Best of luck, bud! =)
Best of luck, bud! =)
To raise my tradition of posting my latest W.I.P. i just wanted to show off this little gem i've created today. It took me aprox 5-6 hours but with some recycled and recamped parts of my Warlord i was able to finish this base model quicklier than I expected. I dunno if this unit will ever make it into UA though but i've created it more or less for the lulz and the fact that i now created almost the entire series of Titans the Imperium of Man has to offer in my personal model archive (Besides the Warhound and the ominous ARMAGGEDON TITAN :O lol wut?). This model is based upon the "Epic 40K" miniature from GW which might lead to resemblances to some other Emperor Titan you might've seen here already. On top and surprisingly the polycount of this unit is 10.248 which is hopefully acceptable for the DoW engine but even if not i could still get rid of the 248 polys gone mad ^^.
Here it goes
Leave an opinion or not it's up to you lads ^^ but don't forget to have a nice day!
Join the Ultimate Apocalypse Mod on STEAM today! LINK TO STEAM And our mod on
E-P-I-C ! Can I order two? If a few weeks, you'll have voices for all your new forthcoming toys..
i wonder if someone will take the burden to make an epic-Dow mod one day, i mean a mod with only titans and dedicated maps with reduced scaled object for environment, to gives these gods of war a true playground (by "true" i mean properly scaled)
Ooooh, pretty. My vote goes for it being included. =)
BoyChaos, after 1+month of intensive learning, now knows how to make complex animations for all types of units, so imho things look brighter than ever for DOW1
I can learn that in one day.
Mich. are you going to let us use your work or not? If not, this thread and our involvement should not contain your posts, I'm afraid.
Let's not make this into a contest. Animation does not take a day to learn.
@Michael1980: please answer Cylarne's question.
I am an Iron Warrior! Iron Within, Iron Without!
Hey Michael1980 - Why is your animated Necron checking his watch?
Soul Storm Legions Mod, 0.95, 05 April, 2013
if BoyChaos's accounted is "un-banned" then sure, why not
I want to report that after playing on LAN, after 30+ minutes we get Sync-Error. [yes, we tested multiple times and it always happen just after minute 30, ex. 30.04/30.01].
[Edit]And the game simply exits after leaving the game, the host and the joining side.[Edit]
The Sync-Error is never on the host side, is always at the joining side, and it always happens, tested with the host on multiple PC's.
If there is any way i can help, just let me know, and the classical "Hi, i'm new around here but i've been playing DoW since the first appeared then after a pause i got my hands on my first copy of DarkCrusade, and now i'm still playing SS with friends, probably the best strategy game around, and with this mod, yeah, probably ."
Last edited by Lexmazter; 5th Aug 12 at 6:27 PM. Reason: see [Edit] :)
@ Lexmaster: I think I speak on behalf of the whole Ultimate Apocalypse team when I say: BIG thanks for going through the bummer of confirming that ugly bug we've so many times experienced.
Fortunately, the Grand Release will (the internal ALPHA is so far) ...multiplayer sync-error free!
Disgracefully, I also have very, very bad news...
Cylarne... will be rather very busy in the upcoming times, so the development of the mod, and therefore the Grand Release will be considerably delayed.
At least Cylarne pulled a gigantic prank on me by making me believe he'll be absent for a while >:I
Right-after-posting-edit: Please don't go in a "NNNNNNNNOOOOOOOOOOOOOOOOOOOOOOOOO LIFE IS OVER/LOST ALL MEANING!!!!" mode, I know that doesn't look good (and it fact it looks like hideous news), but no need to rabidly freak out, it's just delayed, it will be released, it just will be later.
Well, everybody need to take their time, a hotfix would be more than great, but hey, at least the grand release is "closer and closer".
Untill then, we'll try to kill'em under 30 minutes time )...[a bit too difficult on Insane with that time.]
>> Well, as i'm new to this forum, i would like to say that i would help if i can <<
Do not mind the wait, the main thing is that the mod is progressing and the end result will be amazing.
