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Fullscale Warzone (Final for SS only)

  1. #1

    Fullscale Warzone (Final for SS only)

    Fullscale Mods

    Temp link for FULLSCALE WARZONE (FINAL) SS ONLY------------------------------------------
    http://www.sendspace.com/file/67mb8t




    Link for FULLSCALE BATTLEGROUP DC ONLY-----------------------------------------------http://dawnofwar.filefront.com/file/Fullscale_Battlegroup;86877



    Hello All
    I apologise to those that have waited for this mod, The mod has been completed since 4th June -----and uploaded to Filefront twice--but they in their wisdom have rejected it (reason not known----------all emails have remained unanswered!!)-------------But its their forum and they can do as they wish and rightly so!.

    Attempts to upload the file elswhere have also proved fruitless and time consuming ( although i am informed Croaxleigh is helping---so a big THANKYOU to him)-----------So i have after much hassle and the use of a friends computer uploaded the Warzone file to sendcom------------------this will be a limited holding facility-----------for downloads, I dont know how many it will allow or for how long--------------But its better than nothing!.Until a more permanent home can be found.

    Due to personal reasons this will be the Final version of Warzone hence why in the finished mods section ( It Plays well-no crashes in Campaign or skirmish and no glaring faults that we can see-----------------Its as is folks!!)

    It uses different Sprites and gameplay in Campaign AND skirmish-new routines and a boatload of new skins.
    I make no excuse for using Fok sprites (Full credits given) as I love their work!!

    The games skirmish and campaign are much ,much harder even on standard----------that is deliberate-The new units compensate for this---------ALL races have them-----------1 "special" unit is quite caperble of "winning" a game for you if used correctly.
    Because of the multitude of new units (And colour combos) Older computers WILL experience slow down --please reduce your options and remember OCCLUSION must be OFF.
    The readme below explains most,

    The mod is made for fun and tactical play----it aint fluffy Nor Hard codexy--------------------It uses the codex as a "Broad" outline.

    As stated--------personal issues stop me from continuing this modding-nor will i be able to answer questions or probs (There should be none) But sunray will be available to help where he can.

    As for the "Rebellion" Mod---------------That has been in progress since SS came out-----------------It is a massive mod and utilises the Witchunters,Daemonhunters and steel legion mods (By override---so not interefering with the mods)------------The races in the Campaign (SS) have been changed to include the aformentioned mods (Replacing or enhancing the excisting races) EG: Sob now are allies of the rebels (SS) whereas Witchunters have totally replaced the SOB race using the witch hunters models---------------Ultramarines replace Ravens------------IG are now Steel legion plus allies--ect ect.
    And of course the Rebels are a new race replacing Tau.-
    More of this mod at a future date via sunray -----------all the races but the rebels are in place-and it plays well.----------------The rebel faction have been handed over to a new Modder for completion

    Anyway we at the Fullscale team hope you enjoy the Fullscale Warzone Mod-----------there is a lot of new stuff in there for you to discover!!

    Thankyou for you patience and support

    Regards
    Fullscale team.

    README
    READ ME for FULLSCALE WARZONE FINAL A MOD FOR SOULSTORM
    ***************************************************************************************************************************

    INSTALLATION***********************************************************************************************
    JUST UNZIP/UNRAR the MOD FOLDER to your desktop--------------------INSIDE YOU WILL FIND A FULLSCALE_WARZONE FOLDER and a MODULE FILE----------------------------DRAG AND DROP THE FULLSCALE_WARZONE FOLDER AND THE MODULE FILE INTO YOUR SOULSTORM DIRECTORY-----------------BOOT UP AND SELECT FROM THE MODS SELECTOR AS USUAL-----------------NOTE"" NOT COMPATIBLE WITH "COMBINER MOD" or any other MOD-ITS A STANDALONE.
    **************** USE OCCLUSION OFF in the options**************************
    ************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************

    Hello All

    This is the Readme for FULLSCALE WARZONE a mod for SOULSTORM.

    This gives a Rundown on the changes and additions---the main ones I have not included the many different FX changes--new abilities or coding changes.

    This is a Mod mainly for the campaign play in SOULSTORM----------But i have included new gameplay for Skirmish also-------------but please note---many units and uniforms may be present in campaign but not in Skirmish and visa versa-------------we have made it to be "Different---in the campaign and Skirmish"

    This is stage 1---wheras the "Races" are the same---But with changes-----------in Stage 2 the "Races" will be different and have coding specific to them. EG the ultramarines.

    These are the MAIN changes

    1. Space Marines
    All campaign honour guards are now units and reskinned to show Blood raven colours
    1.HG Scouts---------are C2C scouts--------close combat armed--reskinned--have 2 leaders Sgt and marksman
    2. HG Sms-------------are c2c First co marines--------reskinned and armed accordingly with vet sgt
    3. HG Landspeeder----------------c2c typhoon----------rearmed
    4. HG Dreadnought----------------Mortis or Ven Dread---------Game picks
    5. HG Librarian----------------------character model

    Also included in chapter-----------are
    1 Sm veterans-----------reskinned Tac marine (standard are C2C models) armed accordingly
    2. Sm Devastators-------- reskinned c2c models armed accordingly
    3, Sm Scouts------------redone and additions added
    4. Ven Dread----------- relic only.
    5. standard termies
    6 Veteran termies --Rearmed

    ALL sm troops reskinned to Blood ravens and using C2C models where appropiate-------new abilities such as "Last stand"---which are pure Hollywood. Amongst many others.


    2 ELDAR
    I have long thought the Eldar "underpowered" in the game-----------we have changed this
    Honour guards (Not many) have been given new troops
    addition of "Heroine" very superior fighter--------------sniper "One shot Kills"
    Reworking of the Vehicle "Holofield system"-----Upgrades the armour on all vehicles---also allows for a toggle system to turn it on and off (Costs) and an fx to accompany it---so you know its active (Plus sound)
    Has its disadvantages and Huge advantages---------------they can stand against all enemy vehicles now.
    Auto ability attachments--to make them perform better--are now in place making them much deadlier.

