Page 18 of 139 FirstFirst ... 891011121314151617181920212223242526272868118 ... LastLast
Results 851 to 900 of 6915

Ultimate Apocalypse - 1.72 Released!

  1. #851
    Hi People, thanks for the awesome mod.

    Just wanted to see if anyone else is having the same issue I experienced, every time I play the Necron, it would crash - have anyone experienced the same? Thanks for reading.

  2. #852
    Member Tyrantarmy6's Avatar
    Join Date
    Jul 2010
    Location
    Netherlands
    hlkari: Necron crash? No! I didn't get that before! I only get an anoying beeping sound with them!
    tart3rsauc3: I don't really remember in which version they were removed, but I do know that they'll be back! were planning to put them back for the XP2! (expansion pack 2). this will give them the Apocalypse qualities, like the extended Tiers. and I do agree, that we should upload the Ultimate Apocalypse to Filefront! I just don't know who's gonna do that... maybe even me, if the team agrees.

  3. #853
    Ok guys. So I have come to save you from your unanswered questions. Except for the XP2 thing, Tyrantarmy mentioned, good job.

    1. For all of you new people, I have a summary posted on the first post telling you about at least the thirteen pages, check that out. I haven't got to pages 14-18 yet because, I guess I'm lazy. I'll get to that soon.

    2. Necron crash? To be honest I played Necrons for a long time and I have not discovered a crash or beeping noise coming from them. Maybe you experience the crash from the Imperial Guard? Download the patch on the first post and place it into the mod regardless please. If Necrons still crash on you, then reinstall and next time remove the older versions.

    3. Tyrantarmy, report things strange sooner please even if you're wrong, right, misleading, or on fire. (Not literally on fire.)

    4. The mod cannot be uploaded to filefront. I already tried with version 1.59, and 1.61. Version 1.61 is still pending ever since 1/3/11, and 1.59 was denied by the administrator.
    Mods In Progress: Ultimate Apocalypse | Daemons Mod

    Beware, my Ultimate Apocalypticinator!

  4. #854
    I love the mod so far. I've been playing some skirmishes and the Necron's Pylon is absolutely demoralizing, especially when there are some monoliths to back it up, heh.. But because the Tyranids were removed, I had to go back to 1.19. D:

    My entire family loves to play DoW, and my dad has introduced the 1.19 version to one of his brothers, so now they're both trying it out. My dad wants the tyranids back and he's still playing a campaign on the 1.19 version. He has never had to fight that hard before. It's amusing :P

    Please bring back the Tyranids as soon as possible! I love the new units/superweapons and everything, but we need new races, too! Is there an ETA on that XP? Also, what other races would be added in it?

  5. #855
    Member Whiteshield's Avatar
    Join Date
    Mar 2009
    Location
    In an abandoned Imperial Stronghold
    @Cylarne - Probably because your mod is TOO BIG. Max file size is 200mb for filefront.

  6. #856
    mu is more than good,
    1 is advanced overwatch fixed??
    2 is ability heroes fixed??so that i dont see 1,740,000 hit points.
    3 will this question below be added in future releases??

    is it posible am i shure it is,for example in dow 2,scout marines when i press on wargear shootgun,all squad members have shootgun at once,i dont need to click 6 times or how much is squad big to rearme all squad members with snyper in ss,is it posible with one click to upgrade all squad members with weapon of choose??

  7. #857
    Member Cosmocrat's Avatar
    Join Date
    Oct 2010
    Location
    Hamburg, Germany

    SCIENCE! News from the Laboratory

    Ok i see that the thread is in motion thus i want to show you what i've done today during the last aprox 8 hours .

    First the Eldar Jetbike Bad FX was fixed and on the second i've made this one.

    Spoiler



    I hope ya guys like it and suggestions are apreciated as always ^^.

    So have a nice Day!

    -Cosmocrat
    Join the Ultimate Apocalypse Mod on STEAM today! LINK TO STEAM And our mod on

  8. #858
    Cosmocrat include Skype please when online

  9. #859
    As of right now, I'll fix up the color bleeding between the Baneblades and Warhound. The buggiest mod in DOW Soulstorm will on a sad note not be the buggiest when 1.62 is released. Curses!

    XP2 will involve, Daemonhunters, Black Templars, and Tyranids. XP2 has been started a while ago, but I was mainly focused on the non expansion mod, "the actual." Give me time as the expansion takes a god awful while, thus I am also working on two mods which is this one and DOWPro. On top of that college ^^ but I'm not trying to break your morale.

    @Cosmocrat: DUUUUUUUDE!

