MBX

Mount&Blade Expansion => Mod Graveyard => Topic started by: Highlander on January 21, 2007, 01:25:41 PM

Title: Warhammer 40000 mod 2nd version bugfix released!
Post by: Highlander on January 21, 2007, 01:25:41 PM
(http://medusav.us.games-workshop.com/hobby/gaming/campaigns/dheneb/images/40K_cover.jpg)
"In the Grim Darkness of the Far Future There is Only War!"

download here (http://www.mbrepository.com/modules/PDdownloads/singlefile.php?cid=6&lid=400)

Team:
-Highlander (modeller/texturer/scripter)
-Nethoras (modeller/texturer/scripter)
-Trooper5445 (modeller)

Contributors:

Great Duke - several textures
Thorgrim - skybox

Features:
now including a real worldmap!
Title: Re: Warhammer 40000 minimod released!
Post by: Highlander on January 21, 2007, 01:26:16 PM
map:
(http://img122.imageshack.us/img122/9991/mapty0.png)

regions:

chaos: this region is held by the troops of chaos.
imperial regimen: this region is held by the imperial guard, heretics that are living here are hunted by the daemonhunters.
free land: this region is left by the Imperium and Chaos, because of the tribal orks and other dangerous races that are living there.


Screenshoots of the old version:
http://img170.imageshack.us/img170/7735/wh116fp.jpg
http://img264.imageshack.us/img264/1069/wh15ly.jpg
http://img267.imageshack.us/img267/2797/wh26jd.jpg
http://img259.imageshack.us/img259/2688/wh33hz.jpg
http://img120.imageshack.us/img120/4816/wh47mf.jpg
http://img246.imageshack.us/img246/3279/wh57ij.jpg
http://img253.imageshack.us/img253/4103/wh62zs.jpg
http://img260.imageshack.us/img260/508/wh77tb.jpg
http://img180.imageshack.us/img180/1708/wh85de.jpg
http://img292.imageshack.us/img292/6346/wh95qg.jpg
http://img136.imageshack.us/img136/9950/wh104mx.jpg
Title: Re: Warhammer 40000 minimod released!
Post by: bright on January 21, 2007, 03:36:13 PM
I like this mod.Good work
Title: Re: Warhammer 40000 minimod released!
Post by: Fisheye on January 21, 2007, 04:24:25 PM
Wow, awesome!
Title: Re: Warhammer 40000 minimod released!
Post by: Scion on January 22, 2007, 03:23:39 AM
Wow, where did this come from?  :) Looking very good.
Title: Re: Warhammer 40000 minimod released!
Post by: Raz on January 22, 2007, 03:50:21 AM
I'm very impressed!
Title: Re: Warhammer 40000 minimod released!
Post by: blizeH on January 22, 2007, 05:43:44 AM
Looks great, nice one! I guess it only works with the older version of M&B?
Title: Re: Warhammer 40000 minimod released!
Post by: KON_Air on January 22, 2007, 08:02:02 AM
No, it is a .808 mod. But I wish it was Guard vs Traitor Guard/Heretics. Marines and Orks just look wrong. It feels more like Emperors Skinniest Cosplayers and Oversized Gretchins.
Title: Re: Warhammer 40000 minimod released!
Post by: Highlander on January 22, 2007, 08:05:28 AM
thanks for the nice coments everyone,
No, it is a .808 mod. But I wish it was Guard vs Traitor Guard/Heretics. Marines and Orks just look wrong. It feels more like Emperors Skinniest Cosplayers and Oversized Gretchins.
the skeleton doesn't really allows giant orcs or humans with 2 meter wide shoulders, I'm pretty satisfied with the orcs though.
Title: Re: Warhammer 40000 minimod released!
Post by: JaChu on January 22, 2007, 08:57:29 AM
It's Freakin' Amazing Man !!
Title: Re: Warhammer 40000 minimod released!
Post by: KON_Air on January 22, 2007, 09:18:08 AM
Me begs for Imperial Guard vs. Cultist version.
Title: Re: Warhammer 40000 minimod released!
Post by: Highlander on January 22, 2007, 10:44:38 AM
I might do a second release, I'd add them then.
Title: Re: Warhammer 40000 minimod released!
Post by: JaChu on January 22, 2007, 12:12:45 PM
Why when i'm playing i can't see any heretics and those skeleton-cultists ,but only chaos space marines?
Title: Re: Warhammer 40000 minimod released!
Post by: Highlander on January 22, 2007, 12:20:59 PM
how long did you play? at the very beginning there are only a few chaos space marines, the first heretics should spawn about 20 seconds later. (up to a minute)
Title: Re: Warhammer 40000 minimod released!
Post by: nunoalves on January 22, 2007, 04:42:36 PM
Hey, good work! This looks very original and has some features i didnt even think would be possible. Pretty fun too!
Title: Re: Warhammer 40000 minimod released!
Post by: JaChu on January 23, 2007, 02:52:40 AM
Now it works fine. I just had to start the game for the secound time and *BaH* they're in!
Title: Re: Warhammer 40000 minimod released!
Post by: Thorgrim on January 23, 2007, 10:12:09 AM
This looks great :)

I'm a big fan of Dawn of War, and even used to collect Warhammer and 40k back in the day.  Looking forward to trying it out.
Title: Re: Warhammer 40000 minimod released!
Post by: Lord Of The Sith Lords on January 26, 2007, 04:58:26 AM
ha lol i wonder if the modders who mod Dawn Of War will make a Mount & Blade mod for Dawn Of War in retaliation :P

nice mod if we can create our own skeletons you'll then just need to buff them up a bit and they will look just like the models in either the Dawn Of Wars or Fire Warrior (i have them both 8) )
Title: Re: Warhammer 40000 minimod released!
Post by: Highlander on January 26, 2007, 07:30:09 AM
As far as I know you can't mod DoW

btw: I made some more items (the imperial guard armor needs some better rigging):
(http://img297.imageshack.us/img297/5840/newitemsjc3.png)
Title: Re: Warhammer 40000 minimod released!
Post by: Quail on January 26, 2007, 03:50:55 PM
I wonder what the Space Hulk Mod was for then...