    3. TAU
    Honour guard attachments are again units
    Vet tau are present using a combination of bareheads and helmets c2c and upgraded weapons
    All assault Honour guards have been changed to the c2c ones and reskinned to original colours
    Aux humans are present----------barracuda reskinned----------and weapons redone--------------added a Tau general and other "New Types"-----------added the c2c vehicles eg tetra and piranha---ect ect.---enhanced gun drones as leader (Squads attachments) (Note Tau commander defaults to red because of probs in later campaign)

    4. ORKS
    again Honour guards are redone units (ard boyz--and kommadoz) added the c2c orks------added new abilities and gameplay----------added "Mork" an 80ft dread (relic) added grenades to all units redid the units and added a couple more----------redid the "mob" values-----------for mass ork attacks.

    5. Chaos
    Redid the units to be different in skirm and campaign--------------Honour guard units now units-----all C2C models reskinned into alpha legion colours and added Veterans (White helm) and variations of vets--added the C2C pred----terminators and Khornes-----------redid some abilities--added new ones--added the "Deadwalkers" (Zombies--for fun)----added the "support elements" and redid a lot of the FX.

    6, Imperial Guard
    Redid the Honour Guard units as "Tanith attachments----------including Gaunt" added conscripts with new defence routines----------Reskinned all of the units (c2c ones) added Hardened veterans with auto guns (New fx and sounds) added stormtroopers again new fx and sounds-----changed a LOT of their abilities including a heavilly redone "Execute" which works totally different----------added off board arty and mortar strikes--changed the commander bodyguard--changed the uniform structure----------added the ctc vehicles with different wtp from skirm to campaign--adde some new troop types.
    EDIT::::::::
    2. IG overhauled
    2a Resized armour (Downsized) including Basilisk Crew
    2b Those "Iffy" sents have been removed from Mars pattern now replaced with Fok2 Sent sqdns (that will please you)
    2c. Stormtroopers replaced with reskinned Fok2 Stormtroopers--reweaponed and made from Kronus pattern Chimera
    2d. Armored Fist troops added----Reskinned Fok2 AF---made from dedicated AF chimera
    2c 2 types of HW teams---platoons added------First is Light Hw quick deploy (As Pic) these move a lot faster and deploy faster keeping up with the main troops to support them---------No sandbags------But quick----I particular like these ,they are very useful.
    The 2nd is the standard "sandbagged" Hw team --Heavilly covered now and a lot slower to deploy----------also Platoons of heavy weapons carried in a Dedicated Chimera with fire support teams.
    All crews have been changed as have the Armoured vehicle crews.
    2d Added The IG Heavy infantry Companies --Reskinned Fok2 SWS teams-----now have 2 different uniforms within the same platoon-----and armed accordingly.
    2e. Added dedicated sniper teams with spotter
    2f added a couple of new voices
    2g Redone some officers
    2h redid the execution part to run new routines
    2i Redid the offboard Arty and mortar barrages
    2j Added 2 option factions-----standard IG with new troops and Elite IG with new troops------Only pick one doctrine
    2k redid addon options for Company size IG units and Morale and armour considerations
    2l redid formation loadouts adding extra officers or specialists -------ie whats available to 1 faction is not available to another
    2m. Redid the Lazer types Fx for various Guardsmen

    7. SOB
    Added the novice nuns to replace Missionary------------added "retributor squads" dominion squads-----added new type troop leaders---changed a lot of abilities----added new ones--added new coding---redone the wtps to add more variety redid the weapon types.
    Note This Mod incorporates Fullscale Soulstorm By canoness

    8 Dark eldar
    Added more to units--------redid the "Officers" added new abilities--redid others----reworked the wtp files to offer more variety-------------rechanged some "Melee routines"

    9 Necron
    Left them alone except to change the dying routine----------dont know enough about them to "add anything new" and i think they are damned powerful enough.
    Edit-----added new flyer and "Wights" redid stats-----------Made them very powerful

    All the races have muliple WTPS present to give alternative uniform colours and changes (so be careful when selecting colours) some races have had a lot of colour doctoring to "sharpen and open" the colours when in gameplay
    ALL Races have ingame autoabilities to minimise Micro management--some of these abilities are extremely powerful---------but will still auto use---even if it means "Friendly Fire"

    We have tested (Still ongoing) the races in campaign--------------it appears ballanced if a lot harder
    The new units have been incorporated into the New Skirmish ai.
    Most powerful Race now----Eldar--they are a right pain!!!!!

    As a result of player feedback the following was changed/added
    Removes Orbital strike from autoabilities for SM (Requested)
    Replaces the shadows on some Dark Eldar Sprites (Error)
    Removes the Dancing necron Dead and uses a new death system.
    Adds New unit Wights---made from Summoner Core (requires Relic capture before they show)
    Adds new Flyer unit Spyke------------has abilities and is very dangerous(summoner core)
    Puts scarabs back on ground and are more effective
    Puts all the new units and new abilities into Skirmish and campaign play with the AI.
    Added unit leader to necron warriors and immortals.(revanant)


    This is stage 1---------------stage 2 is well under development ( an early beta was already tested-----the mistakes pointed out there have been rectified for stage 1)------------But we will see how stage 1 goes.
    (This will be on hold for quite a while due to Real Life issues)
    As said this is only part of the changes and all units are Fullscale in dimensions

    well thats all for now
    regards
    oldman/Sunray

    Credits********************************************************************************************************************************************************************************************************************************************
    The suberb models from the C2C team---of which i am a big Fan

    **The Fok team-----For their use of their labours----a big thank you**
    ***MODELS from Fok1 and FOK2**** without them the mod would not be much--so thankyou Mirage Knight and Medes and ALL the FOK team--------------truly inspirational work

