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Soulstorm Bugfix mod 1.41

  1. #151
    http://www.assembla.com is a good free SVN repository hoster as well.

    I can help you set all your files up with it and such, also.
    Last edited by Promythyus; 2nd Nov 08 at 2:38 AM.
    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?!


  2. #152
    Member Agoniser's Avatar
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    Some more tiny oversights: lines 4450000-3 should have "- " in front of them to bring them in line (ha ha) with other tooltips. Also you forgot to give the Archon his fx - under special_attack_01\area_effect\area_effect_information\area_effect_events, change all of 'em to Dark_Eldar/spec_attack1.

    Otherwise, excellent work. Keep it up!
    Last edited by Agoniser; 2nd Nov 08 at 5:43 AM.

  3. Child's Play Donor Dawn of War Senior Member  #153
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    Thanks again for catching those. The Archon was removed and rebuilt due to Relic's fix of his special attack times, and I missed reimplementing that. As for the tooltips, I plead the fifth.

    I think I'm actually going to use Excel to track the info I need. Each line is a file to be changed for a single fix (a fix may have multiple files, and so multiple lines). This way if a fix gets removed, I know what files it affected and can sort by filenames to see what other fixes used those files and so know to reimplement them. I've used SVN before, and that sort of tool doesn't provide the file-to-fix relationship tracking I need. Excel may not be perfect for the job, but it will allow me to manage the info I want.

  4. #154
    Do we need 1.20 to be installed for 1.33 to work correctly or do we only need 1.33 alone.

  5. Child's Play Donor Dawn of War Senior Member  #155
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    1.20 the hotfix? Yes. 1.20 the mod, no any version prior to 1.32 must be uninstalled prior to installing 1.33 to avoid complications from double fixing issues.

  6. #156
    Ahhh thanks a lot.

    I am sincerely saying we don't need relic patch since we have Maktaka one here.

  7. #157
    Member ERISS's Avatar
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    Quote Originally Posted by MaddoxX
    we don't need relic patch since we have Maktaka one
    That's bad for those using other mods.
    The mod of Maktaka helps waiting for a good patch, without Maktaka's I'll even didn't play a SS solo game and would have become a very very hangry consumer.
    Us, and Relic too, can thank Maktaka. I do.

  8. #158
    tigermuppetcut
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    Any idea what I'm doing wrong?

    Thanks for all your hard work modding the patch.

    I uninstalled the previous fix (1.32 I think) then install this one but on the title screen of SS it still reads DoW mod 1.32

    Any suggestions? I uninstalled through the start menu uninstall option (if it matters).

  9. Child's Play Donor Dawn of War Senior Member  #159
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    Yeah, sorry about that. It IS 1.33, I just didn't get the version number on the main screen updated. It won't cause compatibility issues, so it's not something to worry about. You'll know it's working correctly if your Terminators are able to get out of the Chapel-Barracks (that's the only change from 1.32).

  10. #160
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    I am very interested in the below fix.
    * All races now have sorted multi_select_priority to allow for consistent sorting when selecting units of different types.

    I wanna know how to make it. Is it possible to just copy some files to another mod and then have the same fix?

  11. Child's Play Donor Dawn of War Senior Member  #161
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    That fix requires editing almost every single squad file in the game to correct that value. Unless the other mod does not edit the existing races, you'll have to implement the fixes manually from the Bugfix mod to the other.

  12. #162
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    I see.
    Thanks for the information.

  13. #163

  14. #164
    Member Swanky's Avatar
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    Wonderful mod Maktaka. One thing though, I noticed I got some english sound snips when playing SoB which seems to come from the recognition changes you made. So I basically got this game in german, but hearing some english voices here and there. Sounds a little strange.

  15. #165
    The flying one corncobman's Avatar
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    The sound fixes are English I think all you have to do is to delete the sound folder inside bugfix->data
    -It's not the fall that kills you, it's the sudden stop at the end (Douglas Adams)-
    -Make something idiot proof and nature will create a better idiot.-
    -Me fail English? That's unpossible!-

  16. #166
    anyone wanna play this wonderful mod with me on hamachi?

    just add me on x-fire: soulman01, or send me a pm or whatever. I would just like to play this with someone.

