior Member Tabletop Senior Member Boardwars Senior Member Forum Subscriber  #113
    Retired Compliance Fairy Gorb's Avatar
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    This is an ongoing project as Ombre uncovers more and more about how the taskbar is coded. There are limits, several other modders have already spent a significant amount of time researching the taskbar and it's limits, and recognise what is possible and what isn't.

    Simply put, this is a mod for modders to use to improve their mods; Ombre (and others) has just done the painstaking work of modifying the relevant files and editing the relevant art files so that other modders can easily mod this extended taskbar into their own mods.

  14. #114

    french


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

    That is correct. For now, I develop tools and concepts experimental mods. I also have a Mod but it must first do the work upstream. My work can contribute to the work of other members. And their own progress helps me to work.

    To give you an idea of my Mod I give you the title of one of these modules: "CODEX EVOLUTIONS book armies."

  15. #115
    daaaaaaamn that is AWESOME!

    Good Work Ombre

  16. #116
    i have a question ombre:
    for our mod we would like to add generated text to the loading screen, so it is part of the overlay. would it be possible for the text to be drawn from another file, or it select a series of phrases from the file itself?
    i think i found the relevant .screen file (gameloadscreen.screen), would you be able to take a look?

  17. #117
    Member Melooo's Avatar
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    Another FoK question hehe, this is a more direct question, do you have achieved on making requirements display on the squads, researches or addons buttons of your commanders submenu?
    cause we havent :\
    -++Orks!...Burn the beast!!!...++-

  18. #118
    @ Korney: I study the feasibility of your request, but I can not promise anything on the time that I can invest it. Specifies loading screen in the opening games of skirmishes? You can make a fake screen with the location of the text box?

    Melloo @ google translation reflects poorly your question . I can hardly understand the question. You want to find out if the leaders of the squads have a menu leader? If this is the one the answer is not yet.

    To help me see some of your questions visual support can be helpful.

  19. #119
    well, this is what we currently have ombre: http://img254.imageshack.us/my.php?i...screentos9.jpg with the text saved onto the loading screen itself

    i realise it would be difficult to have the text split up like that, so anywhere above the loading bar would work too

  20. #120
    Member Melooo's Avatar
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    same question but in french

    la question est sur le "submenu" qui est attaché a les commandants.

    Spoiler


    comme cela ci dessous â gauche,
    bon la demande c'est si tu a fait que les "requirements" des unités et recherches sont visibles quand tu passe le pointer du "mouse" sur les boutons.

  21. #121

    french


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

    @ Korney pretty logo your request is under consideration. But I think it may have difficulty Code. It is important that the text is random and bind to TGA / DDS. This might work poorly optimized for loading. I ask myself the risk of errors. The solution that seems best optimized for the moment is to stay on a TGA / DDs placed on top. Containing only the text of the "tips" and the icon of the unit.



    @ Melooo? the translation was poorly done? He had already answered that the area of costs was amended for immediate implementation.

    UCS consult small joint. There is only one that I is not done. This is the Warning Resources. Because the UCS is the game it must be accepted by you for publishing.



    Note:

    I do not know if this is well understood. But it is possible to use my work for your Mods. I is not reserved it for me.

  22. #122
    Hey Ombre; joyeux noel!

    Hows this coming with SS?


    Merci

  23. #123

    french


    --------------------------------------------------------------
    Merry Christmas gerberman

    Merry Christmas everyone!


    For version SoulStorm it is under construction. Version 2.8 is partially compatible must be edited the "taskbar.lua."


    I am working on an adaptation of Gamescreen "CODEX.EVOLUTIONS 2.8 for SoulStorm. it is easier and faster. But the priority at the moment is the festivities.

  24. #124
    Hey Ombrephenix..


    I got this working (so far as I can tell) 99% without any tweaking in SS! Though I have now tweaked it the only flaws I note are:

    The green arrow 'move to' command is missing

    The advanced build menu seems to appear over he icons I want to hide it under, except stance ones.