    THE TEAM
    ------------------

    Creative Direction & Coding:
    Medes
    Mirage Knight
    Hybris
    dibujante

    Modeling:
    Medes

    Chaos Retextures:
    Hangar-8, MEGAzogg

    Eldar Guardian & Farseer Retextures:
    MadMaffMan

    Space Marine Retextures:
    Hangar-8, BigFish

    Front end menu, Load screen, logos and backgrounds:
    Hybris

    Public Relations:
    Methuselath, Messenger

    Sound and AI tweaking:
    Tovarich


    Credits:
    ----------
    Thanks are also extended to the following:
    Mdcetainty--------For his icons and Taskbar ui
    Cuttershane for the original AutoAbilities Mod
    Leeho730 for the expanded Autoabilities Mod
    Canoness for Added Autoabilities and Fx and reskins
    Neomarzl for added Sob Hair colours
    The Soulstorm AI Team
    Thanks to Thud and his AI team and the liberties I take with his coding.
    The Testers who tested the concept
    Eltroubabdour
    Killer_zero
    Manxnight
    Testers and helpers Final stage
    Jomsviking
    Marengo
    Fuzzball

    If i missed anyone out I unreservedly apologise and will enter it in the main thread.


    Thanks
    Sunray/Oldman
    Last edited by oldman; 6th Jul 08 at 2:45 AM. Reason: update

  2. #2
    Great!!! Cool!!!I thought You'd never release it !!!
    You can not change your fate.YOU WILL DIE!

  3. #3
    bambilambi
    Guest
    Hey, great mod!!

    I only saw one thing that might be a bit wrong. The sm vets both marines and termies have less hp than the normal marines.

    But thats a quick fix with corsix mod manager

  4. Modding Senior Member Dawn of War Senior Member  #4
    Father of Death Croaxleigh's Avatar
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    http://www.ominouscow.com/DoW/Warzon...d%20folder.rar Here's a permanent mirror for you. *smiles*
    I has a Blurb. And one of those Tweeter things.
    Quote Originally Posted by roflmao
    I'd run with a shotgun to go hijack a private airplane and fly to Belgium. Nothing interesting ever happens in Belgium, so there's definitely no zombie apocalypse there.

  5. #5
    Member sunray's Avatar
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    Oct 2005
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    Queensland, Australia
    Thanks Croaxleigh.....you are indeed a friend....and a gentleman.

    Anyone who wishes can obtain Warzone (final) from the link (above) where Croaxleigh has kindly hosted the mod for us.

    best wishes

    sunray
    for the Full Scale Team


  6. #6
    chronicpayne
    Guest
    Tried the mod single player & also LAN with a friend, seems like a great mod.
    Some questions and comments:
    Is it possible to change the auto ability to not use certain abilities? (IE the commanders pinpoint arty, airstrikes, etc)
    Also wondering if the sentinal squad is supposed to be capped at
    three, because when you mouseover the reinforcement icon it says 3/9, but you are unable to reinforce.

    Also after having tested IG for a while, does it not seem the elite side is a bit underpowered? The special forces teams still lack straight up firepower, and the sentinel squad while nice is hardly a match for the baneblade. And the lack of a commisar's really hurts elites early game.

    Once again we thoroughly enjoyed the mod, great work guys and thanks.

  7. #7
    *downloads*

    Looking forward to finally playing this awesome mod
    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?!


  8. #8
    lordwilliam
    Guest
    Quote Originally Posted by chronicpayne
    Is it possible to change the auto ability to not use certain abilities? (IE the commanders pinpoint arty, airstrikes, etc)
    Using Corsix's Mod Studio, open the Fullscale Warzone module and then open \scar\race_specific\guard_race_autoabils.scar.

    Delete the line " { "guard_strafing_run", 40 },"
    Save File

    That's it.

    -LW

  9. #9
    "9 Necron
    Left them alone except to change the dying routine"
    What does this mean exactly? do they reassemble themselves more often now?

    Also did you add any Closer to Codex models for the Orks? I'm looking for a mod that gave the Orks some love for SS.

  10. #10
    Member sunray's Avatar
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    Paladin_Might,

    Whilst I was a part of the mod team, I was only ever concerned about the development of the IG. I have never played against, or as, the Necons. And have only played against the Orks.

    The two main members of the mod team, who were concerned with the other races, have since moved on.

    My recommendation is to download the mod and play it. Then you will see if it is to your liking. There are many customised units/features in the mod. I have also since moved on. As the name, and Oldman's explanation sets out, the mod is "final", and we are all now concerned with other endeavours.

    If you don't wish to try it, then someone else may be able to answer your questions for you.

    regards

    sunray




  11. #11
    Well I bought SS tonight, so i'll give it a try. Thanks for the reply though.

  12. #12
    tankkiller167
    Guest
    This mod is awesome, but I don't like the textures for the new Imperial guard units/barracuda.
    Is there anyway I can use the old barracuda texture and not the one in the mod?

  13. #13
    Member sunray's Avatar
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    tankkiller167,

    Glad you like the mod. A lot of time and effort went into it. Especially from Oldman and Canoness.

    Regarding the Barracuda model. Again, I am not entirely familiar with what has been done with the Tau units in the mod (I am an IG fanatic), but after looking though the mod "attributes" files, I see there is no squad/unit .rgd files for the Barracuda in the mod. This means that the new look Barracuda comes only from the "art" model/texture in the mod.

    All you have to do to revert back to the vanilla Barracuda model is delete the "barracuda.whm" and "barracuda.whe" files (but not the "barracuda.lua" file, as this is what makes the unit size compatable with all the other units in the mod) that exist in the "data\art\ebps\races\tau\troops" folder of the mod , along with the "barracuda.rsh" and "barracuda.wtp" files in the "data\art\ebps\races\tau\texture_share" folder. Then the game will simply pick up the vanilla model and textures for the Barracuda.