    @demetrius: I'm sorry, but my only option was to remove the Overwatch win condition. I instead replaced it by three new ones so hopefully that makes up for your loss. The heroes win condition might be fixed. I also might consider upgrading the scouts with shotguns.

    At least a top priority fix was fixed today all thanks to Cosmocrat.

    And beta testers, you have 7 days to test all 9 races. Report your progress today including all the races you tested.

  10. #860
    Member RevanFan's Avatar
    Join Date
    Sep 2010
    Location
    New York
    I thought the Steel Legion was going to be in XP2? Also, aren't the Black Templars just glorified Space Marines?
    Go DeMarcus Ware!!!
    Go 'Nids!!!

  11. #861
    Dead space 2 has decided to have a rest a little from LoC and games
    http://www.youtube.com/watch?v=WnTf5TeEjc8
    http://www.youtube.com/watch?v=5VXbAnmUpB0
    Offers?, wishes on animation?

  12. #862
    @Andrei: Dead Space? Lol! Ah ha ha ha ha! Dude, what language translator are you using?

    Aside from that, the movement looks good but make it move side to side like the centpede bug from Command and Conquer.

    @RevanFan: Easy man. I'm taking it slow as three races are good enough. The answer is no.

    Yeah, glorified Space Marines of awesomeness.

  13. #863
    You mean that that as a snake?

  14. #864
    Yep. Slither... ESSSSSSTTHHH. Except it is no snake, and it walks and has no hissing noise.

    Wait, hold hold hold. Are you and Cosmocrat working together?

    In other news...

    Spoiler

    Last edited by Cylarne_04; 1st Feb 11 at 5:06 PM.

  15. #865
    Cosmocrat, yes I have agreed to make animations of this model after to I do Loc and some other models

  16. #866
    "Doomsday Monolith model was changed and can now reinforce with Monoliths to become a Doomsday Phalanx."
    o.0

    Um, I'm pretty sure that people have complained in the past about how the Necrons are way overbalanced. I can't even imagine that. It would take more than 3 Land Raiders to take out that many Monoliths. I thought the Pylon was overpowering o.e

    Also, the other races you're adding in sound awesome! Too bad you're not adding in Steel Legion, but this mod is already very good.

  17. #867
    The Necrons in 1.62 will be more balanced as the Doomsday Phalanx will be weaker and costs more. Thus, it shares a limit with the Pylon. But in these terms, the Pylon is stronger.

    PS: Don't forget you have a Warhound too.

  18. #868
    Member Whiteshield's Avatar
    Join Date
    Mar 2009
    Location
    In an abandoned Imperial Stronghold
    Hey peeps! Did you DL DOW2 Retribution beta yet?...

  19. #869
    Member ProfMan96's Avatar
    Join Date
    Nov 2009
    Location
    Craftworld Biel-Tan
    the beta's out? i didnt know that...links anyone?
    Profman96 (High Primary mod tester) - joined 12/24/10

    Proudly apocalyptic
    http://forums.relicnews.com/showthre...elease-2-15-11
    NOW RECRUITING. PM ME OR MOD LEADERS FOR MORE INFORMATION.


    http://warhammerfanfiction.blogspot.com/
    NOW BACK UP AND KICKING! BETTER STORIES AND MORE KICK ASS TRIBUTES TO COME

  20. #870
    Oh goodie. I don't have DOW II working though.

    Profman, you forgot your testing results good sir.
    Last edited by Cylarne_04; 1st Feb 11 at 9:27 PM.

  21. #871
    @Cylarne_04,i ididnt ask you to add shotguns at scout sm,you can if you wont i asked,if can be added that with 1 click on desired weapon all squad members are upgraded??so that we dont need to click 4,6 times,or how much squad is big.

  22. #872
    No, only research and add-ons will do the trick. Or else you won't be able to upgrade with Snipers. oO

    At least I add an additional upgrade, I do the best I can to look for any additional options.

  23. #873
    Member Whiteshield's Avatar
    Join Date
    Mar 2009
    Location
    In an abandoned Imperial Stronghold
    Cylarne - download fok if you don't have it. the taskbar.lua allows addons to be used by squads in the same way as weapon upgrades.

  24. #874
    hmm...Team, what do you think?

  25. #875
    Member Whiteshield's Avatar
    Join Date
    Mar 2009
    Location
    In an abandoned Imperial Stronghold
    Or someone from the community could send it to you. Its basically just a couple of KBs large. To save you from DLing the whole thing.

  26. #876
    Thanks dude. I got the mod though so I can copy and paste any time. But the way I said that sounds bad. It would be plan b then if my secret idea for demetrius doesn't work.

