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[SS] Warhammer 40k - Purgation of Kaurava // Alpha 1.53 released

  1. #201
    Ye what is that two legged ugnought anyway? Looks funny.

    You're kidding right? That's a bomb squig.
    Be careful of how you say that friend.
    Last edited by Cylarne_04; 4th Jun 11 at 1:21 PM.
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  2. #202
    When will you release new beta, Meloo? A will be GK army there as you mentioned on moddb?

  3. #203
    Member Melooo's Avatar
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    Not sure when the next alpha will be out, but im about to release a patch in a couple of days
    -++Orks!...Burn the beast!!!...++-

  4. #204
    Ye what is that two legged ugnought anyway? Looks funny.
    You're kidding right? That's a bomb squig.

    Anyway, i must say all this stuff looks fantastic, pretty cool.
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  5. #205
    Member Whiteshield's Avatar
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    Melooo, when will you release the next version? That Squig is looking great. Kinda funny having an ork head though. lol PS You checked the skins already by now right?

  6. #206
    Member Melooo's Avatar
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    yeah i already saw the textures xD and already altered them a bit, thanks will upload a screenie with the alterations asap.

    Hehe I was tweaking the stormboyz to display walking animations rather than hoovering and got carried away ended up doing tankbustas stuff :P

    I think i can put the tankbustas in the upcoming patch, i mean all of this was coded already, it was just missing the proper models.

  7. #207
    Those are gorgeous. Vanilla Tankbustas look so boring.

  8. #208
    Member Melooo's Avatar
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    Here are the images of the edited autogun

  9. #209
    Member Whiteshield's Avatar
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    its... not TC anymore?....

  10. #210
    Member Melooo's Avatar
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    not yet

  11. #211
    Now If only we could get those autoguns into the hands of guardsmen.
    For the Greater Good!!

  12. #212
    there's currently a pretty ugly model bug with the storm bolter gunner in space marine predators. i can't post screenshots right now but essentially if you look at him close you'll notice his chest plate is placed awkwardly and dislocated from the waist, leaving a large untextured hole. it looks pretty bad and i don't think the bug is present in any of the other pintle storm bolter upgrades for SM tanks. is there something that can be done to fix this?

    ----------

    actually, here's a screenshot, using a slightly modified texture for marines, but works nonetheless

  13. #213
    Member Melooo's Avatar
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    Thanks mate, added to the buglist

  14. #214
    ... A Squig? In an RTS Game? .... Why the hell has no one DONE this before?!

  15. #215
    Member Whiteshield's Avatar
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    because nobody likes squigs that much

  16. #216
    Member yanlou's Avatar
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    Game had a Fatal Scar.
    Playing as chaos, against orks, built 1 power gen an barracks (forgot what its called) had renegade militia command squad, had tsons squad, it crashed when i started building the armory.
    For the Blood God
    Death to the False Emperor

  17. #217
    Member Melooo's Avatar
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    which win condition were you using?

  18. #218
    Member yanlou's Avatar
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    erm annihilate if i remember rightly, i also had "Day and Night", "Dedicated Transports", "fallback rule", "Heros", "interval Dumps", "Massive Battles", "No More Fog" and "weather" on.

  19. #219
    Member jONES1979's Avatar
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    Yanlou, you better provide a screenshot of console in the right moment of error raised. It save time for Melooo

    (Press Ctrl+Shift+~ to open a console)

  20. #220
    Member Whiteshield's Avatar
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    Melooo, can you make the Ard Boy wargear stay when the Stormboy wargear is also active? This opens wide selection of possibilities for numerous modders Pretty Please
    Last edited by Whiteshield; 16th Jun 11 at 2:37 AM.

  21. #221
    Member Melooo's Avatar
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    @Whiteshield: sure thing

    BTW i've worked on all the winconditions fixing them, specifically heroes and now should work as marvel, even added new fx for showing veterancy a la C&C style :P

    However it isnt perfect as the Heroes scar code spawns the fx at the location of the unit instead of the unit itself, so the chevrons tend to have a sort of "delay" following the unit while moving

  22. Modding Senior Member Tabletop Senior Member Boardwars Senior Member Forum Subscriber  #222
    Retired Compliance Fairy Gorb's Avatar
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    Instead of the chevron (which is a neat, simple idea), how about a form of ground decal, like the ones used by the Honour Guard in the Campaign? IIRC SCaR can assign abilities to units mid-mission, so you could assign this "passive" ability that projects a decal on the ground at their feet (and swap it out for a new decal/ability every time the unit levels up)?