    Hope this helps.

    regards

    sunray




  14. #14
    Are unit animation bugs from SS? Some examples: the Broadside Battlesuite's arms scrunch up when he's walking. Which really sucks for me because he's my favorite unit. also the Wraithlord's feet go through the terrain texture, so it looks like he's sinking into the ground.

    Other than the bugs, I love this mod.

  15. #15
    EldarAspect
    Guest
    Hi great mod i really like it alot.When playing campain alot of the new units ingame are not in the campain team colours is there a way to fix this? thanks

  16. #16
    Member sunray's Avatar
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    Hi EldarAspect,

    It's good to see that there are more people who appreciate this mod for what it is.

    Regarding the campaign teamcolours, I really don't know what can be done about that. When I next communicate with Oldman, I will ask him for you. He is currently in the process of acquiring a new computer, after a major meltdown of the old one. I don't think the new one will be in his possession before the end of the month. So I have no contact with him until then.

    Keep your eye out for REBELLION. It's still on the go, and will be finished.

    regards

    sunray


  17. #17
    So the bugs in the mod will not be fixed at this point?

  18. #18
    Great work, but i get a load of "No Range" in the unit description.

    It might be because i have a localised DoW version (German)
    Usualy i can solve this problem by creating a duplicate of the folder /(Modfolder)/locale/english/* as /Modfolder/locale/German/* and copy its content because it holds the unit description files.

    However there is no such folder within the Warzone mod, any ideas?

    Basicaly any of the new Units come with the "no range" stuf in the UI.

    thanks

    2x
    Sometimes, a majority means that all fools are on the same side. (even so "Sometimes" seems to happen rather often)

  19. #19
    Member sunray's Avatar
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    Hi All,

    I'm affraid that the "final" in the mod name means exactly that. There will be no later version. The people who did a majority of the mod work (Oldman and Canoness) have moved on. Therefore, there will be no further bug fixes for Warzone. Only the ones you can impliment yourself.

    If you half know your way around a .rgd editor, you can change all of the UI descriptions to suit whatever you want them to be.

    The main creator of the mod was Oldman, and as such it is his content. I was the ideas/concept person, and about all I can do is offer advice on some of the more simple matters.

    Sorry I am not a great help, but in the absence of those who were responsible for most of the work on Warzone, I am unable to offer any detailed assistance.

    regards

    sunray




  20. #20
    Member
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    Hey! I'm in the mod team! Didn't know that. Anyway best of luck to you Oldman, and I will download the mod and check it out for sure.
    Hope is the first step on the road to disappointment.

  21. #21
    Brilliant mod cept for one hitch

    If IG is involed in any way i get a desktop crashed cheaked and its says DXP Vialated blah blah shame realy i liked the new ig stuff

  22. #22
    Member sunray's Avatar
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    Hi XIXTheReaperXIX,

    If you get a CTD when playing the IG, then that's news to me. I only play as IG, and I've never had a CTD once. Even in the early Alpha versions.

    I would say it is something that is on your computer that is causing the CTD. Certainly not the Warzone mod.

    MEGAzogg - I was completely unaware of you being in the mod team - are you sure you are talking about Warzone ???

    regards

    sunray




  23. #23
    Member
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    Quote Originally Posted by sunray
    MEGAzogg - I was completely unaware of you being in the mod team - are you sure you are talking about Warzone ???
    Well, I was completely unaware of this myself, but the info in first post says I'm in

    Quote Originally Posted by oldman
    THE TEAM
    ------------------

    Creative Direction & Coding:
    Medes
    Mirage Knight
    Hybris
    dibujante

    Modeling:
    Medes

    Chaos Retextures:
    Hangar-8, MEGAzogg

    Eldar Guardian & Farseer Retextures:
    MadMaffMan

    Space Marine Retextures:
    Hangar-8, BigFish

    Front end menu, Load screen, logos and backgrounds:
    Hybris

    Public Relations:
    Methuselath, Messenger

    Sound and AI tweaking:
    Tovarich
    It is really nice and all, but I think that just giving me credit would be enough. But this is not so important, so don't bother.

  24. #24
    Member sunray's Avatar
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    I see what you mean......obviously a little miswording.....but credit is certainly due to all the great work previously put in by all those named.

    And what's just as important, is that those mentioned were prepared to share their great work. Without that committment, mods like this would not exist.

    So, a very big thanks goes to you, and all those mentioned in the "credits". And I know for a fact that Oldman was always in awe of all the great work you guys have done. And he has, and still does, hold the work of Medes/Mirage Knight in very high regard. And so do I.

    best wishes

    sunray




  25. #25
    Thanks for the reply ive changed mods played with IG and its find changed back and same error ill DL again when i have some time


    =)

  26. #26
    Member
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    Thanks for compliments, sunray, but I just wanted to say that I can expect to see my nickname under "credits" section if you guys used some of my textures (Chaos o_O?), but not under "the team" as I never hear about this mod, didn't participated in it's development, so I can't be counted as a teammember. It is very nice, but it's not true. Thats all I wanted to say.

  27. #27
    Cneo
    Guest
    Hi, first congratulations for your great mod.

    I've a CTD fighting at my Campaign, this is my log:

    Soulstorm.exe caused an Access Violation in module WXPMod.dll at 001b:1300329a.
    Error occurred at 9/4/2008 19:44:32.
    Soulstorm.exe, run by Benyi.
    Microsoft Windows XP?.
    4 processor(s), type 586.
    2048 MBytes physical memory.
    Read from location 00000000 caused an access violation.