    Not a problem except on builders without a stance button!


    Cracking work though

  25. #125
    I'm not sure of the translation.

    You did the work from the "gamescreen of Soulstorm? or you put the "Codex_évolutions _2.8" in Soulstorm?


    [QUOTE] The green arrow 'to move' command is missing [/ QUOTE]

    the list of "commandsmall_buttons" not difficult to change. In the "taskbar.lua allocated a position compatible. (CommandIcon)

    You made the resources and abilities of Black Eldar?

    Let me see a screen that is possible?

  26. #126
    I put the Codex_Evolutions folder into Soulstorm and madea module file for it, works a treat though I noted a few more peculiarities; such as the reinforce icon in squads with multi-leaders and weapon upgrades shows as the icon for the units being upgraded (so like a guardsman squad does not have the ++ icon, just the icon of the guardsman face) and no matter what I do I cannot get the 'move-to' arrow to show up, but its hardly a problem.

    Its functional at every level so far as I can tell!

    Art however I have not yet looked at updating... I will have a go at this but my art skills in Gimp are not up to doing what you did with the graphics for the UI.

  27. #127
    another request, if i may:

    is it possible to increase the number of honour guard that can be listed in singleplayer?:

  28. #128
    i don't think so, the campaign is written almost entirely in GFX files which we can't open..

    *has fiddled with campaign lots*
    Last edited by Promythyus; 5th Feb 09 at 2:56 AM.

  29. #129
    Member Purple's Avatar
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    there is a demo of it in the thread for download now...
    Sorry to quote an arcane post, but where is the demo?

  30. Modding Senior Member Tabletop Senior Member Boardwars Senior Member Forum Subscriber  #130
    Retired Compliance Fairy Gorb's Avatar
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    You could check the first post of the thread. Most mod news/releases are kept on the first post of any thread, to save people from confusion.

  31. #131
    another request, if i may:

    is it possible to increase the number of honour guard that can be listed in singleplayer?:

    i don't think so, the campaign is written almost entirely in GFX files which we can't open..

    *has fiddled with campaign lots*


    I confirm khorney


  32. #132
    bugger, thanks for trying anyway guys =/
    my understanding is that .gfx files are a propriety format that would cause issues were we to fiddle around with, yes?

  33. #133
    Certifiably insane Kresjah's Avatar
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    It's rather the fact that people have been warned against fiddling with them for legal reasons. The GFX files are created with Scaleform GFX, a proprietary format which seems to be heaps more (legally) protected than the majority of the rest of DoW1 stuff.
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  34. #134
    Unless I am reading incorrectly; addons on entities is working; yet I just cannot get addons to show on the build menu on units I have. I am aware that it is only for single entity squads before this is mentioned!

  35. Modding Senior Member Tabletop Senior Member Boardwars Senior Member Forum Subscriber  #135
    Retired Compliance Fairy Gorb's Avatar
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    On the build menu? Could you elaborate? If you've added addons to the builder menu, that menu will only show up if the entity in question has the build_engineer_ext extension in the attrib code. It's best to make an entire new submenu in taskbar.lua and make that submenu list the addons an entity can choose from.

  36. #136
    Damn it, sorry Gorb, chose the wrong words to describe that!

    There are no addons on the builder menu; the addons I have added such as Wargears for the (example) commander unit so the player can select wargear to add to him as opposed to permanent researchs.

    As I understand this was possible under Codex Evolutions but no matter what I tinker with I cannot get those Addons to show in either of the two special menus added by Ombre.

    I know its possible of course because the FoK team have it up and running!

  37. Modding Senior Member Tabletop Senior Member Boardwars Senior Member Forum Subscriber  #137
    Retired Compliance Fairy Gorb's Avatar
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    Then how about looking at the taskbar.lua of the FoK mod then?