  27. #877
    Member Whiteshield's Avatar
    Join Date
    Mar 2009
    Location
    In an abandoned Imperial Stronghold
    Hmmm... You COULD add a modifier_ext to make units equip a certain weapon when a squad member is added. Like the initiates in the black templars mod.

  28. #878
    You lost me.

    EDIT: Oh! I see.
    Last edited by Cylarne_04; 2nd Feb 11 at 9:45 AM.

  29. #879
    @demetrius: Prepare to be impressed. In 13 days.

    So today as I was snowed in, I basically played a three hour game today and I took over 200 screenshots. <-- Well because I died and so I was just... flying in camera mode. More screenshots will be posted in the first post, but that'll take time. Um, I'll update you guys in maybe three days with in game screenshots. Plus a summary of pages 14-18. Good night to all.

    Ah, well I'll fini
    Last edited by Cylarne_04; 2nd Feb 11 at 9:13 PM.

  30. #880
    Just wondering,

    would there be a way to have two different versions of the mod in the SS folder?

    E.g.

    File - Apocalypse.module.alt
    Folder - Apocalypse 119

    And at the same time there would be normal mod file names, and those would be the current versions:

    File - Apocalypse.module
    File - Apocalypse

    And if you ever want to upgrade/downgrade the mod you can just switch around the names. Is that possible or not? Because my dad wants 1.19, and when I play I will be using 1.61. So, I want a quick fix...

  31. #881
    http://www.youtube.com/watch?v=H2bSTe7rj_Q

    Here
    By the way it would be quite good to outline the list of necessary animations for model.
    How many kinds idle, Run and so on

  32. #882
    Member Cosmocrat's Avatar
    Join Date
    Oct 2010
    Location
    Hamburg, Germany
    @ Andrei: You can do as many anims for movement as you want but i suggest not doing more then 3 different ones. For movement animations remember that they'll represent an uniform movement speed as you can't make it run faster or like that i guess by code. Further necessary anims are the idle anims, firing anims,movement firing, teleport anims (buries in ground) which is all i think yet.

    @ tart3rsauc3: by renaming the apocalypse.module into apocalypse.module.alt you make it unreadable by the game engine. If you want two different version of the Apocalyspe you have to rename the module file and edit it if necessary to fit the new names you've specified.

  33. #883
    Include Skype
    Cosmocrat

  34. #884
    Member ProfMan96's Avatar
    Join Date
    Nov 2009
    Location
    Craftworld Biel-Tan
    @cylarne : My apologies for not turning in my bug reports. I was going to, still working in it and im triple checking all of said bugs to make sure that they're real
    on 3 different pcs. I'll put them all in a list and pm them over ASAP.

    I've been ridiculously preoccupied with my studies that I forgot to send u my bug list. I'm currently not near my PC but rest assured that I'll send the list. Give me a few hours.

    When's the next release due anyway?

    Ps : I lost m contacts so excuse any spelling errors, and using an iPhone ain't really helping..

  35. #885

  36. #886
    Member MTplayer99's Avatar
    Join Date
    Jan 2011
    Location
    Space marines HQ
    i will send my bug list soon i have some taks in the real life but im doing my best
    all on this planet can make mistakes but when we make mistakes we dont know we are doing it, but then someone are saying it, but if you dont cant accept a mistake you dont have a life, mistakes are a part of to live on this planet and we all have to accept them becuase we are not perfect.

  37. #887
    Ok, sorry guys as I fell asleep while uploading the mod. When I woke up, the link to the uploaded mod disappeared for some reason. I'm full of bad news today. And on a second note, the Blood Pulses don't work. Don't get me wrong though, the code works and inside the map, but nothing happens. I included everything Jaguar Lord says and yet, no luck.

    @tart3rsauc3: XP2 will be worked on after 2/15/11, I promise.

  38. #888
    Member Cosmocrat's Avatar
    Join Date
    Oct 2010
    Location
    Hamburg, Germany

    Tau New Unit Ready!

    Ok i got some good news for all Tau lovers out there today! I finally managed to get the Plasma Cannon Hammerhead Variant in-game-ready! I've already tested it and it works fine thus beeing for 100% sure within the next release. So prepare to obliterate someones butt!

    For all curious ones look here for screenies!

    Spoiler



    So i hope i can manage to get the Tombstalker in as the next Unit asap.

    @Andrei: I am sorry but i was sitting at University when i wrote my post thus beeing unable to get on skype too. But your animations look good anyway so i'll try to do a custom texture for it und look for fixing my IK structure problem as i've got some ideas in mind and as two people are working on this project i think it'll be even more awesome!