    MiniDump saved to file 'D:\Program Files\THQ\Dawn of War - Soulstorm\9-4-2008_19_44_32_MiniDump.dmp'

    Registers:
    EAX=00000000 CS=001b EIP=1300329a EFLGS=00210206
    EBX=002d8f30 SS=0023 ESP=01d2f9dc EBP=00000002
    ECX=1258a818 DS=0023 ESI=316a1878 FS=003b
    EDX=125c34f8 ES=0023 EDI=1187d748 GS=0000
    Bytes at CS:EIP:
    8b 00 83 c4 04 5e c2 04 00 cc cc cc cc cc cc cc

    Call Stack:
    0x1300329A: GetDllVersion (D:\Program Files\THQ\Dawn of War - Soulstorm\WXPMod.dll)

    Stack dump:
    Exception encountered during stack dump.


    Module list: names, addresses, sizes, time stamps and file times:
    D:\Program Files\THQ\Dawn of War - Soulstorm\Debug.dll, loaded at 0x00050000 - 49152 bytes - 4797f247 - file date is 1/23/2008 21:04:56
    D:\Program Files\THQ\Dawn of War - Soulstorm\Memory.dll, loaded at 0x000a0000 - 135168 bytes - 4797f24b - file date is 1/23/2008 21:05:02
    D:\Program Files\THQ\Dawn of War - Soulstorm\STLPort.dll, loaded at 0x00200000 - 577536 bytes - 4797f25f - file date is 1/23/2008 21:05:22
    D:\Program Files\THQ\Dawn of War - Soulstorm\Platform.dll, loaded at 0x00290000 - 180224 bytes - 4797f26c - file date is 1/23/2008 21:05:34
    D:\Program Files\THQ\Dawn of War - Soulstorm\LuaConfig.dll, loaded at 0x002c0000 - 315392 bytes - 4797f271 - file date is 1/23/2008 21:05:38
    D:\Program Files\THQ\Dawn of War - Soulstorm\Util.dll, loaded at 0x00310000 - 352256 bytes - 4797f27d - file date is 1/23/2008 21:05:52
    D:\Program Files\THQ\Dawn of War - Soulstorm\Localizer.dll, loaded at 0x00390000 - 90112 bytes - 4797f27c - file date is 1/23/2008 21:05:50
    D:\Program Files\THQ\Dawn of War - Soulstorm\DivxMediaLib.dll, loaded at 0x003d0000 - 86016 bytes - 40299282 - file date is 5/7/2007 20:58:40
    D:\Program Files\THQ\Dawn of War - Soulstorm\Soulstorm.exe, loaded at 0x00400000 - 20239730 bytes - 4797f3a0 - file date is 3/5/2008 20:43:30
    D:\Program Files\THQ\Dawn of War - Soulstorm\GSLobby.dll, loaded at 0x02430000 - 532480 bytes - 4797f2c9 - file date is 1/23/2008 21:07:08
    D:\Program Files\THQ\Dawn of War - Soulstorm\seInterface.dll, loaded at 0x024d0000 - 446464 bytes - 4797f28b - file date is 1/23/2008 21:06:06
    D:\Program Files\THQ\Dawn of War - Soulstorm\DivxDecoder.dll, loaded at 0x02550000 - 413696 bytes - 40299280 - file date is 5/7/2007 20:58:40
    D:\Program Files\THQ\Dawn of War - Soulstorm\FileParser.dll, loaded at 0x025c0000 - 86016 bytes - 40299281 - file date is 5/7/2007 20:58:40
    D:\Program Files\THQ\Dawn of War - Soulstorm\UserInterface.dll, loaded at 0x025e0000 - 1736704 bytes - 4797f29f - file date is 1/23/2008 21:06:24
    D:\Program Files\THQ\Dawn of War - Soulstorm\MathBox.dll, loaded at 0x02790000 - 122880 bytes - 4797f27e - file date is 1/23/2008 21:05:52
    D:\Program Files\THQ\Dawn of War - Soulstorm\SimEngine.dll, loaded at 0x027d0000 - 1241088 bytes - 4797f2b2 - file date is 1/23/2008 21:06:48
    D:\Program Files\THQ\Dawn of War - Soulstorm\PlatHook.dll, loaded at 0x03a20000 - 5632 bytes - 4797f246 - file date is 1/23/2008 21:04:56
    D:\Program Files\THQ\Dawn of War - Soulstorm\luabind.dll, loaded at 0x04610000 - 196608 bytes - 4797f28e - file date is 1/23/2008 21:06:08
    C:\Windows\system32\nvd3dum.dll , loaded at 0x06000000 - 5689344 bytes - 482e068c - file date is 5/16/2008 14:01:00
    D:\Program Files\THQ\Dawn of War - Soulstorm\spDx9.dll, loaded at 0x0f000000 - 2387968 bytes - 4797f2d2 - file date is 1/23/2008 21:07:18
    D:\Program Files\THQ\Dawn of War - Soulstorm\Filesystem.dll, loaded at 0x10000000 - 368640 bytes - 4797f26f - file date is 1/23/2008 21:05:38
    C:\Program Files\Logitech\SetPoint\lgscroll.dll, loaded at 0x10100000 - 76304 bytes - 47852553 - file date is 1/9/2008 12:30:52
    C:\Program Files\Logitech\SetPoint\GameHook.dll, loaded at 0x10d00000 - 64016 bytes - 47852522 - file date is 1/9/2008 12:27:02
    D:\Program Files\THQ\Dawn of War - Soulstorm\WXPMod.dll, loaded at 0x12f60000 - 4689920 bytes - 4797f376 - file date is 1/23/2008 21:10:38
    D:\Program Files\THQ\Dawn of War - Soulstorm\dbghelp.dll, loaded at 0x39500000 - 894464 bytes - 4047b322 - file date is 5/7/2007 20:58:40
    C:\Windows\system32\dsound.dll , loaded at 0x709f0000 - 444416 bytes - 4791a6b5 - file date is 1/19/2008 09:34:08
    C:\Windows\WinSxS\x86_microsoft.vc80.crt_1fc8b3b9a1e18e3b_8.0.50727.1434_none_d08b6002442c891f\MSVCP80.dll, loaded at 0x70cd0000 - 558080 bytes - 475774e1 - file date is 1/5/2008 13:26:52
    C:\Windows\system32\pnrpnsp.dll , loaded at 0x71c50000 - 62464 bytes - 4791a770 - file date is 1/19/2008 09:36:08
    C:\Windows\System32\winrnr.dll , loaded at 0x71c80000 - 19968 bytes - 4549be1f - file date is 11/2/2006 11:46:16
    C:\Windows\system32\napinsp.dll , loaded at 0x71c90000 - 50176 bytes - 4791a716 - file date is 1/19/2008 09:35:36
    C:\Windows\WinSxS\x86_microsoft.vc80.crt_1fc8b3b9a1e18e3b_8.0.50727.1434_none_d08b6002442c891f\MSVCR80.dll, loaded at 0x71ef0000 - 635904 bytes - 4757746d - file date is 1/5/2008 13:26:52
    C:\Windows\system32\d3d9.dll , loaded at 0x72180000 - 1788928 bytes - 4791a65d - file date is 1/19/2008 09:34:02
    C:\Windows\system32\d3d8thk.dll , loaded at 0x72ab0000 - 11264 bytes - 4549bcc0 - file date is 11/2/2006 11:46:04
    C:\Windows\system32\rasadhlp.dll , loaded at 0x72bb0000 - 10240 bytes - 4549bda2 - file date is 11/2/2006 11:46:14
    C:\Windows\system32\WSOCK32.dll , loaded at 0x73650000 - 15360 bytes - 4791a7c1 - file date is 1/19/2008 09:37:12
    C:\Windows\system32\dwmapi.dll , loaded at 0x73670000 - 39936 bytes - 4791a6c1 - file date is 1/19/2008 09:34:08
