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[MOD] Thousand Sons

  1. #1551
    Shinryuu
    Guest
    Mods have a very long development time. Don't panic, the TS team are still there.

  2. #1552
    Member potemkis's Avatar
    Join Date
    Apr 2005
    Location
    Syracuse, NY
    It's "Slow And Purposeful"
    Heh good one!

  3. #1553
    solidzaku
    Guest
    Hmm, there are so few updates nowadays that I worry that All Is Dust.

  4. #1554
    the_splurge
    Guest
    Man, enough with the TS puns! The TS mod is still going strong, but several key members (IE the coders) seem to have gone AWOL. Plus, bear in mind that this is the "Black Month", where little modding gets done due to masses of exams.

  5. #1555
    solidzaku
    Guest
    My apologies, but you have to admit it was funny for what little it lasted.

  6. #1556
    Slow but purposeful is the motto of this mod. Always been, I said it myself countless times.

    Sorry but there are many things that take away a lot of our freetime, one of our animators has now time to finish some stuff due to E3 being over; Hraefn, our coder, is done with his dissertation IIRC and will start from what I know this week on the code so that we can implement all the stuff. I also have to work and soon study again (break is soon over) next to working, you see, it's not like we are in school and have nothing to do. At least most of the team. :P

    But yeah, we all have other things in life than modding and it's not like this community gives us anything for it anyways so we work when we feel like it and don't feel like we have to work on it.

    You can however expect to see the team to go on after these two almost completely "dry" months.

  7. #1557
    soldit
    Guest
    Are you still planning to release this combined with the Witch Hunters mod or is that dead in the water?
    Last edited by soldit; 16th May 06 at 9:13 AM.

  8. #1558
    FIG
    Guest
    Please post an update, this mod rocks.

  9. #1559
    Shinryuu
    Guest
    The alliance with the AS mod is still alive.

  10. #1560

    @Thousand Sons Mod Team

    Your team’s excellent work and dedication make this one of the best resources available for Warhammer 40K Dawn of War the work on the Thousand Sons Mod is something you should be proud of. Thank you for your hard work professionalism and dedication without you this community would lose what I feel is personally something great.

  11. #1561
    Spacedug2005
    Guest
    i really cant wait fo dis mod!!!!

  12. #1562
    A ok
    Guest
    eh why do i need to register. grrr

  13. #1563
    Cause the forums are evil. register it a happy forum.
    Pro-Skub, supporting the idea of new heroes for the Last Stand as DLC since 1967.
    Mod forum: SWR

  14. #1564
    deathbunny
    Guest

    An update on the mod

    Ladies and gentlemen, I believe it's time someone somewhere said something. We've had people on the forum mentioning waivering confidence and wondering at what's going on. So I shall explain.

    First, what is.

    The main texture artist is essentially Mit Gas. He's been stymied by RL projects for school, as I understand it. We have an artist who was recommended to us by Thudmeizer to help with textures. He may end up doing work for the buildings, some of which MrD has constructed, but have been textured for the most part already.

    Darth Vaygr has had issues in RL which were very serious. While he hasn't told us (as far as I know) that they have caused him to drop out of the mod, he hasn't been heard from in a while. He was one of our coders. Hraefn, being the withered coder encased in the venerable dreadnaught of the 1k sons code-only mod, a man who helped bring this mod very far, has been swallowed up by work, and doesn't seem to be able to continue the coding. Mit Gas is going to start looking for new coders this weekend. Hopefully that will bear fruit. Thudmeizer is assisting us with AI, and he is still in contact with us.

    Animationweis, I'm still here. We brought on 2 new animators, one named E-X, and the other who's name escapes me. E-X had to crunch for E3, but seems to be back involved again. He does some great stuff. I haven't been working as much as I'd like, since I had to put together a portfolio for a job hunt, and now that I've gotten exactly nowhere with that, I've basically got nothing else to do but work on this mod and play WoW. I'm sure you can see the difficulty *there*. But god willing and the creek don't rise, I will pull myself away from my warlock.

    Modelingweis, MrD is around, but seems to be otherwise occupied. I didn't get the explanation, but he has not been active recently. However, chances of getting in contact with him are decent, since he's Mit Gas brother, and Mit is around. Also, MrD has probably done as much or more work for this mod as Mit Gas, and it's not entirely unrealistic to expect that he's done. Luckily, we're almost model-complete (unless we decide to redesign the architecture, but more on that later).

    uh... levelweis, Taco is still around. He's having fun with his level. I don't know where the other mappers went off the top of my head.

    Kman and arew among others show up browsing our forum occasionally but don't seem to say anything.