DoW is modable

BTW...I love you even more now.
Title: Re: Warhammer 40000 minimod released!
Post by: Marcus on January 27, 2007, 02:36:26 PM
Quote from: Highlander
the skeleton doesn't really allows giant orcs or humans with 2 meter wide shoulders,

Hasn't Anybody thought of making a new skeleton? Lot's of people did it in RTW, is it more complicated in M&B?
Title: Re: Warhammer 40000 minimod released!
Post by: Bakustra on January 27, 2007, 03:55:03 PM
Very, very impressive! I'd get it!
I only see one thing, no tau.
you cannot defy the greater good !  :)
Title: Re: Warhammer 40000 minimod released!
Post by: Highlander on January 27, 2007, 05:19:54 PM
Quote from: Highlander
the skeleton doesn't really allows giant orcs or humans with 2 meter wide shoulders,

Hasn't Anybody thought of making a new skeleton? Lot's of people did it in RTW, is it more complicated in M&B?
the problem is that the editor we use (BRFEdit) isn't compatible with the newest version's skeletons of M&B, yet. Once it is I might be editing them.
Very, very impressive! I'd get it!
I only see one thing, no tau.
you cannot defy the greater good !  :)
tau is my favourite race (at least in Dawn of War). I'm working on this mod so that it will have a map, more items, etc. It will probably have at least a few tao items.
Title: Re: Warhammer 40000 minimod released!
Post by: Marcus on January 27, 2007, 07:15:00 PM
Just played it. Bloody brilliant. And I managed to get the character on the old world map so he was fighting with the marine blaster, a marine sword and a giga axe while everyone else was fighting with kitchen knives and rocks.  :lol:
Title: Re: Warhammer 40000 minimod released!
Post by: Highlander on January 28, 2007, 02:39:54 AM
Just played it. Bloody brilliant. And I managed to get the character on the old world map so he was fighting with the marine blaster, a marine sword and a giga axe while everyone else was fighting with kitchen knives and rocks.  :lol:
how did you do that? quite interesting
Title: Re: Warhammer 40000 minimod released!
Post by: Lord Of The Sith Lords on January 28, 2007, 05:07:45 AM
As far as I know you can't mod DoW

think again: http://dawnofwar.filefront.com/ (http://dawnofwar.filefront.com/)

it always has been modable :D (I've been downloading mods, maps, races and banners for it for like a year)

there are a few mods that they tried to put in titans in(only if we could use titans in this minimod that would be awesome but by then it wouldn't be a minimod would it lol)
Title: Re: Warhammer 40000 minimod released!
Post by: Marcus on January 28, 2007, 10:10:27 AM
Just played it. Bloody brilliant. And I managed to get the character on the old world map so he was fighting with the marine blaster, a marine sword and a giga axe while everyone else was fighting with kitchen knives and rocks.  :lol:
how did you do that? quite interesting

I went to the character screen and gave the guy a few characteristics, (but I didn't need to) Then saved the game and exited. I came back to it and it put me on the Calraida world map.  :D
Title: Re: Warhammer 40000 minimod released!
Post by: Brigadier Hussey on January 29, 2007, 04:18:46 PM
Shit this came out of the blue, good work Highlander, I'll have to have a crack at this.
Title: Re: Warhammer 40000 minimod released!
Post by: kerosima on January 30, 2007, 10:33:50 AM
I can't say anything, Hope you resume modding and waiting Warhammer 40000 Major Mod :D
Title: Re: Warhammer 40000 minimod released!
Post by: Highlander on January 30, 2007, 11:23:10 AM
resume modding? I never stopped it.
I contine working on this mod. It's going to have a map and a small storyline. I might add new screenshoots and the concept later.
Title: Re: Warhammer 40000 minimod released!
Post by: Lord Of The Sith Lords on January 31, 2007, 02:23:09 AM
so are you going to have more races or just keep with the races you have and add to them? (Necrons > Tau :P)
Title: Re: Warhammer 40000 minimod released!
Post by: Merlkir on January 31, 2007, 08:58:15 AM
how does the picking up items work? something as the loot screen?
Title: Re: Warhammer 40000 minimod released!
Post by: Highlander on January 31, 2007, 09:07:48 AM
no, if you walk on a dead body, it selects one item the guy has equipped and you get a question box like "do you want to retreat", the chance of finding a usefull item is quite low though (not to make it too easy).

Lotsl: I'll post the concept and a few screenshots in a few minutes including your question.
Title: Re: Warhammer 40000 minimod released!
Post by: Highlander on January 31, 2007, 09:54:38 AM
factions:
-The main theme will be Imperial Guard vs Chaos.
(http://img185.imageshack.us/img185/7950/newwh1ab2.th.png) (http://img185.imageshack.us/my.php?image=newwh1ab2.png) 
-The Chaos are mainly cultist + a few rare chaos space marines
(http://img462.imageshack.us/img462/9004/newwh3zv8.th.png) (http://img462.imageshack.us/my.php?image=newwh3zv8.png)(http://img393.imageshack.us/img393/3815/newwh2nn4.th.png) (http://img393.imageshack.us/my.php?image=newwh2nn4.png)
-The Space Marines are going to be very rare, they are probably only going to support the imperial guard.
-Orks won't be dangerous for anyone, they are going to be outlaws.
-Tao will exist, but they will only be in some quests.
-Eldar and Necrons won't be included.

features:
-the player starts as a imperial Soldier, you will probably have the chance to switch to chaos later in the game.
-items can only be taken from the enemys while battle, not like in native after it.
-quite a few quests will be included, it will be like a small storyline.

map:
I'm going to use a very nice map Thorgrim made a while ago. It has 3 planets + 1 small one.


(http://img513.imageshack.us/img513/2787/newwhvs0.th.png) (http://img513.imageshack.us/my.php?image=newwhvs0.png)

Title: Re: Warhammer 40000 minimod released!
Post by: kerosima on January 31, 2007, 04:48:59 PM
What about release date?
Title: Re: Warhammer 40000 minimod released!
Post by: Quail on January 31, 2007, 05:38:06 PM
Chaplin Interrogator Highlander,
 
Will there be an option to be recruited by the Space Marines?

To bad the Eldar won't be in it...

Anyway I really like the screenies!

About transportation between planets...will it be the you can control a ship, and can board Space Hulks  :green: (only if you do genestealers, or click on the option on where you want to go?
Title: Re: Warhammer 40000 minimod released!
Post by: Byakuyad on February 01, 2007, 01:05:58 AM
well as a suggestion maybe the need for "bolts" for guns should be removed.. or at least don't give limited ammo, after all those guys in the game can shoot limitlessly :\
Title: Re: Warhammer 40000 minimod released!
Post by: Highlander on February 01, 2007, 07:39:59 AM
well as a suggestion maybe the need for "bolts" for guns should be removed.. or at least don't give limited ammo, after all those guys in the game can shoot limitlessly :\
I won't restrict the mod to any games about 40k nor to the tabletop game itself, I don't care if there are things that absolutely don't exist in 40k. (bullets will be limited)
What about release date?
24th July, 2010
Chaplin Interrogator Highlander,
 
Will there be an option to be recruited by the Space Marines?

To bad the Eldar won't be in it...

Anyway I really like the screenies!

About transportation between planets...will it be the you can control a ship, and can board Space Hulks  :green: (only if you do genestealers, or click on the option on where you want to go?
Space Marines probably won't be able to be recruited,
about transportation: click on the option on where you want to go. (at least for the moment)
Title: Re: Warhammer 40000 minimod released!
Post by: KON_Air on February 01, 2007, 07:49:45 AM
Yay! Guards! Other then scale of Plasma rifle being at the size of a Plasma canon (if they are indeed plasma canons you can attach a backpack to player/npcs by modelling their ammo as a backpack and set it to carry_axe_back!) they look really good, a lot better then Space Marines! Also you know you can have multimeshes on weapons, make that laser sight semi-transparent!
Title: Re: Warhammer 40000 minimod released!
Post by: Highlander on February 01, 2007, 08:13:03 AM
it's not supposed to be semi-transparent, it should be like this (http://www.andrico.ee/pood/images/Warhammer%2040000%20Dawn%20of%20War%20Winter%20Assault%20PC.jpg)
It should rather be a plasma cannon (of course not the weapon of most guards; it's just the only weapon I've modelled for them at the moment), I'm going to model backpacks, good idea thanks.
Title: Re: Warhammer 40000 minimod released!
Post by: KON_Air on February 01, 2007, 11:15:13 AM
But they are tracers, it looks like laser sight on that ss, it would be cooler to have it semi transperant if it is always on.
Title: Re: Warhammer 40000 minimod released!
Post by: Nethoras on February 01, 2007, 05:07:48 PM
do you need help modeling i could make some sm stuff... and well i'm also making stuff for my dow mod (GALAXY IN FLAMES MOD) so i could rescale some of it and send u whatever u like.

oh and do ig turn in sm at a certain lvl, u should reely do that, like u spawn differnt at different lvls (grey knights and force comanders would be awsome.

contact me at Hot_GeeK@hotmail.com
Title: Re: Warhammer 40000 minimod released!
Post by: Highlander on February 02, 2007, 03:56:55 PM
If you have some nice models, show them to me and I'll take a look at it. No you won't become a Space Marine.
PS: Try to use less leed speak, it's not very popular in this comunity.
Title: Re: Warhammer 40000 minimod released!
Post by: Dain Ironfoot on February 03, 2007, 11:11:30 AM
Hrmm.. I'm sure the decision to not become a space marine is all very loreish and all... but this is a game! We want to play as Orks, Space Marines n' all.. why not just have a starting race chosen ala Last Days? ... but then again if I were doing this I'd choose Orks and Eldar as my focus, simply due to the fact they'd work a bit better on the M&B engine and also utilise the melee engine a wee bit more, as opposed to the more shooty Imp Guard...
Title: Re: Warhammer 40000 minimod released!
Post by: Highlander on February 03, 2007, 11:39:39 AM
Hrmm.. I'm sure the decision to not become a space marine is all very loreish and all... but this is a game! We want to play as Orks, Space Marines n' all.. why not just have a starting race chosen ala Last Days? ... but then again if I were doing this I'd choose Orks and Eldar as my focus, simply due to the fact they'd work a bit better on the M&B engine and also utilise the melee engine a wee bit more, as opposed to the more shooty Imp Guard...
hmmm... the reason for some races not being playable is very simple:
The player needs a lot of different items he can get. If enemies don't have much different items, no one notices it. So if there are 5 different options, I'd have to make a lot more items than I have to if there are only two options.
Orks don't look too good in M&B (because of their human skeleton), so they only play a small role. Eldar are quite bad too, because I haven't made anything for them, yet.
But you are right about the problem with the high number of firearms, I need to find a solution there.
Title: Re: Warhammer 40000 minimod released!
Post by: Dain Ironfoot on February 03, 2007, 03:28:27 PM
However the advantage with the eldar is that they'd fit the standard M&B size skel, being more humanoid than the marines. The orks at the mo look great IMHO.. very orky :P
Title: Re: Warhammer 40000 minimod released!
Post by: Highlander on February 03, 2007, 04:13:14 PM
If you want to have eldar, could you post some pictures of weapons and armor of them? I'll see what I can do.
Title: Re: Warhammer 40000 minimod released!
Post by: Ursca on February 03, 2007, 04:22:18 PM
Here's a good picture of a guardian that I happened to have in my photobucket account.  :P
(http://i5.photobucket.com/albums/y187/Ursca/eldarpattern002.jpg)

Also, see here (http://uk.games-workshop.com/eldar/)

Edit; Concepts, perfect!
Concept 1 (http://www.pbase.com/brimstone/image/62815294.jpg)
Concept 2 (http://www.pbase.com/brimstone/image/62817225.jpg)
Concept 3 (http://www.pbase.com/brimstone/image/62815292.jpg)
Concept 4 (http://www.pbase.com/brimstone/image/62815947.jpg)
Concept 5 (http://www.pbase.com/brimstone/image/62815284.jpg)
Concept 6 (http://www.pbase.com/brimstone/image/62815289.jpg)
Concept 7 (http://www.pbase.com/brimstone/image/62815286.jpg)
Title: Re: Warhammer 40000 minimod released!
Post by: Quail on February 03, 2007, 05:23:14 PM
Really sweet pictures there.
Title: Re: Warhammer 40000 minimod released!
Post by: Highlander on February 04, 2007, 03:38:37 AM
very nice, thanks. I'll give it a try.
Edit:
a few new items:
(http://img206.imageshack.us/img206/8215/newitemsbi8.png)
Title: Re: Warhammer 40000 minimod released!
Post by: Quail on February 04, 2007, 03:03:09 PM
Good job highlander
Title: Re: Warhammer 40000 minimod released!
Post by: Nethoras on February 04, 2007, 08:41:36 PM
(http://C:\crappy_sm) here's one thing i did a while back he's kinda shitty.. actually I'm unsure if he'll even show up because I'm unsure of how to post my images on forums... if he don't show up could someone tell me how to post images, oh and I'm not wondering if you'll to take this guy just showing you something like you told me...
(so many dots...) :)

EDIT:

Looking at the code you put in your image brackets http://C:\crappy_sm you have put the path of it on your PC rather than the path of it on the internet, you need to upload it first onto a picture hosting website like www.imgeshack.us

Also edited your use of "cuz" instead of because, don't do it again.
Title: Re: Warhammer 40000 minimod released!
Post by: Marcus on February 05, 2007, 09:22:38 AM
Code: [Select]
[img]your picture url[/img]
Title: Re: Warhammer 40000 minimod released!
Post by: Mad_Hamish on February 05, 2007, 03:37:13 PM
Yay! Tau!

(By the way, thanks to everyone on this topic for introducing me to Dawn of War. Before I read this topic I'd never heard of it. Now I've ordered the Anthology. Thanks to everyone for this eye-opener.)
Title: Re: Warhammer 40000 minimod released!
Post by: Marcus on February 06, 2007, 03:34:39 AM
Yeah, I never even thought of getting DoW before this, but now I've borrowed it off my friend and am going to buy it off him soon. :)
Title: Re: Warhammer 40000 minimod released!
Post by: Cartread on February 10, 2007, 01:49:47 AM
Playing this was good fun.  Neat and interesting new features.
Is it possible to be able to pick up ALL a corpse's weapons?  It would make more sense, and it's not like you pick up an item more than once, except ammo.
Title: Re: Warhammer 40000 minimod released!
Post by: Cymro on February 10, 2007, 09:36:49 AM
Excellent mod!

How many lines of code were the pickup-able weapons, may I ask?
Title: Re: Warhammer 40000 minimod released!
Post by: Highlander on February 10, 2007, 10:04:39 AM
Playing this was good fun.  Neat and interesting new features.
Is it possible to be able to pick up ALL a corpse's weapons?  It would make more sense, and it's not like you pick up an item more than once, except ammo.
yeah, possable, but wouldn't it make the game a little bit too easy?
Excellent mod!

How many lines of code were the pickup-able weapons, may I ask?
not many, about 100-150 I think.
Title: Re: Warhammer 40000 minimod released!
Post by: Highlander on February 10, 2007, 03:31:39 PM
ok, I'm taking a new post for the progress report.

the map:
(http://img122.imageshack.us/img122/9991/mapty0.png)
As you can see, the red world is occupied by the chaos, the snowy land by the Imperium and the rest is free land (many un-united orkish tribes and some Eldar and Tao troops)

much of the scripting work is also done, such as troops, partys and spawn points.

Most of the chaos and imperial troops/items are done,
I just need some riders.
I'll use motor cycles, kroot hounds and maybe some kind of krootox as horses .(also some horses for the imperials)

btw: Any suggestions for town names of chaos and the imperium?
Title: Re: Warhammer 40000 minimod released!
Post by: Apollon-04 on February 11, 2007, 02:31:40 PM
Hi, I dowloaded the latest version of warhammer, and ive been following this mod for awhile, and I was wondering if you need a beta tester :?: I'm usually really good at finding little bugs that other people might not notice.
Title: Re: Warhammer 40000 minimod released!
Post by: Highlander on February 11, 2007, 02:45:58 PM
you followed this mod for a while? I announced it about 3 weeks ago... :P
Anyway, when I need a beta tester, I'll ask you.
Title: Re: Warhammer 40000 minimod released!
Post by: Mad_Hamish on February 13, 2007, 11:49:51 AM
btw: Any suggestions for town names of chaos and the imperium?

Imperial names tend to sound Latin.
Title: Re: Warhammer 40000 minimod released!
Post by: Apollon-04 on February 13, 2007, 01:55:51 PM
Yeah, thats what I mean, ever since you announced, I've been following.
Title: Re: Warhammer 40000 minimod released!
Post by: Highlander on February 17, 2007, 01:47:03 PM
time for some news, I guess.
here are some screenshoots
(http://img255.imageshack.us/img255/4561/newscreen1fs8.th.png) (http://img255.imageshack.us/my.php?image=newscreen1fs8.png)(http://img329.imageshack.us/img329/1856/newscreen2tg7.th.png) (http://img329.imageshack.us/my.php?image=newscreen2tg7.png)
(http://img266.imageshack.us/img266/9922/newscreen4na1.th.png) (http://img266.imageshack.us/my.php?image=newscreen4na1.png)(http://img142.imageshack.us/img142/4064/newscreen6qd9.th.jpg) (http://img142.imageshack.us/my.php?image=newscreen6qd9.jpg)
(http://img251.imageshack.us/img251/999/newscreen3qu8.th.png) (http://img251.imageshack.us/my.php?image=newscreen3qu8.png)(http://img403.imageshack.us/img403/3268/newscreen5mq5.th.jpg) (http://img403.imageshack.us/my.php?image=newscreen5mq5.jpg)
Title: Re: Warhammer 40000 minimod released!
Post by: HappySlapper on February 17, 2007, 02:50:38 PM
At the start why do you start out with absolutly nothing? Zilch! Nada! Zero! Hope i made my point.
Title: Re: Warhammer 40000 minimod released!
Post by: Quail on February 17, 2007, 11:22:50 PM
You start with the basics to get you started correct me if I'm wrong

As a space marine you start with: marine armor and a marine sword

As chaos you start with: heretic armor, a glaive, and magic balls

as an ork you start with: a hachet and a some armor that I forgot what it is called...

anyway, I got full space marine armor within about fifteen minutes of play, along with various other weaponry


The screen shots look good so far, how is the progress coming?
Title: Re: Warhammer 40000 minimod released!
Post by: Highlander on February 18, 2007, 07:31:14 AM
progress is going very well, the towns, merchants, etc are in, I need to add quests and more items though.
Title: Re: Warhammer 40000 minimod released!
Post by: HappySlapper on February 18, 2007, 09:18:03 AM
You start with the basics to get you started correct me if I'm wrong

As a space marine you start with: marine armor and a marine sword

As chaos you start with: heretic armor, a glaive, and magic balls

as an ork you start with: a hachet and a some armor that I forgot what it is called...

anyway, I got full space marine armor within about fifteen minutes of play, along with various other weaponry


The screen shots look good so far, how is the progress coming?

I had:
Ork: giga axe, bullets.
Space Marines: Marine armour (torso), marine sword.
Chaos Space Marines: Glaive, magic ball.

Why no Necrons? they're cool.
Title: Re: Warhammer 40000 minimod released!
Post by: Highlander on February 18, 2007, 09:53:13 AM
Because they are quite hard to model, maybe in a third release though.
Title: Re: Warhammer 40000 minimod released!
Post by: Quail on February 19, 2007, 12:25:19 AM
Because they are quite hard to model, maybe in a third release though.

But thats only if you have the time, and the demand for it right?

If you do a third release, I think it would be interesting if it was a total different scenario, but lets not get ahead of ourselves...
Title: Re: Warhammer 40000 minimod released!
Post by: Highlander on February 19, 2007, 07:44:55 AM
Because they are quite hard to model, maybe in a third release though.

But thats only if you have the time, and the demand for it right?

If you do a third release, I think it would be interesting if it was a total different scenario, but lets not get ahead of ourselves...
actually the next/second release will be absolutelly different, it won't be only a costum battle, just like all the other mods.
Title: Re: Warhammer 40000 minimod released!
Post by: Quail on February 19, 2007, 12:47:54 PM
I already knew that the second release was going to be different than the first.

I really wish I could help you right now.
Title: Re: Warhammer 40000 minimod released!
Post by: Highlander on February 21, 2007, 02:12:09 PM
If you want to help, feel free  :P.

Here are a Firewarrior and a chainsaw priest.
(http://img406.imageshack.us/img406/48/newscreen1mj1.png)
(http://img63.imageshack.us/img63/4121/newscreen2co6.jpg)
Title: Re: Warhammer 40000 minimod released!
Post by: Apollon-04 on February 21, 2007, 04:00:00 PM
Is there any way to fix the way heholds a chainsaw? hes holding it like a gun, and its a melee weapon right?
Title: Re: Warhammer 40000 minimod released!
Post by: Quail on February 21, 2007, 06:11:34 PM
I would like to help, but it depends on what you need help with...

pm me about it
Title: Re: Warhammer 40000 minimod released!
Post by: Highlander on March 01, 2007, 02:47:49 PM
Is there any way to fix the way heholds a chainsaw? hes holding it like a gun, and its a melee weapon right?
it is not possable in and probably will not be any nice way soon.

btw here's the corrent status of the mod:

new helmets: 9
new guns: 3
new blasters/rifles: 4
new armors: 7
new melee weapons: 12
new mounts: 2
others: 4
(+some items that aren't in game, yet)

Unfortunatelly none of the Native items exept horses and merchant stuff are used so there might not be too much items at first.
PS: Any suggestions about the role of Tau? Should they be allies of the imperial guard, enemy of chaos and IG or something else? The Tau items should be hard to get (they are going to be a little bit uber items).
Title: Re: Warhammer 40000 minimod released!
Post by: Apollon-04 on March 02, 2007, 07:52:58 PM
Hey Highlander, You've made a lot of new items, troops, etc for this mod, and I was wondering if you could release a beta-version, or somehting just to give the addiceted viewers of this mod a taste of what it will be like.
Title: Re: Warhammer 40000 minimod released!
Post by: Highlander on March 04, 2007, 12:59:45 PM
Hey Highlander, You've made a lot of new items, troops, etc for this mod, and I was wondering if you could release a beta-version, or somehting just to give the addiceted viewers of this mod a taste of what it will be like.
I could just release a version without quests, but I haven't implement the tao, yet and I don't want to leave them out in the first release, give me a suggestion of their role and I might release it in a week or two.

Edit:
here's a Shas'ui version of the tao armor:
(http://img253.imageshack.us/img253/349/newscreen1cc6.th.jpg) (http://img253.imageshack.us/my.php?image=newscreen1cc6.jpg)
Title: Re: Warhammer 40000 minimod released!
Post by: Quail on March 04, 2007, 04:49:47 PM
very good...

I'm making some progress with some Eldar swords. Nothing completed as of yet.
Title: Re: Warhammer 40000 minimod released!
Post by: Hellequin on March 05, 2007, 12:06:00 AM
You should totally set the Tau up as some kind of sudden threat, a drop incursion or the like - a town or two (dropships etc) which appear out of nowhere, generating a few hostile parties and nailing the stuff immediately nearby and then re-embarking and leaving the field again.  Make them the temporary allies of one of the player's foes, whichever side they're playing.

This would be cool tied to a quest, once you've got 'em.  What looks like a relatively straightforward mission is suddenly a lot more complicated with Tau running all over the place near the objective...
Title: Re: Warhammer 40000 minimod released!
Post by: Highlander on March 05, 2007, 03:04:54 PM
yeah, I decided to add a quest that about some tao forces invading the planet.

Btw: here are some screenshoots of a imperial devence:

(http://img168.imageshack.us/img168/2268/newscreen1kf2.th.jpg) (http://img168.imageshack.us/my.php?image=newscreen1kf2.jpg)(http://img233.imageshack.us/img233/5378/newscreen2gf2.th.jpg) (http://img233.imageshack.us/my.php?image=newscreen2gf2.jpg)
Title: Re: Warhammer 40000 minimod released!
Post by: Pellidon on March 06, 2007, 12:27:37 PM
since you don't really have crossbows, why not make all the rifles under the crossbow category so that it doesn't look weird when they hold rifles.
Title: Re: Warhammer 40000 minimod released!
Post by: Highlander on March 06, 2007, 03:45:25 PM
might be a good solution, I'll think about that.

here are some more pics of the Greater Good (the face texture is by Great Duke):
(http://img440.imageshack.us/img440/418/newscreen1tz8.th.jpg) (http://img440.imageshack.us/my.php?image=newscreen1tz8.jpg)(http://img265.imageshack.us/img265/28/newscreen2dq7.th.jpg) (http://img265.imageshack.us/my.php?image=newscreen2dq7.jpg)
Title: Re: Warhammer 40000 minimod released!
Post by: Pellidon on March 06, 2007, 04:34:28 PM
it made sense to me, seeing as you don't have any normal crossbows anyway. it looks ridiculous to see their hands sticking through their rifles, i think it'd make it look better.
Title: Re: Warhammer 40000 minimod released!
Post by: Quail on March 07, 2007, 10:19:07 PM
hey highlander looks good,

by the way, I can't finish the models at the moment. I got a progress report in my math class, so I have a crap load of stuff to do...sorry  :'(
Title: Re: Warhammer 40000 minimod released!
Post by: Yoshiboy on March 08, 2007, 01:13:07 PM
Highlander, would you like some help with those textures? I'd be happy to go over them for you if you want? Send me a PM.
Title: Re: Warhammer 40000 minimod released!
Post by: Apollon-04 on March 10, 2007, 05:09:05 PM
I could just release a version without quests

You know, that really sounds great, since im not really a big quest fan.
Title: Re: Warhammer 40000 minimod released!
Post by: Highlander on March 11, 2007, 01:52:51 PM
I could just release a version without quests

You know, that really sounds great, since im not really a big quest fan.
Well, I am. Another problem will be the balancing, which will probably take me some time
Title: Re: Warhammer 40000 minimod released!
Post by: Oranje on March 13, 2007, 09:30:15 AM
hmm,
looking not very good... i don't like this kind of mods
Title: Re: Warhammer 40000 minimod released!
Post by: Merlkir on March 13, 2007, 10:07:13 AM
Why bother posting it then? I must admit I admire your encouraging skills you've shown the devs so far ;)
Title: Re: Warhammer 40000 minimod released!
Post by: Highlander on March 13, 2007, 01:19:08 PM
exactly, I know I'm not the worlds' greatest modeller, but I do not demand anybody to play this mod. If you think it looks like crap, don't download it and stop giving stupid comments.
Title: Re: Warhammer 40000 minimod released!
Post by: Mormakar on March 13, 2007, 02:36:58 PM
YOU are a great modeller!!!! I love this mod! Are you going to make new races and maps to it? Please update it! Bless you!
Title: Re: Warhammer 40000 minimod released!
Post by: Highlander on March 13, 2007, 02:50:16 PM
this is the map:
(http://img122.imageshack.us/img122/9991/mapty0.png)
(the free land will be invaded by the tau in the later game)

As for races, the Tau will be implement, and maybe the Eldar at a later time too.

btw: I made some changes to the interface (might be reworked though)
(http://img163.imageshack.us/img163/5672/newscreen1mq0.jpg)
Title: Re: Warhammer 40000 minimod released!
Post by: Marcus on March 13, 2007, 04:15:13 PM
I like the new modern crosshairs, but don't really like the way the hand is under the gun. Is there a way to sort that out?  ???
Title: Re: Warhammer 40000 minimod released!
Post by: Quail on March 13, 2007, 04:38:13 PM
ohh...nice interface

crosshair is cool
Title: Re: Warhammer 40000 minimod released!
Post by: Highlander on March 13, 2007, 11:29:21 PM
I like the new modern crosshairs, but don't really like the way the hand is under the gun. Is there a way to sort that out?  ???
not yet, no.
Title: Re: Warhammer 40000 minimod released!
Post by: Mormakar on March 14, 2007, 02:23:10 AM
When is it possibly to play all that. I mean the map, and all the weapons, everything. Can't wait. Once again, I love this mod!
Title: Re: Warhammer 40000 minimod released!
Post by: Ursca on March 14, 2007, 03:49:15 PM
How did you get the new health bar to work? Just by changing the alpha? And what's the bar at the bottom?

That's very cool.  :)
Title: Re: Warhammer 40000 minimod released!
Post by: Highlander on March 15, 2007, 01:34:28 PM
the health bar and most of the other interface things are unhardcoded and can be exported as objs, edited and reimported.
The bar on the bottom doesn't have a use, might be removed.
Title: Re: Warhammer 40000 minimod released!
Post by: Ursca on March 15, 2007, 02:45:53 PM
I'll have to have a go at that.  :)

Also, if you want it, I've got this rhino model;
(http://i5.photobucket.com/albums/y187/Ursca/rhino.jpg)

As you can see, it's got no tracks, and it's got a bit of texturing done on it. Do you think you could salvage anything, perhaps to use as props?
I think it's about 600 polys, untriangulated.
Title: Re: Warhammer 40000 minimod released!
Post by: Highlander on March 15, 2007, 03:04:51 PM
sweet, could you send it to lr_rohwedder@web.de? I'm sure I will have a use of it.
Title: Re: Warhammer 40000 minimod released!
Post by: Ursca on March 15, 2007, 04:13:50 PM
Email sent
Title: Re: Warhammer 40000 minimod released!
Post by: Nethoras on March 21, 2007, 04:34:49 PM
Nice interface, how do you edit that?

Edit: wow nice rhino, and only 600 polies, very impressive for that quality
Title: Re: Warhammer 40000 minimod released!
Post by: WhindGhost8 on March 24, 2007, 07:50:21 AM
I've been playing m&b since it first came out havent thought of looking for mods since now, has anybody made three way battles yet apart from in the arena? cause it might be a good idea to include the tao
Title: Re: Warhammer 40000 minimod released!
Post by: Apollon-04 on March 24, 2007, 08:19:21 AM
Actually in the first release of warhammer minimod by highlander, it already is a 3-way battle, where you can be an orc, space marine, or chaos space marine things. Highlander also incorprated picking up items from dead people during the battle.
Title: Re: Warhammer 40000 minimod released!
Post by: Quail on March 24, 2007, 01:24:11 PM
Actually in the first release of warhammer minimod by highlander, it already is a 3-way battle, where you can be an orc, space marine, or chaos space marine things. Highlander also incorprated picking up items from dead people during the battle.

And I have to say that things get pretty hectic when 60+ soldiers come together and fight
Title: Re: Warhammer 40000 minimod released!
Post by: Apollon-04 on March 24, 2007, 03:21:46 PM
60+??? did he release a version that i wasnt aware of?? even when i click 20 from each side, theres almsot never more than like 5 or 10 people on one time out at the same time. Anways, highlnder, do you have a progress report for us, and I was wondering if you could post some screenshots. By the way, i really like the new interface, and i actually like the way his hand is under the gun, it makes it look like a large rifle that he has to support, awesome work!
Title: Re: Warhammer 40000 minimod released!
Post by: Highlander on March 24, 2007, 04:49:49 PM
screenshoots? Ok
(http://img338.imageshack.us/img338/3884/newscreen3wy6.jpg) (http://img341.imageshack.us/img341/5593/newscreen3iy7.jpg)

screenshoot of the day:  Your trustable and sovereign doctor!
Title: Re: Warhammer 40000 minimod released!
Post by: Quail on March 24, 2007, 05:24:49 PM
60+??? did he release a version that i wasnt aware of?? even when i click 20 from each side, theres almsot never more than like 5 or 10 people on one time out at the same time. Anways, highlnder, do you have a progress report for us, and I was wondering if you could post some screenshots. By the way, i really like the new interface, and i actually like the way his hand is under the gun, it makes it look like a large rifle that he has to support, awesome work!

well...I was playing it hours straight and After a while the orc were totally decimated while there was about 30 space marines and 30 Chaos Marines
Title: Re: Warhammer 40000 minimod released!
Post by: Mormakar on April 02, 2007, 08:24:32 AM
How have you made the map? :o
Title: Re: Warhammer 40000 minimod released!
Post by: Highlander on April 02, 2007, 11:12:00 AM
there is an option to import obj's into Thor's Map Editor, I had hundreds of crashes with the map editor, but in the end it worked.
Title: Re: Warhammer 40000 minimod released!
Post by: Apollon-04 on April 02, 2007, 02:31:20 PM
I like the friendly neighborhood surgeon pic, id love to put my life in his hands! anyways, you said pic of the day, so will you be putting a pic up every day? because thatd be awesome 8)
Title: Re: Warhammer 40000 minimod released!
Post by: Highlander on April 02, 2007, 03:06:28 PM
No, but today I do.
(http://img518.imageshack.us/img518/7959/newscreen2fc4.jpg)
this is my character after putting his life in the doctor's hands.
Title: Re: Warhammer 40000 minimod released!
Post by: Highlander on April 03, 2007, 07:24:18 AM
hey, everyone. Just felt like releasing today, because I'll concentrate on other mods for the moment. This mod adds quite much content, the items might need some more balancing though. But however, I'm sure it will be fun for wh40k fans.