    C:\Windows\system32\audioeng.dll , loaded at 0x736d0000 - 397312 bytes - 4791a639 - file date is 1/19/2008 09:33:46
    C:\Windows\system32\AUDIOSES.DLL , loaded at 0x73740000 - 116224 bytes - 4791a63b - file date is 1/19/2008 09:33:46
    C:\Windows\system32\OLEACC.dll , loaded at 0x73840000 - 215040 bytes - 4791a74d - file date is 1/19/2008 09:36:02
    C:\Windows\system32\WINMM.dll , loaded at 0x738b0000 - 189952 bytes - 4791a7b6 - file date is 1/19/2008 09:36:56
    C:\Windows\system32\uxtheme.dll , loaded at 0x744b0000 - 240128 bytes - 4791a77a - file date is 1/19/2008 09:36:48
    C:\Windows\system32\WINTRUST.dll , loaded at 0x747c0000 - 171520 bytes - 4791a7c9 - file date is 1/19/2008 09:36:58
    C:\Windows\WinSxS\x86_microsoft.windows.common-controls_6595b64144ccf1df_6.0.6001.18000_none_5cdbaa5a083979cc\comctl32.dll, loaded at 0x74810000 - 1684480 bytes - 4791a752 - file date is 1/19/2008 09:26:36
    C:\Windows\System32\MMDevApi.dll , loaded at 0x749d0000 - 149504 bytes - 4791a6ed - file date is 1/19/2008 09:34:50
    C:\Windows\system32\NLAapi.dll , loaded at 0x74ac0000 - 48128 bytes - 4791a746 - file date is 1/19/2008 09:35:40
    C:\Windows\System32\wshtcpip.dll , loaded at 0x74ad0000 - 9216 bytes - 4791a7b6 - file date is 1/19/2008 09:37:12
    C:\Windows\system32\AVRT.dll , loaded at 0x74b90000 - 12800 bytes - 4791a655 - file date is 1/19/2008 09:33:48
    C:\Windows\system32\VERSION.dll , loaded at 0x74ba0000 - 20480 bytes - 4791a776 - file date is 1/19/2008 09:36:48
    C:\Windows\system32\POWRPROF.dll , loaded at 0x74bb0000 - 97280 bytes - 4791a780 - file date is 1/19/2008 09:36:08
    C:\Windows\system32\mswsock.dll , loaded at 0x74e90000 - 223232 bytes - 4791a72f - file date is 1/19/2008 09:35:16
    C:\Windows\system32\dhcpcsvc6.DLL , loaded at 0x75060000 - 128000 bytes - 4791a662 - file date is 1/19/2008 09:34:04
    C:\Windows\system32\WINNSI.DLL , loaded at 0x75090000 - 14848 bytes - 4791a7b7 - file date is 1/19/2008 09:36:56
    C:\Windows\system32\dhcpcsvc.DLL , loaded at 0x750a0000 - 204288 bytes - 4791a661 - file date is 1/19/2008 09:34:04
    C:\Windows\system32\iphlpapi.dll , loaded at 0x750e0000 - 91648 bytes - 4791a72b - file date is 1/19/2008 09:34:36
    C:\Windows\system32\CRYPT32.dll , loaded at 0x75190000 - 977408 bytes - 4791a76d - file date is 1/19/2008 09:34:02
    C:\Windows\system32\MSASN1.dll , loaded at 0x752f0000 - 59904 bytes - 4549bd41 - file date is 11/2/2006 11:46:08
    C:\Windows\system32\DNSAPI.dll , loaded at 0x75310000 - 165888 bytes - 4791a68e - file date is 1/19/2008 09:34:06
    C:\Windows\system32\SAMLIB.dll , loaded at 0x756c0000 - 57344 bytes - 4791a74d - file date is 1/19/2008 09:36:20
    C:\Windows\system32\NTMARTA.DLL , loaded at 0x756e0000 - 121344 bytes - 4791a7b8 - file date is 1/19/2008 09:36:00
    C:\Windows\system32\Secur32.dll , loaded at 0x75710000 - 72704 bytes - 4791a777 - file date is 1/19/2008 09:36:22
    C:\Windows\system32\USERENV.dll , loaded at 0x75730000 - 108032 bytes - 4791a775 - file date is 1/19/2008 09:36:48
    C:\Windows\system32\PSAPI.DLL , loaded at 0x757e0000 - 12288 bytes - 4549bd99 - file date is 11/2/2006 11:46:14
    C:\Windows\system32\WS2_32.dll , loaded at 0x758d0000 - 179200 bytes - 4791a798 - file date is 1/19/2008 09:37:10
    C:\Windows\system32\ole32.dll , loaded at 0x75900000 - 1315328 bytes - 4791a74c - file date is 1/19/2008 09:36:02
    C:\Windows\system32\msvcrt.dll , loaded at 0x75a50000 - 680448 bytes - 4791a727 - file date is 1/19/2008 09:35:16
    C:\Windows\system32\USP10.dll , loaded at 0x75b00000 - 501760 bytes - 4791a776 - file date is 1/19/2008 09:36:48
    C:\Windows\system32\MSCTF.dll , loaded at 0x75b90000 - 806912 bytes - 4791a720 - file date is 1/19/2008 09:34:56
    C:\Windows\system32\NSI.dll , loaded at 0x75c60000 - 8192 bytes - 4791a7a4 - file date is 1/19/2008 09:35:58
    C:\Windows\system32\LPK.DLL , loaded at 0x75c70000 - 23552 bytes - 4791a6e9 - file date is 1/19/2008 09:34:44
    C:\Windows\system32\RPCRT4.dll , loaded at 0x75db0000 - 784896 bytes - 48002c9c - file date is 4/12/2008 05:32:12
    C:\Windows\system32\kernel32.dll , loaded at 0x75e80000 - 888320 bytes - 4791a76d - file date is 1/19/2008 09:34:38
    C:\Windows\system32\WLDAP32.dll , loaded at 0x75f60000 - 289280 bytes - 4791a7de - file date is 1/19/2008 09:36:58
    C:\Windows\system32\USER32.dll , loaded at 0x75fb0000 - 627200 bytes - 4791a773 - file date is 1/19/2008 09:36:48
    C:\Windows\system32\SHELL32.dll , loaded at 0x76050000 - 11580416 bytes - 4810129c - file date is 4/24/2008 06:58:22
    C:\Windows\system32\OLEAUT32.dll , loaded at 0x76b60000 - 563200 bytes - 4791a74f - file date is 1/19/2008 09:36:02
    C:\Windows\system32\SHLWAPI.dll , loaded at 0x76bf0000 - 351744 bytes - 4791a75c - file date is 1/19/2008 09:36:30
    C:\Windows\system32\ADVAPI32.dll , loaded at 0x76d20000 - 798720 bytes - 4791a64b - file date is 1/19/2008 09:33:44
    C:\Windows\system32\SETUPAPI.dll , loaded at 0x76e70000 - 1590272 bytes - 4791a754 - file date is 1/19/2008 09:36:26
    C:\Windows\system32\ntdll.dll , loaded at 0x77000000 - 1203792 bytes - 4791a7a6 - file date is 1/19/2008 09:38:16
    C:\Windows\system32\imagehlp.dll , loaded at 0x77130000 - 153088 bytes - 4791a709 - file date is 1/19/2008 09:34:34
    C:\Windows\system32\GDI32.dll , loaded at 0x77160000 - 295936 bytes - 47be5636 - file date is 2/22/2008 06:57:24
    C:\Windows\system32\IMM32.dll , loaded at 0x771b0000 - 114688 bytes - 4791a715 - file date is 1/19/2008 09:34:34
    C:\Windows\system32\CLBCatQ.DLL , loaded at 0x771d0000 - 523776 bytes - 4791a66f - file date is 1/19/2008 09:33:54