    As it's an ability, it would follow the unit perfectly as well. Might look a bit odd on multiple-entity squads though
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  23. #223
    The flying one corncobman's Avatar
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    Like Gorb suggested, abilities would work, I think.

    The abilities could enable an event, like say the Dark Eldar tracking device FX.

    Then you can have the SCAR code enable the abilities. It would be pretty time consuming as you would have to add the event to each unit.
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  24. #224
    I like Gorb's suggestion about the ground decal.

  25. #225
    Member Whiteshield's Avatar
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    @Gorb - I think I like Melooo's idea better. The honor guard rings you said would work look great on every leader unit which includes squad leaders, but not on cannon fodder units. Plus its less messier that way. I never really liked the idea of the Imperial Guard Regimental Bodyguard having those huge honor guard rings.

    @Melooo - does the dark eldar and sisters taskbar correctly present their global abilities on this update?

  26. #226
    Member Melooo's Avatar
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    nope i havent worked on those races UI

    About using event enable modifiers, yeah i thought on that, i could make the veterancy event act like the ability aura making it show a different image depending on the value of the modifier...however i wouldnt know where to add that modifier....i've looked at the heroes code and well i got lost on what is what xD

  27. #227
    Member Whiteshield's Avatar
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    Before I forget, is has the population bug been fixed for the ork taskbar? also although you haven't worked on sisters and DE taskbar, have you started working on it?

  28. #228
    The flying one corncobman's Avatar
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    @melooo - from the looks of it you would need to replace the World_FXEventSquad line in heroes_manager.scar with Cmd_CastAbilitySelf, which is what the Sisters Stronghold Living Saint uses to become invulnerable. Insert the appropriate ability and it hopefully will work. Use it again to turn off the ability.

    The ability would probably need to be a toggle type ability to make this work I think.

  29. Modding Senior Member Tabletop Senior Member Boardwars Senior Member Forum Subscriber  #229
    Retired Compliance Fairy Gorb's Avatar
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    Quote Originally Posted by Whiteshield View Post
    @Gorb - I think I like Melooo's idea better. The honor guard rings you said would work look great on every leader unit which includes squad leaders, but not on cannon fodder units. Plus its less messier that way. I never really liked the idea of the Imperial Guard Regimental Bodyguard having those huge honor guard rings.
    The decal can be replaced; I did mention as such in my post

  30. Modding Senior Member  #230
    Always Tired Argonaut's Avatar
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    World_FxEventSquad in the heroes SCAR is triggered once per second IIRC, it might be once every half second.

    If you can add it with Rule_Add() then it triggers eight times per second and may reduce the delay quite noticably. You will still encounter some delay though and the ability solution is more elegant.

    The ability the heretic builder has (the one where you work the bastard to death) has on/off controls and can be triggered with Cmd_CastAbilitySelf() so maybe there's some clues there as to how to proceed.
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  31. #231
    Member Melooo's Avatar
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    Actually i think is this function im looking for, Modifier_SGroup_FX_Enable, it jumps out the need of an ability that applies the modifier, by applying the modifier directly.

    So my idea would be something like this

    Code:
    function VeteranEvent(eSquadID, iLevel, iUnitIndex)
     if (iLevel == 2) then
      Modifier_SGroup_FX_Enable( eSquadID, ability_bonus_unit, 1 )
      if (iLevel == 3) then
       Modifier_SGroup_FX_Enable( eSquadID, ability_bonus_unit, 1 ) 
       if (iLevel == 4) then
        Modifier_SGroup_FX_Enable( eSquadID, ability_bonus_unit, 1 ) 
        if (iLevel == 5) then
         Modifier_SGroup_FX_Enable( eSquadID, ability_bonus_unit, 1 ) 
         if (iLevel == 6) then
          Modifier_SGroup_FX_Enable( eSquadID, ability_bonus_unit, 1 ) 
          if (iLevel == 7) then
           Modifier_SGroup_FX_Enable( eSquadID, ability_bonus_unit, 1 ) 
           if (iLevel == 8) then
            Modifier_SGroup_FX_Enable( eSquadID, ability_bonus_unit, 1 ) 
            if (iLevel == 9) then
             Modifier_SGroup_FX_Enable( eSquadID, ability_bonus_unit, 1 ) 
            end
           end
          end
         end
        end
       end
      end
     end
    end
    I just guessing, not sure if something like this would work

  32. #232
    The flying one corncobman's Avatar
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    So many nested ifs wouldn't work, because if it gets past the first if, iLevel would be equal to 2 then it will never do any of the others. Just use if and elseifs statements, i.e.

    if() then
    elseif() then
    elseif() then
    end

  33. #233
    This is very interesting. I've always wanted to add icons or something on the units to make them easier to tell apart like in DoW2. I'll try learning my way around the FX Editor and SCAR and follow what's being discussed in this thread.