    Second, What's done.

    Modeling wise for troops we're basically complete. We have 1ksons, screamers, flamers (might need adjustment), termies, sorcerors, cabal sorcs, sorc lord, LoC, and dreadnaught. I don't recall if mit wanted chaos LRs or what. I know we don't have a spawn that we planned on putting in. Oh, and the cultist/builder replacement (thrall wizard) was modeled, but I don't recall if it's done or not.
    Modeling Building wise (gebaude), we're either close or need to start over. We have this slate look, but MrD and Mit made noises about not liking the direction (it's a little too stargatey), and we may want to reconcept and try again. This is sort of C-drawer though, considering participation. At the very least, I suppose, we can finish out the style we have, release, and then redo the buildings later.

    Animationweis, we're redoing the 1ksons, but supposedly they're done or close to done. Screamers are done. The termies have been shown walking, I don't know what state they're in. The dread is about 60%. It has 'infrastructure' anims done (meaning wandering around, aiming, shooting, weapon swaps, that crap), but it needs more hth, sync kills, and fidgets. The Sorc lord is pretty crazy. I'd say 80% on him. I want to add more casting animations and such. Part of the problem with him is I'm not sure if he needs extra animations for special powers or not. We'll see. Some of the casting animation can be adapted easily. He'll need testing, regardless. So 80%, but maybe lower, depending. Uh what else. The rest I think hasn't been touched yet. I started rigging the termie sorc, but there was confusion about who was assigned what. We'll sort it out. I have plenty to do in the mean-time anyway.

    F/X wise, we're 25% of the way. We have inferno bolts and the dying effect for the sons. The problem, really, is that these effects are old, and the update to tools might require a remake. In addition, we need the stuff for the sorc lord, new spells, and the chaos spawn. Also the construction FX (like falling sand or something).

    Code wise. This is probably the baddest of the news. We might have to start over. As far as we know we don't have an up-to-date working version of the game. My test mod is from 2 years ago. So that gives you an idea right there. It was feature complete for the original spec, but a couple new things snuck in (bolters on rhinos for example. Chaos spawns from bolts of change) and those weren't completed. Either way, since we're looking for new coders now, they'll probably have old stuff to work with, or if not what is basically starting over. Unless we can get ahold of what Hraefn had when he was updating the mod.

    Third, what will be.

    This mod will be completed. There has not been any dispute, regardless of attrition about that fact. Mit and Mrd provide a powerful driving force, and I'm still on the forum moderating it to within an inch of insanity (2.3 cm). There has been no discussion of stopping, the original mod members are still around, though there has been turnover. We have prospects for new people, and intend to deliver something creamy and delicious.

    There is still life in the old girl yet. Keep in mind, the second expansion isn't even out yet. In alot of ways, we had to start over from the last one (see code, not having any), so, sadly, things aren't as far as we'd like. We've also taken units and animation back to the drawing board, so there's time lost there. We talk a big game, and want to deliver. Good tea takes time, etc. I appreciate your frustration, since it means that you're eager for the mod, and that beats a poke in the eye with a sharp stick. However, in keeping with our well known bad-boy image, I must say I hate you, and your entire filthy family.

    Beta is a ways off. As before, beta will probably be open to anyone who seems to have a brain and use it (anything more substantial than a comatose marsupial level of cerebral activity), and likes our forums. Our forums, once again, are located at http://www.thousand-sons.com/forums, and are treacherous. Read the FAQ and the rules. The liking-our-forums thing is a personality filter, and it's not really something I can explain. You'll see. It's not a suck-up thing. We can't stand suck-ups. But it makes more sense and is easier to get a community of people together for beta testing rather than just casting a net everywhere and praying for people who want more than an earlier release.

    let's see.. what else...

    I guess I'll check back in a couple days to see if anyone asked questions.

  15. #1565
    Fire81
    Guest
    It's excellent to see an update from this mod, even if there's no new content. I was beginning to think it might dead with all that excellent work gone to waste. I hope we get to see some new work from you guys soon. If i can help in any way i will, though i suspect i can't what with having pita bread for brains.

  16. #1566
    newghost
    Guest
    hope darth is ok.

    slow and steady wins the modding race.

    good to hear from you again deathbunny, one question, are any of your fish gonna make a cameo appearance?

  17. #1567
    please lock this thread. may you enjoy the mercikilling more than i do.

  18. #1568
    Fine, fine. Locked by request
    Finaldeath

    Current DOW information on modding + FAQ - A good read for new and old modders alike!
    RDN Wiki Temp Location - Help, tutorials, Mod Tools info.

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