    Please, help me with it. :S

  28. #28
    Member sunray's Avatar
    Join Date
    Oct 2005
    Location
    Queensland, Australia
    Cneo,

    First, thanks for the compliment on the mod. We did our best, with the skills we had.

    As for your CTD, I'm affraid the minidump file is a bit beyond me. The only problems I have with the mod are at startup, after I have changed something in the rgd files that I shouldn't have. In that situation, the "warnings.log" file tells me all I want to know. I have not had any problems at all with the mod after it has successfully reached the main menu screen on startup.

    If your problem was a CTD at startup, I could help. But in this instance, I have no idea. Sorry.

    Maybe someone else can offer some clue as to what the problem might be.

    regards

    sunray




  29. #29
    Cneo
    Guest
    Hi Sunray,

    My CTD is in battle. Inside the main Campaign playing with SM.

  30. #30
    Member sunray's Avatar
    Join Date
    Oct 2005
    Location
    Queensland, Australia
    Hi Cneo,

    I have been inquiring about your crash problem. The only ever instance of a crash happening was with it crashed as a result of a memory dump, when playing against the IG. This was caused by the computer running out of memory, due to too many new skins being in use at once. And the fix was to lower the specs of the graphics options being used, in the game options section.

    I see you have been playing against the SM. All I can say is give this fix a go, and see what happens. Other than that, I can't help you much more.

    Good luck with that. And keep your eye out for the REBELLION mod, coming in the not too distant future.......

    regards

    sunray




  31. #31
    Cneo
    Guest
    Rare problem, I've a lot of memory (4gB) and the game runs well and fast. But the CTd is always when some tanks and infantry are at the same place, also you may be right. I'm going to try with lower settings and wait what happens. Thanks a lot.

    Regards,
    Cneo.


  32. #32
    Hey guys,

    Great mod - adds a lot of value to the shit single player campaign!

    One thing (and I know it's been mentioned before): is it possible to disable all auto-cast special abilities? Playing as SM, grenades are thrown automatically, spells like smite are used automatically, rally is used automatically etc. From your answer to the guy who wanted to disable auto-cast of the IG strafing run, it sounds like it would be a matter of manually removing every single auto-cast code. Is this right or is there some easier way to do it?