  34. #234
    Quote Originally Posted by Melooo View Post
    Actually i think is this function im looking for, Modifier_SGroup_FX_Enable, it jumps out the need of an ability that applies the modifier, by applying the modifier directly.

    So my idea would be something like this
    Since all those conditionals are just activating the same FX, could you simplify it to this?
    Code:
    function VeteranEvent(eSquadID, iLevel, iUnitIndex)
     if (iLevel > 1) then
      Modifier_SGroup_FX_Enable( eSquadID, ability_bonus_unit, 1 )
     end
    end
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  35. #235
    Member Melooo's Avatar
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    Quote Originally Posted by corncobman View Post
    So many nested ifs wouldn't work, because if it gets past the first if, iLevel would be equal to 2 then it will never do any of the others. Just use if and elseifs statements, i.e.

    if() then
    elseif() then
    elseif() then
    end
    Yeah you're right, however i couldnt do as morat says cause i need that each levels add +1 to the modifier so the FX changes.
    But also im not even sure if the SCAR modifier would work like in luas modifier able to stack up the 1's for displaying the different events.

    This is what i added to the event manager ext on the ebps
    Code:
    GameData["event_manager_ext"]["event_31"]["event_entry_01"]["active_range_max"] = 1.00000
    GameData["event_manager_ext"]["event_31"]["event_entry_01"]["active_range_min"] = 1.00000
    GameData["event_manager_ext"]["event_31"]["event_entry_01"]["event_name"] = "heroes_events/hero_lvl1"
    GameData["event_manager_ext"]["event_31"]["event_entry_02"]["active_range_max"] = 2.00000
    GameData["event_manager_ext"]["event_31"]["event_entry_02"]["active_range_min"] = 2.00000
    GameData["event_manager_ext"]["event_31"]["event_entry_02"]["event_name"] = "heroes_events/hero_lvl2"
    GameData["event_manager_ext"]["event_31"]["event_entry_03"]["active_range_max"] = 3.00000
    GameData["event_manager_ext"]["event_31"]["event_entry_03"]["active_range_min"] = 3.00000
    GameData["event_manager_ext"]["event_31"]["event_entry_03"]["event_name"] = "heroes_events/hero_lvl3"
    GameData["event_manager_ext"]["event_31"]["event_entry_04"]["active_range_max"] = 4.00000
    GameData["event_manager_ext"]["event_31"]["event_entry_04"]["active_range_min"] = 4.00000
    GameData["event_manager_ext"]["event_31"]["event_entry_04"]["event_name"] = "heroes_events/hero_lvl4"
    GameData["event_manager_ext"]["event_31"]["event_entry_05"]["active_range_max"] = 5.00000
    GameData["event_manager_ext"]["event_31"]["event_entry_05"]["active_range_min"] = 5.00000
    GameData["event_manager_ext"]["event_31"]["event_entry_05"]["event_name"] = "heroes_events/hero_lvl5"
    GameData["event_manager_ext"]["event_31"]["event_entry_06"]["active_range_max"] = 6.00000
    GameData["event_manager_ext"]["event_31"]["event_entry_06"]["active_range_min"] = 6.00000
    GameData["event_manager_ext"]["event_31"]["event_entry_06"]["event_name"] = "heroes_events/hero_lvl6"
    GameData["event_manager_ext"]["event_31"]["event_entry_07"]["active_range_max"] = 7.00000
    GameData["event_manager_ext"]["event_31"]["event_entry_07"]["active_range_min"] = 7.00000
    GameData["event_manager_ext"]["event_31"]["event_entry_07"]["event_name"] = "heroes_events/hero_lvl7"
    GameData["event_manager_ext"]["event_31"]["event_entry_08"]["active_range_max"] = 8.00000
    GameData["event_manager_ext"]["event_31"]["event_entry_08"]["active_range_min"] = 8.00000
    GameData["event_manager_ext"]["event_31"]["event_entry_08"]["event_name"] = "heroes_events/hero_lvl8"
    GameData["event_manager_ext"]["event_31"]["has_active_range"] = true
    GameData["event_manager_ext"]["event_31"]["modifier_name"] = "ability_bonus_unit"
    now with lua modifiers you enable with 1 or disable with 0, but with active range true you can have a different event depending on the value you get from the modifier, ei with a value of 8 it will show hero_lvl8.

  36. #236
    The flying one corncobman's Avatar
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    I'm pretty sure that you'd be able to using abilities, with different numbers in the modifier value box, although I can't be certain.

  37. #237
    another model error i noticed: the coaxial storm bolter on vanquishers and conquerors doesn't have a firing animation, in fact, it vanishes when it fires.

  38. #238
    The flying one corncobman's Avatar
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    Is there any chance of having more randomised helmets/bits and effects with Chaos Marines?

    At the moment, what seems to be happening is either they all get for example Berserker ears, or they all get none and there appears to be nothing in between, so it's quite difficult to tell them apart from normal Berserkers at times. A similar thing for Mark of Nurgle smog effects where only some of the squad would have the cloud around their bodies would be nice as well.

    Also would it be possible for the Chaos Lord to have different aura effect colours depending on the mark chosen, for example red with Khorne, green with Nurgle, etc?

  39. #239
    Member Melooo's Avatar
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    DOWNLOAD Purgation of Kaurava Alpha 1.5 Torrent Link
    Megaupload and ModDB links will be posted soon
    Oh and bear with the shitty 16kBps torrent sharing speed, it will get better once more people start to seed.

    Change Log

    @corncobman: well im open to new ideas, what do you have in mind for Khornate CSMs variety?
    I still have pending to make the God specific parts TC

    About chaos lords, yeah its possible, in fact quite easy to do but not a high priority thing...ill look into that once i finish up GK termies stuff.

    Now about the heroes graphical thing, i kinda dropped that for now, tried reducing the time the FX updates but it still looks rubbish and havent found the way to get the modifiers idea working either. But who knows i might it a couple of tries again in a future.

  40. #240
    Member laharl03's Avatar
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    niiiiiiiiiiiiice

    ive waited for sooo looong for this

  41. #241
    Omg this year is going to be special when it comes to mod releases. Thank you Melooo!!!

    Claymore

  42. #242
    Wow! Thanks! Downloading now.

  43. #243
    Member Whiteshield's Avatar
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    MELOOOOO! So does Alpha 1.5 use a new taskbar.lua? So that the taskbar makes DE and SoB global abilites possible while allowing wargear via addons for commanders? Reply ASAP Great work again dude!

  44. #244
    Member Melooo's Avatar
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    sorry but no, i still havent touched those UI files

    BTW here is megaupload link:
    PoK 1.5 Megaupload Link
    1st post updated

  45. #245
    The flying one corncobman's Avatar
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    Even if the Khorne "ears" were a bit more random so that only some of the squad have them, it would help quite a lot. Else some more variety of helmets, such as randomising normal CSM helmets along with mixing the plume and with the ears would probably be enough. As it stands the randomisation for Khorne doesn't appear to be working all that well as either the Khorne helmets appear for all members of all squads at the same time or else the helmets appear on none of them for all squads.

    Glad to see that you are considering the Chaos Lord. At the end of the day it's all up to you.

  46. #246
    I had a go with the inquisition, and noticed that their power generators seem to return requisition upon being completed. Is this a bug?

  47. #247
    My god. This mod is simply beautiful. I adore the new terminator models.
    Also the apothecary skin is wrong

  48. #248
    Member Melooo's Avatar
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    Quote Originally Posted by RMX
    Also the apothecary skin is wrong
    Could you be more specific? and maybe show in a screenshot what is exactly wrong

    Quote Originally Posted by subspace5000""
    I had a go with the inquisition, and noticed that their power generators seem to return requisition upon being completed. Is this a bug?
    Nah completely intended and on every race, the requisition it gives you back is the same amount you spent on purchasing it, making power gens sort of free, same happens with Listening Posts.

  49. #249
    @Meloo: I hope it's ok if I reply here but... Jones Soulstorm main menu is a bit bugged. I tried it out today and instead of inserting his file into the main menu, insert the Dark Crusade's main menu into your soulstorm mod folder and BAM, no more Soulstorm or sun.

  50. #250
    This is what I get in the army painter. Haven't had time to test it in-game.

    Spoiler


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