  17. #167
    SteamRelic
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    //under special_attack_01\area_effect\area_effect_informat ion\area_effect_events, change all of 'em to Dark_Eldar/spec_attack1.//

    What is meant by this exactly "change to Dark_Eldar/spec_attack1 "
    What value is being changed and what was it originally ?

    "C:\Program Files\THQ\Dawn of War - Soulstorm\Bugfix\Data\ai\AIControlPanel.exe"

    Seems to work to bring up the aiconfig in this mod

    "C:\Program Files\THQ\Dawn of War - Soulstorm\Soulstorm.exe" -modname bugfix -dev

    allows the
    C:\Program Files\THQ\Dawn of War - Soulstorm\autoexec.lua to work with it's custom commands (waHOO)

  18. Child's Play Donor Dawn of War Senior Member  #168
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    That's a custom event made by Agoniser to use the pre-existing, but unused, graphical effect that was made for the special attack. It replaces the incorrect Chaos Frag Grenade graphical effect that was used before.

  19. #169
    Member mdcertainty's Avatar
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    I PM Maktaka about my texture fixes to include in a possible future version of this mod. However the files are small and considered as graphical bugfix. I thought I give a link to the relevant files in this thread too, so all who are interested can use those files now (preview pictures and downloadlocation will be found in the links below).

    Sisters of Battle flag/texture/fix:
    http://forums.relicnews.com/showpost...&postcount=850

    Haemonculous texture/fix:
    http://forums.relicnews.com/showpost...&postcount=857


  20. #170
    I know this is a little rude i was wondering if you had plans to incorporate the latest AI update?

    Of course I wouldn't ask if i didn't love your mod and play it exclusively

  21. Child's Play Donor Dawn of War Senior Member  #171
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    Yep, next update will include the 3.10 AI along with the usual batch of new fixes of all kinds (notably, OB instacast through Battlecry is no more, Howling Banshee Exarchs upgrade through Armor researches, Genetic Enhancement does something useful, and the usual buttload of campaign fixes).

  22. #172
    Thanks Maktaka
    Guys like you are the unsung heroes of the community
    tirelessly working to improve and fix games we love to play
    Thanks again

  23. Child's Play Donor Dawn of War Senior Member  #173
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    New release time!

    Updated to 1.40:
    * Dawn of Skirmish AI updated to 3.10 (HUGE thanks to the AI team for continuing to improve the mod)
    * Big batch of various typos fixed from Agoniser
    * Big batch of Honor Guard, campaign unit/building, max repairer limit, and 0 armor piercing fixes from Wraith_Lord
    * Orbital Bombardment -> Battlecry instant casting bug fixed
    * Non-upgrading DPS for Cultists Knives and Guardian Shuriken Catapults vs. inf_hvy_high fixed
    * Howling Banshee Exarch now upgrades in mass and armor type
    * Genetic Enhancement will now increase the movement speed of Commissars, Psykers, and Priests when attached to Kasrkin Squads, allowing the squad to finally make use of the upgrade even when a commander is attached.
    * Let It Burn does health degeneration like all other fire attacks now
    * Photon Grenades now use their entire damage range (45-55) instead of the min_damage_value (45)
    * Wailing Terror does min 25 damage against all armor types now
    * Illusionary Monolith persistence bug finally quashed thanks to Wraith_Lord and corncobman
    * Useless unit building icons for Illusionary Monolith removed
    * Soulstorm now uses its building armor piercing values, dealing damage to them
    * Seraphim Zealot Charge now has a cooldown and min range like all other charge abilities
    * Conflagration now hurts commanders
    * Exorcist damage display now has non-zero numbers
    * Added mdcertainty's fixed textures for the SoB flag and Haemonculus

    Download v1.40 here! (mirror)

  24. #174
    Member mdcertainty's Avatar
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    Bugfixlist sounds great! Big thanks for the update, downloading now.

  25. #175
    Thanks for the update!
    Still, I uninstalled 1.33 (which in the title screen was 1.32) and then installed 1.40. But now it says bugfix mod version 1.33!
    By the way, does this version include extended camera mod? DowAI Mod 3.10 does, but I miss playing the bugfix mod with enhanced AI strategies AND the benefits of extended camera, or even massive battles or heroes mod...
    Anyway; great work, Maktaka.
    And Merry Christmas to everybody!

  26. #176
    Member mdcertainty's Avatar
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    Some minor issues:
    - Mainscreen shows 1.33 (I second that)

    besides:
    - texture fixes not included (mdcertainty)
    - readme not updated ?

    Merry Christmass everybody

  27. Child's Play Donor Dawn of War Senior Member  #177
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    I see what happened. Your texture fixes didn't get transferred over to the release platform and packaged up in the installer, along with at least a couple other little fixes that I put in through means outside the Nobrainer list. Download links (and menu version number for once ) updated to 1.41.

  28. #178
    Thanks
    Best christmas present i got !!

  29. #179
    Member mdcertainty's Avatar
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    That is a very fast update. Thanks again Maktaka

  30. #180
    Thanks for the mod. I've got one question though: is the AI in the campaign using the skirmish AI? And what difficulty is it set to if I play the campaign on hard?

  31. Child's Play Donor Dawn of War Senior Member  #181
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    Yep, the Skirmish AI mod is used for the campaign for all levels except the strongholds. The AI level is set by the difficulty of the territory and is set to Hard (which is even resource rates with the player) for all but the lowest-valued territories. Make sure you're aware of the Eldar stronghold crash bug with the Skirmish AI and how to get around it while playing the campaign (see readme file or first post).

  32. #182
    Got it, thanks!

  33. #183
    Hellboyz
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    Sorry my majesty Maktaka the link do not work. ;O

  34. #184

  35. #185
    Great Mod.

    Is it just me or does a Priest attached to an Ogryn squad run way too fast?
    I thought that the squads speed limit should slow down the priest, instead he is running far ahead.
    War does not determine who is right - only who is left.

  36. Child's Play Donor Dawn of War Senior Member  #186
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    The Priest's smaller size means he can easily slip between obstructions, including his own squadmates, to end up taking point and beyond during a move command. This is especially noticeable when moving past vehicles, Battlesuits, ubers, buildings, and any other pathing nightmares.

  37. #187
    Mmmhhh... Have you tried it for your self.
    Even on open field he runs far ahead of the squad.

    Alright, I will live with it

    Anyway this Mod rules and makes soulstorm my favourit game again.

  38. #188
    it has always been that way dreadlord, this mod made no changes to ebps of ogryns or priests...

    i know its a bit late, but ever considered lowering some pathing sizes (in entity_blueprint_ext)? iron lore did indeed lower it for the wraithlord and gave the penitent engine and living saint (all the sisters vehicles to be exact) really small ones. walkers could be lowered by 0.5 x 0.5 (scale_x x scale_z) across the board, it really helps. and while at it imp guards and sisters turrets could be brought in line regarding their size as well...
    Tasmanian Pain Coaster

  39. Child's Play Donor Dawn of War Senior Member  #189
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    The unit size and pathing changes were balance changes, not bug fixes. They were to implemented to improve infantry/vehicle mixing and infantry mass pathing, so any further changes wouldn't fall within the scope of this mod.

    Turret footprints are likewise a balance matter (IG turrets were already altered for SS 1.0).

  40. #190
    Member Swanky's Avatar
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    Thanks for providing the sound file solution...
    Now that the bugfix mod is assumably done for now, how about some graphical alterations like unit randomisations?

    Okay, wouldn't fall into the direct range of this mod.

    As for pathing, some units have serious problems navigating, so it is not as much a balancing issue as it is a bugfix (for your nerves). Also, if every unit was affected, would balance still be much of an issue?