    By the way, thanks a lot for giving something of this very high standard away for free! It's greatly appreciated!
    In the grim darkness of the far future there are only bugs

  33. #33
    Ranven
    Guest
    Hello

    Good job guys It's one of the best mod

    I've got a question, tanith guardsmen have a little bug with PG. Theirs PG need "Regular Doctrine" when Taniths are only in "Elite Doctrine" I want to unlock those taniths PG for Elite Doctrine

    It's possible to fix it by myself?
    Last edited by Ranven; 27th Sep 08 at 8:49 AM.

  34. #34
    Member sunray's Avatar
    Join Date
    Oct 2005
    Location
    Queensland, Australia
    auApex_01 - I believe your presumption is right. I think Oldman built the autoabilities into the Scar. So you would have to go through and do what you said. I am checking on that though.......

    Ranven - The only way you can fix this, is if you know your way around the Relic AE, or an RGD editor. You would have to go into the weapon folder, open the RGD file for the Guard plasma gun, and remove the "doctrine" requirement that is in it.

    If you are unable to use either of these tools, then there is basically nothing you can do.

    regards

    sunray


  35. #35
    WOW this mod is good the only downside is that I might be singel in rl before I stop playing it!!!!

  36. #36
    Member sunray's Avatar
    Join Date
    Oct 2005
    Location
    Queensland, Australia
    XIXPS,

    On behalf of the team. thanks for the compliment.

    You think Warzone is good....wait till you get REBELLION !!!

    regards

    sunray




  37. #37
    You are working on another mod!!!!!

    Any links or info

  38. #38
    Member sunray's Avatar
    Join Date
    Oct 2005
    Location
    Queensland, Australia
    Yes, another mod has been in the pipeline for some time now.

    Here is the link to the REBELLION mod:
    http://forums.relicnews.com/showthread.php?t=184867

    If you also read the last few posts on that thread, circumstances have forced some changes to take place. But the general backstory is still there. Even the models are now very different, and unique !!!

    It is happening.........

    regards

    sunray




  39. #39
    I have been having a bit of problem with this mod. After playing for a while my game just freezes and then disappears. I don't even get an error message. This has happened twice so far. One where I was sisters allied with space marines and two guards vs two chaos and two guards. The other I was sisters allied with space marines vs one chaos and one guard. Any idea what might be causing this?

  40. #40
    Member sunray's Avatar
    Join Date
    Oct 2005
    Location
    Queensland, Australia
    Hi Kab,

    The only thing I can suggest that may have caused the problem is in the answer I gave to cneo in post #30 on this thread.

    Hope it helps. As I have said before, I didn't do any of the mod coding, so I cannot give a lot of help/advice.

    regards

    sunray




  41. #41
    Could this crash also be caused by turning OCCLUSION on?

  42. #42
    Verruna
    Guest
    sadly i can't even seem to get this mod to work at all

    when i click activate mod, i crash to desktop

  43. #43
    Member sunray's Avatar
    Join Date
    Oct 2005
    Location
    Queensland, Australia
    Kab - It could be. As I say, I am no expert.

    Verruna - Never heard of that one before. The mod is resource hungry, both in on-board memory and in graphics memory (graphics memory especially). Try turning down your in-game graphics detail setting.

    It could also be that the mod isn't installed properly, or that some changes you have made to your DOW game files are conflicting with the mod.

    regards

    sunray




  44. #44
    Verruna
    Guest
    Can run Crysis on almost max settings, but i am running vista.. 64 ulti, thought i installed it right, put the folder and the module into the SS directory, tried turning down all my graphics for kicks, and i haven't installed any SS mods, only some DC ones. Included warnings log and dxdiag incase any tech pros might know whats wrong. Might be worth noting i have the steam version of SS, but not of DC/DoW/WA (Disc for them)

    warnings log


    dxdiag

    Last edited by Verruna; 30th Sep 08 at 10:55 AM.

  45. #45
    Quick question - have the racial abilities been removed from the single player campaign? I don't seem to be able to use the SM deep strike ability. If it has been removed, is there any way to turn it back on? Thanks!

  46. #46
    Member sunray's Avatar
    Join Date
    Oct 2005
    Location
    Queensland, Australia
    Verruna and auApex_01,

    I'm affraid both your problems are a bit deep for me. If you can wait a few weeks until the more technical minded person of our team comes back from holidays, I can ask him and get back to you.

    That's about the best I can do at this stage. I'm sorry, but as much as I really would like to help, I am just not that much into the coding side of things.

    regards

    sunray


  47. #47
    verruna: that's not the warnings.log

  48. #48
    hey all, trying to get this mod up for myself, but whenever i download it and extract it to SS, i cant open it up in the manager- any ideas?

  49. #49
    I got two things:
    1. Can't wait for rebelion, looks awesome.

    2. Concerning this mod, when I go to the campaign screen and select new game and select my race. The game freezes for about three seconds then shuts itself down.

    Quote Originally Posted by Evalescore
    hey all, trying to get this mod up for myself, but whenever i download it and extract it to SS, i cant open it up in the manager- any ideas?
    The mod is IN the folder you get in the .rar (or .zip, never checked file type). Just take it out of THAT folder and put it into the SS folder. Simple mistake, did it on my first DoW Mod installation.

  50. #50
    Member sunray's Avatar
    Join Date
    Oct 2005
    Location
    Queensland, Australia
    LoneHero2008,

    Sorry it took a while to get back to you, but I have several projects on the go at the moment, and they all take a slice of my time.

    As I have said previously, I am not a coder. oldman was our coder, and he is no longer with us. But all I can tell you that I have no such problem with starting a new campaign game. And have never had a problem in that regard. Unfortunately, I have no idea what could be causing your crash. Maybe someone else who currently plays the mod (and has knowledge of the working of the campaign part of it) can be of some assistance.

    Regarding Rebellion.....don't worry, it is currently being worked on....and is looking fantastic, even at this stage !!!

    Sorry that I can't be of any more help.

    regards

    sunray





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