Request: It would be possible to obtain the maps of the purgation of Kaurava mod for UA mod? I refer to those with FOK in the beginning of the name, this maps are really goods !!!
@ Lexmazter: Then I imagine you will have particular interest on UA's ALPHA playtester recruiting program :wewantYOU: xD
@ Lord Syrius: I'm not sure how possible including the FoK maps in UA will be, due to all that permissions unholy mess mostly (even when I guess we just need to ask, the FoK team won't get IP furious I hope), but you can always go to *mod folder*\scenarios\mp select any maps you want for UA from there and paste them on BETA_Apocalypse\scenarios\mp (create "scenarios" and "mp" folders if needed). This should work with any map from any mod for both DC and SS, at least they got mod-specific scar code or something only working on a specific mod/vanilla.
Last edited by PsykoTenshi; 6th Aug 12 at 2:14 PM. Reason: suffer not the typo to live
Well, i'l check that out, maybe i will make a buglist, i have the gaming skills to see the minor bugs, i'm quite a perfectionist sometimes, but the biggest problem of them all is that i'm quite short of time, well, yeah, it's hollyday but still...
Probably in a week i'll make a stuffy buglist with the main issue >> 30 minutes multiplayer Sync-Error.
hey so i have a question meets query tht rish technology upgrade for the tau is it working?
wat do i need to do to get it?
@ death_incarnet: Ok, ok. I'll be the nice guy from the team and check that out. Just to be sure, (because I do not remember all the ucs, and even less from the last time I played as Tau) you mean the third power resource gathering upgrade, right?
Edit: Ok, I didn't have any problems to research Rich Technology as Tau. More details please?
Last edited by PsykoTenshi; 7th Aug 12 at 8:39 PM.
Im so sad models were almost yours......Boychaos models are wonderful! Whatever good luck UA team!
If Boychaos and co really care they would send them the models anyway so who knows.
My SCAR proves my worth!
Boychaos may be teaming up with Cosmo so I dunno.
Quite correct and thank you for posting this response ahead of time.Originally Posted by Tenshi
So what has been happening behind the scenes was well... nothing this passed August because like a week before that I have started to finally get a chance to develop my own game which has now been worked on for 20+ days now and the basicness of it is almost finished. So I finally got some time to see progress here on UA mod ^^. Other than that, I now have been accepted (begged) into a RL job (yay) that started August 1st. It is quite enjoyable! But unfortunately for the UA mod fans and my team, it eats up my time on the UA mod and I am sorry.
So to sum up, job + game + sleep = less and less time for UA mod. So here is what I am going to do...
This coming time of next week when I have off, I am going to very quickly do up a final, final patch because the Grand Release is going to be delayed for a very, very long time. :S Bug fixes only, and I'd like to return the favor of my donators! So 1.62.65 is going to be released now instead of canceled, despite of that July vote. Things to do is not a lot, because we are at that stage of final fixes for the patches. Things that will be fixed will involve...
- Chaos Warhound statue fixed.
- Land Raider Prometheus pink box will be cured.
- Total Destruction wincondition fixed.
- DE Wracks will be removed. (sorry!)
- Titan and Relic unit caps will be removed and limits will be placed on each and every relic/titan. (sorry!)
- Some OP stats. fixed.
- Some balance changes.
Will the 30 minutes sync-error be fixed? That should be most necessary, if that would be fixed than the final release can be delayed as much as it wants.
Anyways thanks for this great, greaaaat mod, this changes the game i love mostly in the game i truly love mostly!
Like this mod a lot, it's a great, great mod but I have some difficulties with some things that I'd like some help with.
So for 1:
I don't have a clue, and can't find it anywhere on thread on how to extract the Daemonhunter/Inquisition mod into the basic folder for Soulstorm, it always gives errors.