    Also, posting your own taskbar code would be helpful

  38. #138
    My taskbar code is Codex Evolutions taskbar code! :P

  39. Modding Senior Member Tabletop Senior Member Boardwars Senior Member Forum Subscriber  #139
    Retired Compliance Fairy Gorb's Avatar
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    In the past
    You haven't altered it in any way, shape or form?

    As I understand this was possible under Codex Evolutions but no matter what I tinker with I cannot get those Addons to show in either of the two special menus added by Ombre.
    This indicates you have changed the code, at least partially. Also, download the latest version of FoK and check out their taskbar.lua code. Understanding how the code works is paramount to actually editing the taskbar, otherwise all sorts of weird things can happen.

  40. #140
    Yeah sorry, that was more bad writing on my part; when I talk of tinkering I mean with the appropriate EBPS & SBPS extensions.

    Ill look at the FoK stuff again, but have to say I originally tried dropping the FoK files (including the .screen one) into my mod to see what would happen and the ingame UI didnt work!

  41. #141
    VeganZombie
    Guest
    Any updates on this? I've just found this mod and it looks amazing!

  42. Modding Senior Member Tabletop Senior Member Boardwars Senior Member Forum Subscriber  #142
    Retired Compliance Fairy Gorb's Avatar
    Join Date
    Jul 2006
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    In the past
    . . . updates? This mod is a community mod that people are allowed (and indeed encouraged) to download and experiment with. It's not really a mod in itself; it's more of a sandbox for modders to study and use in their own mods.

  43. #143
    VeganZombie
    Guest
    Ah, well I guess I was just worried that progress had halted on this project. Glad to see I was wrong.

    Looking forward to any more advancements, it really looks promising.

  44. #144
    at the risk of being a noob.

    how i install demo?

  45. #145
    like any other mod -> put the .module and folder into your root dark crusade directory

  46. #146
    I've tried that all i gotwas a new loading screen.

    It not in Game Manager.
    I has DC patched to 1.2

  47. #147

  48. #148
    Member MKDavid42's Avatar
    Join Date
    Mar 2009
    Location
    Can't say; my Navigator won't stop screaming about a "shadow in the warp" or something- ...Oh.
    I know what you mean, eruck. Try renaming the MODULE file and the folder to Codex_Evolutions_2.8 . Worked for me, so it should work for you, too!
    Good luck!

    Edit: Maybe I should have played a round or two before posting this... While renaming the file does work for making the mod visible and playable, it seems to be nearly vanilla DoW: DC, but with new taskbars (all of which are very impressive, ombre)...

    Edit the second: And maybe I should have read the readme before posting that, as well... This demo modifies only the Space Marines, and... Wow. Love the new features, new units, new skins, and the new gameplay!
    Last edited by MKDavid42; 16th May 09 at 8:47 AM.

  49. #149
    any chance this mod will jump over to soul storm?
    Chaos Buildings Mod Member (ChaosLordX13)
    You may say, it is impossible for a man to become like the Machine. And I would reply, that only the smallest mind strives to comprehend its limits.

  50. Modding Senior Member Tabletop Senior Member Boardwars Senior Member Forum Subscriber  #150
    Retired Compliance Fairy Gorb's Avatar
    Join Date
    Jul 2006
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    In the past
    Quote Originally Posted by Myself, several posts up
    . . . updates? This mod is a community mod that people are allowed (and indeed encouraged) to download and experiment with. It's not really a mod in itself; it's more of a sandbox for modders to study and use in their own mods.
    Read the thread before asking questions. Also, I'll quote a relevant paragraph by Ombre:

    My current research laboratory is still in DC for the moment. And I already seeking a way to do this. Created locations is not the true difficulty. It is found the correct code misappropriated.
    On all the information resources / caps is possible for SS. My concern is that with SS is a non Stable. The future risk of corrective patch heavily amended the game. (on the part hardcode).
    Also note that Ombrephoenix, the pioneer of this project, hasn't posted in three months, and hasn't posted an official update since November of last year.

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