http://www.mbrepository.com/modules/PDdownloads/singlefile.php?cid=7&lid=400
Title: Re: Warhammer 40000 mod 2nd version released!
Post by: emperor77 on April 03, 2007, 08:46:58 AM
Cool, but the map has a bug and these soldiers don't have boots or gauntlets.
Title: Re: Warhammer 40000 mod 2nd version released!
Post by: Marcus on April 03, 2007, 04:14:05 PM
And you can't collect loot. either during the battle or after.  :-\
Title: Re: Warhammer 40000 mod 2nd version released!
Post by: Nethoras on April 03, 2007, 05:37:51 PM
hit tab  ???
Title: Re: Warhammer 40000 mod 2nd version released!
Post by: Marcus on April 03, 2007, 05:41:46 PM
Yeah but that takes me staright to the world map.  ???
Title: Re: Warhammer 40000 mod 2nd version released!
Post by: Nethoras on April 03, 2007, 05:54:39 PM
Marcus:hmmm what can I say sorry.

Highlander, can I use some of your chaos, and possibly gaurdman meshes for My Assassin mod, some of them are uber cool and would Really speed up my first release. And could I use the loincloth from gladiator? I would make my own body meshes, but my smd exporter is fugged up, so rigging is out of the question for me. If this is possible it would be really nice, and would help a beggining modder (me)

EDIT: Yeah another request sorry, could I also use your interface temporarily, I want to make my own, but I also want to make a release some time soon. If you want to keep the interface private cause it makes your mod unique I'll understand.

Oh and you'll of course be put in the credits as a 'massive help' 8)
Title: Re: Warhammer 40000 mod 2nd version released!
Post by: Quail on April 04, 2007, 01:14:21 AM
Reporting in here:

I was an imperial guardsmen

Bugs:
The map is a weird gray glitch. It grays some areas out, and when you move it moves it's grayness around.

I killed the Warboss in the "kill the warboss" quest, but when I returned the commander didn't say anything about, and it still said I had to do it.

Can't get loot after a battle, so money is extremely hard to get. I had to import my richest character to check out some of the better equipment.

The warhammers have a reach of 16...the marine knife has a reach of 42.

the eldar helmet with the crest is extremely hard to aim with :P.

Some of the dialoges need work. Almost all ally parties and some npcs in bases say surrender or die.

Short but sweet review:
Despite all that, I love the feel of this mod. I got up to the part when you capture the Fire Warrior sharpshooter. Very interesting.

Suggestions:
I think the formation script could be used here. Your call though. I just think it would be interesting having a formation of imperial shock troopers. (They probably would shoot each other in the back though)

It looks funny seeing the Imperials run with out boots on.

"Who's our commander, we look all alike!"

"He's the one with the bright red boots on. (and the mofo Warhammer)
Title: Re: Warhammer 40000 mod 2nd version released!
Post by: emperor77 on April 04, 2007, 01:30:07 AM
You can always cheat some more money. Just enable cheats in the configure and press CTRL+X in inventory window. :)
Title: Re: Warhammer 40000 mod 2nd version released!
Post by: Quail on April 04, 2007, 01:37:07 AM
or import your Mesoamerican mod character who has uber ammounts of money and ridiculously high stats because of hours upon hours of playing
Title: Re: Warhammer 40000 mod 2nd version released!
Post by: daedalus on April 04, 2007, 03:09:21 AM
Some bugs and suggestions:
imp soldiers [and heretics, i think] have no boots,
playing as chaos i can peacefully walk into imp outpost and military command[and take ork extermination quest...]
no loot,
Large bag of large bag of bullets [damage +254]
imperial mounted units are naked, armed only with spears, so in all imp vs. chaos battles with me involved imp's get owned. hard.

needs more meelee weapons[uber one hit kill weapons should be awarded by commanders after completing quests or killing lots of bad guys], ranged weapon damage should be slightly increased,
needs bigger troop trees, chaos/space marines should be recruitable [and upgradeable] imo



EDIT: when taking the prisoner to tau base and asking to exchange him for technology, game freezes
Title: Re: Warhammer 40000 mod 2nd version released!
Post by: Highlander on April 04, 2007, 06:34:08 AM
thanks for the bug reports, everyone. I'll fix the bugs and release a bugfix soon.
Title: Re: Warhammer 40000 mod 2nd version released!
Post by: Nethoras on April 04, 2007, 07:11:56 AM
-suggestions:I personnaly think space marines should be removed until you can edit skeletons, cos right now not only are they the wrong size, but they're massivlly underpowered, They get own by a kaskrin!! And the bolt pistol should be way stronger than the las guns.
Beast riders are WAAAYY to hard, rough riders have no armour, imperial bikers ride horsies. and ork parties are way too small.

-I beleive that grey "glitch which you speak of is an eclipse= cool feature

-I LOVED the atmosphere of the game, even though i kind of disliked the troops and items, the atmosphere kept me playing, it was so cool.

-how did you get the shells to come out of the gun like that when the guy reloaded/

- can I have that stuff? :)

Title: Re: Warhammer 40000 mod 2nd version released!
Post by: Highlander on April 04, 2007, 12:44:26 PM
Don't get me wrong. As soon as I see some own progress of your mod, you can use them. I just don't want the meshes to be the maior part of your mod. The shells are particle systems.

Some of the dialoges need work. Almost all ally parties and some npcs in bases say surrender or die.
The ally partys do not. At least when I play. Anyone else having problems with it?

However, I finished a bugfix version, same download link.

Fixes:
weird gray glitch removed
Warboss Quest
loot
reach of the warhammer
language folder now included (forgot to use it last time)
Tao Quest freeze is removed (Note that the tao quest is not finished and it won't be possable to come much farer anyway)
bonus of large bag of bullets removed
outpost and commander aren't accessable for chaos anymore
Title: Re: Warhammer 40000 mod 2nd version bugfix released!
Post by: Marcus on April 04, 2007, 03:59:32 PM
This doesn't deserve to be a minor mod any more... It deserves a sub forum in its own right.
Title: Re: Warhammer 40000 mod 2nd version bugfix released!
Post by: Nethoras on April 04, 2007, 04:04:15 PM
Ok sure, how much do you want to see, cos I'm almost at the ingame screenies stage, all I have to do for models is 2 daggers, a flaying claw, and for textures the eversor and half of the vindicare.