2: I was trying to use the maps at the bottom of the first post, but that file squence is only in the NR version of the mod, and not in the other, ontop of that it says there's no maps that it's changing and stuff, if I try to put it in the NR correct place in the folder.
Ultimately, Why does that Inquisition mod/DaemonHunter mod installation hate me. Also, I use WinRar for the extracts if that is the problem.
EDIT: Got Daemon Hunter mod to work, still those maps don't know what to do.
Last edited by That Crazy Pers; 12th Aug 12 at 12:53 AM.
@ That Crazy Pers:
Well if you got the IDH mod to work then that's not much of a problem.
About point 2, map files placed in \BETA_Apocalypse\data\scenarios\mp will work for both Actual and New Races. I'd give more details but I'm having trouble to comprehend what exactly is your problem with map installation.
Copypasta'd instructions from an illustrated UA install tutorial I made. They may be useful as well:
How to install maps tutorial coming soon-er than the cameras tutorial at least. Lazy instructions only for now:
Get them here (inside the "Map Downloads" spoiler)
Put them the downloaded files inside a folder, select them all, right click and select "Extract here".
Take the extracted files and place them in \BETA_Apocalypse\data\scenarios\mp
(Create the scenarios and mp folders if needed)
Launch the UA (either Actual or NR) and the new/improved maps will be available for selection.
Ah, Thanks for help.
Last edited by That Crazy Pers; 12th Aug 12 at 4:42 PM.
One last question, how do I make the camera like the original game? it seems ... different.
Edit: One, more, more question, I'm trying to get my version updated, I think that I might have downloaded 1.62.51, instead of .59 is there a way to check what version I have?
Last edited by That Crazy Pers; 12th Aug 12 at 10:20 PM.
@PsykoTenshi---- nvm i checked it out and i guess its just the ingame disabled icon so my bad srry.
Can someone tell me why is there the 30-min sync-error, i really want to get rid of that thing, even if it means i will lose some of the features.
And i don't want to play the original one, as that removes the sync-error...
If there is to be a fix in near future, please consider to remove this [censored] piece of sync-error, i'm really pissed right now as i played with anoter three friends on 4vs4 player vs computer and after 30 minutes it just ruins the game! This is really anoying...
If sure they will, probably only put it in there to annoy you, and look good later when fixing it. I'm pretty sure that they would fix errors as soon as they can, but as online play is subject to a massive number of variables, it's not always that easy to resolve.please consider to remove this [censored] piece of sync-error
yeah, yeah, i'm aware of that, i'm programmer myself, i was only pissed off... and i love this mod..
But i'm startig to think that this isnt't a problem with the mod itself, as i tried multiple mods in the past days and all gave me the same 30 min sync-error..
The classic vanilla Soulstorm plays well over 2 hours with no sync-error, but any other rom just kills the joy after 30 mins..
That's an odd problem you have there. I knew UA had multiplayer sync problems in the public release but since the internal ALPHA hasn't presented such, I assumed whatever caused the sync failure was fixed.
However, I was not aware of similar issues affecting other mods (even less multiple others), as the only thing practically all mods have in common is the AI.
And, my memory isn't as reliable as to ensure this, but I think I've played battles over 30 minutes long on other mods too.
We have a mystery here?
Well, i don't like to give names, but i tried Titanium Wars and Codex with the exact same problem, 30 minutes sync-error, i think the problem could be on one of the PC's, i reinstalled SS on my PC with patches, mod(s) and some maps and badges, but the other PC i don't know what is happening there and don't know where to look exactly, but what kills me it that the vanilla one plays just fine, and every mod desyncs...
If there is mystery, i really want to get to the bottom of this as i play this game a little... And i really thing UA is the best mod so far (tested a few)...
Any help would be greatly appreciated
I'd try first reducing scar-based stuff to a bare minimum. That'd be no Heroes, no AI map DB, no any fancy win condition. Also on a "default" map (not a map you downloaded, but a map that's included with the game).