    Elsely of course have a good Day either!

    -Cosmocrat

  39. #889
    @Cosmocrat: YEEESSSS! GIMME!

    Also, any news on the new Force Commander terminator model?

  40. #890
    Member Tyrantarmy6's Avatar
    Join Date
    Jul 2010
    Location
    Netherlands
    I haven't tested the SM yet. but I have just tested Eldar and IG... there's a problem with the IG. I can't get the warhound titan! it requiers "Exterminate and Conquer"... were is that??? I have seen it at the Eldar, but not at the IG!

  41. #891
    Oh JEESUS! Nice save Tyrantarmy.

    I'll try to get the mod to you guys today. If not then tonight. But, the Blood Pulses is an iffy.

  42. #892
    ok preparing cylarne,next question,flying units or plane,you all se when playing that planes go up and down depending on hills in the map,is it possible to make them fly in one line no up and down,little up than highest hill on the map??can i change it myself in corsix mod studio,where is it saidhow much is distance from plane to ground,is the same as camera.lua

  43. #893
    I have no skill at that. Sure try it out and test out what things you can find.

    @Tyrantarmy: Sorry dude, lol, my bad. It's fixed now.

    PS: I love my team!

  44. #894
    which camera is used ingame?? camera_high.lua camera_low.lua or camera_me.lua??

    in ebps-chaos_hell_talon_rgd.lua-moving_ext-air_unit_floath_hight but only that happens is that green circle is more distance from ground,talon is olwas in same hight from ground??



  45. #895
    @Demetrius: That is odd. I wonder then why the Attack Scarabs are... ? Well I might give aircraft a jump jet ability at least so if they get stuck in the mountains they can fly over it. I mean I know what you're saying but Corsix can't "raise the aircraft". The model itself has to be looked at. That is a wonderful idea too since we have an uber camera. Demetrius, your idea is keen good sir. The Apocalypse mod team will try their best to make the aircraft more exciting. 2 changes to mod were listed.

    Just noticed something. Why do you put your vehicle building behind your base?

    @Team: Enjoy version 1.61.7.

    THREAD UPDATE:
    There! All 18 pages were shortened into the summaries.
    Last edited by Cylarne_04; 3rd Feb 11 at 8:48 PM.

  46. #896
    I can make all necessary animations Tombstalker as to I do animations LOC
    By the way you don't need to search for solutions of a problem, simply take model from those files that I have sent you also all

  47. #897
    @Andrei: *Looks back and fourth, side to side* Who, me?

  48. #898
    Member Cosmocrat's Avatar
    Join Date
    Oct 2010
    Location
    Hamburg, Germany
    Nah i think he means...

    MEEE!! Muahaha!

    @ Demetrius: The Position of an entity in dow is specified within his 3D Model you need a Modelling Program (3DS MAX 8) to open it and adjust the units position then rexporting it. At least it's so for ground Units :S but i think that plans in DoW are notthing else but ground units withe ability to pass unpassable ground. If that's true it'll mean that a plane will always raise in the air over mountains even if it's far in the air just because of it's master controlling bone beeing aligned to ground.

    @ Andrei335: Ok if you do all anims completely i can care abou the texture then. Problem is only how we gonna exchange units. Because all files you've send can't be opened within my MAX version! All i get is a red circle with a cross inside telling me that an error occured while opening. I dunno yet if the texture only needs to be applied on the REF.max file or to ALL children animations (For example helpers (green crosses) only need to be provided in the REF.max file but not necessary in the anims.) If that would not be true then you would have to assign on every animation the texture of tombstalker again which would be an ridicolous amount of work in addition of beeing annoying and boring -.-. So anyone news the answer then?

    Elsely have a nice Day!

    -Cosmocrat

  49. #899
    Member ProfMan96's Avatar
    Join Date
    Nov 2009
    Location
    Craftworld Biel-Tan
    gah!! tech lingo...it burns!!

    ok, that being said, I just had an insane skirmish, me (eldar) and IG against 2 allied chaos on insane difficulty and extreme wincondition set. it was bloody epic, lucky me i saved replayed that game, I'll snap some EPIC screenshots and upload them here, if you guys don't mind of course

  50. #900
    @Profman: Me want replay.

    EDIT: Oh my god! 19 pages! Please kill me. No. Nooooooooooo!
    Last edited by Cylarne_04; 4th Feb 11 at 6:32 AM.

Page 18 of 139 FirstFirst ... 891011121314151617181920212223242526272868118 ... LastLast

Thread Information

Users Browsing this Thread

There are currently 8 users browsing this thread. (3 members and 5 guests)

    Array

Tags for this Thread

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •