I think they should also get the "Tread Fethers" as mentioned in Sabbat Martyr
Already in.
I think they should also get the "Tread Fethers" as mentioned in Sabbat Martyr
Already in.
#103
"Tread fether" is just slang for "missile launcher", for the record.
I am an Iron Warrior! Iron Within, Iron Without!
#104
http://forums.relicnews.com/showthre...ghlight=titansSorry, i thought i'd made it clear those were not my creation, tbh not sure who made them.
Tutorials_And_Helpful_Sites_Here <-link
Want a 3d model commissioned? I may do so. Pm me!
http://steamcommunity.com/groups/dow40k2-woa Join up for updates and view other members.
I know the "Tread Fether" is another name for Missile Launcher, but still, the name is unique to the Tanith, anyways, IW, the .rar file you sent me didn't work, you exited before it was finished, so it stopped sending.
http://www.ominouscow.com/DoW/land_r...rtan_wip_1.jpg
Honored to preview a contribution from Croaxleigh!
The Land Raider Spartan, an open topped variant, which will be utilized heavily by the Executioners chapter. Thanks again to Croaxleigh!
Last edited by IronWarrior42; 18th Feb 10 at 9:07 AM.
#107
What the hell is that thing?
Sorry guys but the Spartan is NOT an open topped variant... it was an extended-transport-capacity variant that was used to breach the Ring of Death on Mars back during the Heresy when LRs weren't yet designed to transport Terminator-clad Astartes.
Basically a Spartan made what your contemporary LR does. I'll dig up my old WD and scan it for you. So please, make that not a Spartan!
We look to the heavens so that one day our children may look back towards home.
ahhh? and what do i see on the picture of the model below, fluffy model i precise, fromm GW...the Spartan is NOT an open topped variant![]()
...hmmm...looks like an open top sir, yes sir !
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Mod leader on :DARKNESS WITHIN Inquisition Linear Campaign Mod
Maps:Crimsom Spire,Skull-Throne, Frozen Impact map_mod
Originally published in White Dwarf #119:
The Spartan is a variation of the well known Land Raider. The enlarged passenger and crew space with the open-top
main hatch are designed to better accommodate the extra bulk of Space Marines wearing Terminator armour.
#110
If I may chime in here for a moment... I'd also like to point out that this is an early WiP model, with about 10 minutes worth of work done to it (including the time required to import it and make a render.) IronWarrior asked me if I could work on something like it for him, and when I showed him an update of my work on it he was quite excited and wanted to show it off. I would be much happier with it if I had a Mk. I Land Raider to start from, but I will say that the Spartan is going to be more than just an open-topped Mk. II. *smiles*
#112
Open top hatch =/= open-topped, my good sirs. And having seen one of those conversions, it's definitely not 'open topped' as the term used in rules would imply (viz. fully open on its upper part). If you go that way, then a Rhino is also open-topped because it has an open top hatch...
Oh, J-L, btw, this is not from GW but from Tony Cotterell who scratch built it, like many other TT-nutteys of the time, so go-go official...
And Croax, thanks for precising it's a wip, things take another look on that light.
Further discussion with JL about open top hatch vs open-topped vehicle taken to PM; keeping the flow going.
Last edited by Lleman; 18th Jan 10 at 6:11 PM.
#113
Lleman: If nothing else, you should know that it was way too easy of a conversion for my usual flair. *laughs* For one thing, that's not actually just a hatch that's standing open there... I just haven't gotten around to adding in the weapon mounts yet. *smiles*
oh really ?!...erhh...i have then to imagine that the termies are "riding" on the top of the LR, this way they are "fully in the open on its upper part"it's definitely not 'open topped' as the term used in rules would imply (viz. fully open on its upper part)...sorry. anyone can make misun derstanding.
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http://forums.relicnews.com/showthre...0&page=1&pp=50
Ok im stuck on the collision issue, ive been able however to establish the following:
1. It's not a matter of the model in question or what folder its in.
2. Is collide and spatial bucket=true does not help
on the other hand my ME doesn't work at all so there could be some obvious solutions that im not aware of, or maybe scar.....idk point is im quite stuck and any help, advice, insight, ideas of a helpful nature would be much appreciated.
I like the sound of this mod.
My question is this, however. I play single-player pretty exclusively, including the campaign map. Does anyone have any ideas on how to swap out campaign races? I would use a hot-swap outside of the dow-interface, but would love to be able to swap within the interface. Any ideas on this?
Im guessing you mean swapping out one of the various races in my mod for one of the ones in the campaign? I THINK that's possible but im sure it would take some effort. Atm i have the campaign disabled as i was planning on eventually creating a non-linear multiplayer campaign based on Jaguar Lords research into such. I'd ask him or Dark40k, if nothing else they'll probably know someone who knows.
The slowdown here is due to refinement of the destructable terrain feature, further info on which can be found HERE
Great job...cant wait to play it
IW42, if the biggest source of slowdown is the destructible terrain, would it be possible for you to release this mod then add in the destructible terrain later? Making maps that use the destructible terrain will be extremely time-consuming, and I honestly think delaying this quite huge mod for such a feature is a poor decision.
http://forums.relicnews.com/showthread.php?t=243056
There won't be too much delay from re-mapping im only gonna remap a few of my personal favorites, for as JL pointed out there are facing issues and such with reworking old maps so new maps will be the focus and i'll leave that to those who know what they're doing for now. Simple instructions for remapping for properly functioning destructable terrain will be included in the first release.
Ah okay. So you figured out the destructible terrain to your satisfaction then? Good news, and this mod is one step closer to release.
The coding and testing of the DoC Trench building system (or at least about as close to a "real" trench building sytem as can be accomplished with this engine atm) is now completed. More to come soon.
I am willing to test as well.
"Cold and fast, Soul Drinkers!"
If ya still need people to test just drop me a line, I also have some (and I mean some) skills with working in corsix since its the only thing I can get to properly configure on this blasted laptop >.>
There's three types of folks in this world, those who serve the Emperor willingly, those who serve the Emperor unknowingly, and those who stand in the way of the Emperor's armies..you better hope your the first two.
You can count me in also
Insanity is the exception in individuals. In groups, parties, people, and the times, it is the rule.
- Nietzche -
Any update? A Demo?
We just recently got the beginnings of "functional" trench system implimented and finished the Death Korp of Krieg basic coding. This leaves the following armies whose coding is begun but not yet finished:
Daemon World Host,
Executioners,
Lamenters,
Mantis Warriors,
Minotaurs,
Mordian Iron Guard,
Red Corsairs,
Tallarn,
and Vostroyans.
Also I have to finish up my coding for Catwells World Eaters for DC before i can include his works in a release per our agreement (most recent internal sent but he's a very busy guy so no firm eta there).
The principal coding and reskinning/BASIC 3d is complete for the following armies:
Alpha Legion
Armoured Company
Black Legion
Black Templars
Blood Angels
Cadian Interior Guard
Cadian Shock Troops
Craftworld Eldar
Dark Angels
Death Guard
Elysian Guard
Emperors Children
Genestealer Cult
Gaunts Ghosts
Harakoni Warhawks
Harlequins
Imperial Fists
Inquisition Daemonhunt
Iron Hands
Iron Warriors
Kanak Skull Takers
Kroot Mercs
Night Lords
Praetorian Guard
Raven Guard
Red Scorpions
Relictors
Salamanders
Steel Legion
Thousand Sons
Traitor Guard
Tyranids
Ultramarines
White Scars
Word Bearers
World Eaters
as well as various changes and additions to the standard races.![]()
#130
Wow.. I have most voice scripts done for those.. and 1/4rd voices too.DoW1 future looks bloody brighter than ever!
wow..................just wow.............this mod is going to be OMEGA LEVEL EPIC!!
A Follower of the Chaos God/Goddess Slaanesh. For he/she is the god/goddess of Sex, Drugs and Rock 'n Roll!
Awwwww yeaaaahhhh. That's a lot of factions.
Wow, its been a while since I've been on, and looks like you guys have gone far, way to go! Now all I need to do is get a computer, well, a better computer, and join in on the fun train!
So when will you release the alpha (or beta) version of this mod? I am astonished at the amount of factions you are going to imblend, but I want to know how much progress you have made. Could you please add more screenshots? This mod is going to be epic, good luck!![]()
Last edited by Crimson Blade; 2nd Jun 10 at 10:22 AM.
great great great! I can not wait hours to come out this mod! Congratulations!
Wow one hell of an update, one question from me is how many gigs do you estimate this might take up? because I may have to plan ahead to empty some data and of course the obvious note of how many factions there will be in this.
can't wait for this one guys !! Concerning tyranids, I was wandering, are you gonna to take back the artwork of the dc mod ? Or are you going to create a brand new one, with a real hive and not a warrior ?
Shall we expect new necrons units ;p ? Thanks guys and keep up to improve this mod !![]()
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@ WHAT? the current version INCLUDING maps etc= 15.2gb
and the first public release should have close to 60 individual armies
@Shabbat, sorry i get what the great Nid team gives me as i am not much of a modeller yet. As far as new necron units let me think, off the top of my head how about: Living Pariah (infiltrator/spy) Stalker(flyer unit), Obelisk Tanks, Warbarque, Pylon Cannon, Tomb Stalker, Abbattoir, and Aeonic Orb?
This shall not die! Its far to cool.
Updated Screen shots showing progress?
%'age of how much closer to a release?
List of things needed so that the people that
can help, can?
Also- You have a Red&Black Warlord Titan.
Titanium Wars Needs a Warlord Titan :]
IronWarrior42 is revamping Art folder AFAIK. Or already finished it.
Well, there are fixes, but mostly in code. Gameplay itself is still chaotic with all those units around![]()
The mod will be released soon, patience mates![]()
We've come across a VERY strange bug i'm hoping someone can shed some light on, basically the "turrets" (horrors bound in place by the Magus) for the Daemon World army fly around the map! I can describe it no better so here is a video example courtesy of CrimsonBlade
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http://www.youtube.com/watch?v=2RO9q...layer_embedded
#145
Somebody else had this problem a few years ago. Maybe Zany_Reaper? Or maybe somebody else entirely. Unfortunately, I don't remember much about it or if they ever really found a solution to the problem.
#146
Instead of basing the turret off of the Horror EBPs (which is what I assume you have done), try converting the turret from an existing structure or turret EBPs and merely modify the animator.
I'm thinking some entity code leftover from the Horror EBPs code is causing magical haxx. Or even code that hasn't inherited correctly because Horrors inherit from certain .NIL files. Dunno though, I think you do straight-up RGD coding (urgh).
Finally, it could be an OE issue, though I doubt that.
#147
Or it could just be the nature of Chaos.
#148
PHOAR THE GLOREE OV KAAAOS!
Honestly, though, I'm drawing a blank. I would ask you to post the LUA but RGD-code is unnecessarily long and makes my brain hurt.
You can make video about new races? plz
Well, you have wait for the video, chap. Currently the team is working on the daemon world host, just be patient and the mod will be released. If you want to see how the mod looks, I suggest you check the screenshots in the first page.
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