I noticed the AI Properties wincondition is always on in NR, and cannot be turned off. This specific win condition has a high chance of causing sync errors on MP :/
To be able to disable it, go to \BETA_Apocalypse_NR\Data\scar\winconditions and open (with notepad or any code editor) the file named _apocalypse_rules_local.lua, in it change the line that says
toCode:always_on = true,
That should allow you to disable it.Code:always_on = false,
Edit: Ah! Was making a mental revision and recalled this. I think you'll need all players in a game to do this in order to work.
lol sorry for the fool-proof explanation, it's an old habit.Originally Posted by Lexmazter
Last edited by PsykoTenshi; 17th Aug 12 at 1:40 PM.
Well, in Apocalypse without NR the AI proprietes can be disabled and i haven't used them, and i don't use fancy win conditions just Destroy HQ, i will try without using Heroes, as that SCAR was on all modes i played as i liked the ideea... So maybe that could be the problem, i also tried reseting AiControl settings but with no luck, after 30 mins, sync-error.
Another SCAR i almost use is Game Timer
I also checked the warning logs but can't really find the problem.
Will check and report later
Thanks a lot!
EDIT: Removing Heroes did the trick, why on Earth i didn't thought of this?
Thanks a lot and a lot more than that!
Time to kill!
Last edited by Lexmazter; 17th Aug 12 at 2:27 PM.
Though what it may seem like this is the potential source of causing such SCAR errors, it's not... this wincondition is always active, yes, but when the game detects that there are >= 2 players on the map, BAM the wincondition shuts off.AI Properties wincondition is always on in NR, and cannot be turned off. This specific win condition has a high chance of causing sync errors on MP :/
Proof of concept: Mine, btw.
-----------------------------------------------------------------------------Code:-- _apocalypse_rules.scar -- Created by Cylarne_04 2011 -- -- My win condition, my epicness, mwa ha ha ha ha ha! - Cylarne ----------------------------------------------------------------------------------------- import("ScarUtil.scar") import("WXPScarUtil.scar") import("WCUtil.scar") import("UA_SCARCore/AIDonations.scar") import("UA_SCARCore/AIHighSpeed.scar") import("UA_SCARCore/AIMapDB.scar") ----------------------------------------------------------------------------------------- --[[ TODO: ]] -- Watch for Fatal SCAR Errors! Mod_IsXP2 = true; -- Is NR (New Races)? function ApocalypseRules() -- Main Ultimate Apocalypse Rule. ar_playercount = 0; -- integer applied, used for disabling/enabling the main Apocalypse Rules to avoid Multiplayer sync errors. -- Check to see if there is >= 2 players. local count = World_GetPlayerCount(); for j = 0, count-1 do local Player = World_GetPlayerAt(j); if (Player_IsAlive(Player) and Cpu_IsCpuPlayer(Player)) then ar_playercount = ar_playercount + 0; elseif (Player_IsAlive(Player)) then ar_playercount = ar_playercount + 1; end end -- if < 2 players, enable wincondition. if (ar_playercount < 2) then print("Apocalypse Rules wincondition enabled!"); SetUpAIMapDB(); -- Add in the hidden wincondition, AIMapDB. --SetUpAISpeed(); -- Add in the hidden wincondition, AIHighSpeed. SetupAIDonations(); -- Add in the hidden wincondition, AIDonations. else print("Apocalypse Rules wincondition disabled to avoid multiplayer sync errors!"); end end Scar_AddInit(ApocalypseRules)
Ok, finally, no 502 errors.
Last edited by Cylarne_04; 18th Aug 12 at 1:35 PM.
Well, thanks for the info Cylarne, and i also want to confirm once again that the SCAR that caused the desync error after 30 mins was the Heroes one...
I will take a look over the SCAR's provided in Heroes and maybe i will figure out a fix. If i can find one, i will upload it here , as for now, i'm still trying to learn the syntax and other things on SCAR editing/moding/tweaking/hacking.