  41. #191
    @ Maktaka:
    This is continued from the General Forum thread... Continuing with my SoB graphical bugs found....

    1. The problem with Repentias' righteous fervor is that the modifier ability_righteous_fervor_event doesn't work. It's 1 of those nonfunctional modifiers. Stick the event on ability_battlecry_event, and the FX plays. You also have to fix the typo error (in Repentias' event manager) in addition.

    2. Also, you shouldn't give feral_leap to the Seraphim leader and Repentia mistress. They don't have the animation for it. You should make them both do melee_move instead.

    Edit: Repentia Mistress uses special_ability_1 instead of feral_leap, just like the Repentia units.

    3. Lastly, Laud Hailers are supposed to have fx for both friend and foe, but I'm not seeing any fx anywhere. Maybe it's the same problem as #1... I think ILE didn't realize that just making a new modifier doesn't automatically make it work... I'll have to test.

    Edit: Yep, same problem as #1. ILE thought that just making a new modifier automatically makes it work, LOL. In event manager, if you stick the laud hailer friend/foe fx on vanilla modifiers that work, the fx will play.

    Do not simply put it into weapon_hit events. These fx are the type that gets brighter and brighter and never fades away.
    Last edited by mlai; 11th Jul 09 at 6:10 AM.

  42. #192
    Maktaka,
    a new Skirmish AI has been released a few days ago.
    Are you going to update your mod?
    Please?

  43. #193
    @ Maktaka:

    NONE of Chaos' flamer weapons leave flame after-effects. This is because chaos_flamer_hit_events modifier is set to multiplication, rather than enable.

    After setting it to enable, make sure to make max_lifetime to 1 (currently at 0). Leave it at 0 and targets will burn forever.

    Edit: Set max lifetime to 0.25. 1 is actually too long for Chaos' flame aftereffect. 0.25 will allow the flame to burn for about 2 real-world seconds.

    And Horrors' demon fire was also coded to leave flamer aftereffects. After you correct the multiply to enable, make sure to make max lifetime 0.25, not 8. 8 is waaaay too long.

    (Incidentally, I gave Demon Prince's Fear Roar the chaos_flamer_hit_end and chaos_flamer_hit_hvy_end events for impact fx... looks pretty good, lol spontaneous combustion... otherwise hvy_end fx is unused by game.)
    Last edited by mlai; 24th Jul 09 at 8:20 AM.

  44. #194
    I second the pretty please for the updated AI. My friend and I just began lanning again and this mod has always been the one we use to enhance our gameplay. Right now I have it as a required mod for the latest skirmish AI and it hasn't crashed or anything but I don't really know how i can tell if the bugfix mod is working or not.

    Would it work just to replace the AI folder in bugfix with the new one?
    Colder than a wych's tit

  45. Child's Play Donor Dawn of War Senior Member  #195
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    Yep, just delete the bugfix's AI folder and replace with the DoS AI folder to upgrade the AI. A 1.45 (or some such) is coming, I just need to get off my duff and do it.

  46. #196
    Thanks Maktaka.

  47. #197
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    You also have to change the mapdb path in the file \Data\ai\mapdb\mapdb.ai

    Code:
    MapDB.Path = "Dowai_mod\\Data\\ai\\mapdb\\"
    Change 'Dowai_mod' to the folder name of the bugfix mod and you're fine.

  48. #198
    @ Maktaka:
    Another bug.

    In the research for increasing IG command squad size... where the command squad psyker gets a 100 hps bonus... it's set to apply_to_entity. Please change to apply_to_entity_type.

  49. #199
    The flying one corncobman's Avatar
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    I looked through the research modifiers and it's the

    guard_leaders_psyker_command_squad_advance_sp

    That needs to be fixed. The rest seem to be correct.

  50. #200
    Fan-dabby-dosey. I love it!

    Is another mirror needed? I just so happen to have a VPS here on a gigabit line....

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