Also i've noticed there are some performance drops with this mod (and others, to be true) and the original/vanilla one works like butter even when big armies are on the killing spree..
Maybe the camera has something to do with this, maybe the models, maybe the textures, don't know, maybe all of 'em, but i will try to figure out how to make some tweaks to it to run much more faster with multiple units on the screen. [Tested mainly on multiplayer with stock population limit and mostly on 4vs4 maps, the configuration of both PC's is greatly over the Recommended ones from the original one, 2 GB Ram and dual core has the least perfomant one, the Graphics are not so important as both PC's can run Prototype 2 with the High/Ultra level of detail ]
my gosh its quiet, is there massive work being done in the silence?
'You have ruled this galaxy for ten thousand years, yet have little of account to show for your efforts. Such failure must be as depressing to bear as it is pathetic to behold.'
- Imotekh the Stormlord to Marshal Helbrecht during the battle for Schrodinger VII
Mod Slowly Progressing...
Hey folks, Lord Doofus (Cylarne) speaking. This is what has been going on since late July til now, August 23rd. Many of you know of my whereabouts in my new job and game developement and have heard that the UA mod is officially delayed. Since I am well into what has been going on through my RL and my no life Life, I have some interesting good news and bad news, and news in general to spice things up.
Spoiler- I am officially voice acting multiple units for future new voices in the UA mod and Daemons mod, including new Daemon voices, titan voices and some Guardsmen types and specific heroic characters.
- And then this.
- UA mod FINALLY has a second coder for the Grand Release while I am off duty to my job, all thanks to my friend IronWarrior who now has access to the mod and can speed things up incredibly.
- Mod Not dead.
- The Codex mod is going to be released early next month of September and if you all behave and 1.62.65 is not enough, I can update this mod with my team mate's (Deathwatch78) masterwork for 1.62.66
Spoiler- Starting September 4th, I am going to be incredibly busy with job opportunities, my girlfriend who may be taking up to two jobs and then college. My time will be extremely unlimited starting that date, but the UA mod will get finished, I just don't know when.
- The 1.62.65 patch is a pain in the butt to fix and may not be released until Sunday even. The latest will be next week. Problems occuring with it are the Land Raider Prometheus is entirely broken even if the model exists in the mod, and I encountered 2 more crash to desktops I want to fix before the release.
So that's the news! As far as developement goes, the UA mod is going like a snail until IronWarrior comes saves the day! Then all I need to worry about is the biggest things in the UA mod to do and then the incredible Daemons mod that may get released along with the Grand Release.
I am sorry for the lack of updates, but the wait will be extremely worth it.
Last edited by Cylarne_04; 23rd Aug 12 at 7:09 PM.
The Daemons mod thread needs some love
Ok, 1.62.65 has now been released, enjoy! Sorry for late notice, I've been invited to a last minute party. Feedback required if possible!
omg everything is pink boxes just kidding i play as eldars race np again great job ua team found no bugs iam trying other races will let you know if i find anything iam off today gots lots of time thamks again for this great mod
The standard mod is great. I love it! All the epicness in the description is true.
Howewer, my game cannot load UE:New races mod. It just says that it cannot be loaded. Help would be nice c:
@ Senrian: The most typical cause for New Races not loading is one of the following mods not installed:
Download link for Inquisition Daemonhunt
Download link for Tyranids
They both have some specific tricks however.
How to install/patchFor Inquisition Daemonhunt, do not include the objective points folder and .module, only the inquisition_daemonhunt folder and the inquisition_daemonhunt_SS.module
For the Tyranids mod, after it is installed:
Click this link
Save the page ("Ctrl + S" on most setups) More images goodness!
On your Soulstorm directory
And if that doesn't work, save it elsewhere and replace the file that came with the mod with the one you downloaded.
i just relocated to an awesome new comp about 1 month ago and im getting ready to install the UA mod...i need 1.62.59, do i take 1.62.65 as the only patch with it? or do i also need 1.62.64?
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