For the shells I was almo sure it had something to do with particle systems cause I've seen many mods with some thing in the befs called something like particle_wave, but how do you assighn a mesh to a particle system?
Title: Re: Warhammer 40000 mod 2nd version bugfix released!
Post by: Lord.Bedham on April 05, 2007, 12:04:19 PM
I have a idea about the guns burst.
The Wappons in the mod have all a burst of 3 shot. And to make some wappons better it coud be have 4 or 5 shot each burst. The short bolter could keep 3 shot but there is 5 shot for the Imperial Assault rifle, and so on.
Title: Re: Warhammer 40000 mod 2nd version bugfix released!
Post by: Nethoras on April 06, 2007, 09:36:44 AM
Yeah I figuered out how to put meshes into particle systems,
and also on gun clips they should be larger, the standard bolt gun sickle magazin has about 15 shots and a lasgun charge has 12 I belive
Also I think you should get rid of plasma weapons, cos you cant have both normal guns and plasma, and I just seems kinda weird seeing the majority of troops carrying an expensive rare peice of equipment. Bolt guns and solid slug weapons can count as crossbows, and lasguns and alll that type of stuff can be a rifle, If you do actually make boltguns make them stronger than the plasma guns, cause the plasma guns were uber uber underpowered.

I would be willing to make models for any weapons you want, I already have a bolter and a bolt pistol of decent quality and Im working on a las gun.

EDIT:  :idea: I was thinking about the mod, and I remembered the chaos magical staff thing, that one shoots out nothing but particle efffects, couldn't you do the same for plasma weapons, so you would still have plasma guns and wouldnt have to worry about weird effects when someone put bullets into it or something similar, Just set the emit velocity to to something very similar to shoot speed, and make emit randomness somewhat resemble the shoot accuracy. would this work :?:
Title: Re: Warhammer 40000 mod 2nd version bugfix released!
Post by: Highlander on April 06, 2007, 10:11:22 AM
Ok sure, how much do you want to see, cos I'm almost at the ingame screenies stage, all I have to do for models is 2 daggers, a flaying claw, and for textures the eversor and half of the vindicare.
I just want your models and not mine be the major part of your mod, that's all.
I have a idea about the guns burst.
The Wappons in the mod have all a burst of 3 shot. And to make some wappons better it coud be have 4 or 5 shot each burst. The short bolter could keep 3 shot but there is 5 shot for the Imperial Assault rifle, and so on.
If you want to balance all the items, I'll hand over the module_items.py file  :lol:
Yeah I figuered out how to put meshes into particle systems,
and also on gun clips they should be larger, the standard bolt gun sickle magazin has about 15 shots and a lasgun charge has 12 I belive
Also I think you should get rid of plasma weapons, cos you cant have both normal guns and plasma, and I just seems kinda weird seeing the majority of troops carrying an expensive rare peice of equipment. Bolt guns and solid slug weapons can count as crossbows, and lasguns and alll that type of stuff can be a rifle, If you do actually make boltguns make them stronger than the plasma guns, cause the plasma guns were uber uber underpowered.

I would be willing to make models for any weapons you want, I already have a bolter and a bolt pistol of decent quality and Im working on a las gun.

EDIT:  :idea: I was thinking about the mod, and I remembered the chaos magical staff thing, that one shoots out nothing but particle efffects, couldn't you do the same for plasma weapons, so you would still have plasma guns and wouldnt have to worry about weird effects when someone put bullets into it or something similar, Just set the emit velocity to to something very similar to shoot speed, and make emit randomness somewhat resemble the shoot accuracy. would this work :?:
No it wouldn't work.
About the plasma weapons, I always thought they were quite powerfull, however, I'll lower their stats then.
Title: Re: Warhammer 40000 mod 2nd version bugfix released!
Post by: Lord.Bedham on April 06, 2007, 11:55:31 AM
It Was only an Idea, not a order ;)
Title: Re: Warhammer 40000 mod 2nd version bugfix released!
Post by: Nethoras on April 06, 2007, 01:13:36 PM
no no, I dont think that plasma guns are too powerful, they're too weak, I was simply saying that they were even weaker than a bolter would be and if you do bolters make they're stats higherthan the ingame plasma gun plasma guns If you do them as only a special weapon, should kill most stuff one hit.

I was also wrong on the bolter, the standard sickle magazine holds 20-30 rounds, but that would equal about idunno 7-15 bursts.

EDIT: Semi wild/ possibly stupid idea, would it be completly bad idea for my assassin mod(let) since it does have "let" at the end of the title to be an expansion Pack type thing for your mod, cause It kinda seems weird now that I think of it to have a mod based on the warhammer 40k world and only cover a small obscure detail of it. your mod Is also just so cool. I will totally understand if this is a stupid idaea
Title: Quest
Post by: Lord.Bedham on April 08, 2007, 11:09:47 AM
The second quest with the imperial Guard. I was serching after the Warboss, and i find him, but he was figthing with some Space marines. I into the battle. Won. Nothing happend. Could you fix thath.
Title: Re: Warhammer 40000 mod 2nd version bugfix released!
Post by: Highlander on April 08, 2007, 01:00:29 PM
EDIT: Semi wild/ possibly stupid idea, would it be completly bad idea for my assassin mod(let) since it does have "let" at the end of the title to be an expansion Pack type thing for your mod, cause It kinda seems weird now that I think of it to have a mod based on the warhammer 40k world and only cover a small obscure detail of it. your mod Is also just so cool. I will totally understand if this is a stupid idaea
Would be cool, this mod is lacking of quests.
The second quest with the imperial Guard. I was serching after the Warboss, and i find him, but he was figthing with some Space marines. I into the battle. Won. Nothing happend. Could you fix thath.
Well it is fixed, download the bugfix version.
Title: Re: Warhammer 40000 mod 2nd version bugfix released!
Post by: Nethoras on April 08, 2007, 05:59:16 PM
you really think that the expansion pack would work fine, like not technically (thats easy) but in game you think it would fit in?

Also does this require deeper disussion, or do I have the green light to go!

EDIT: can I possibly aquire the scource code so I can add stuff as opposed to replacing it!
Title: Re: Warhammer 40000 mod 2nd version bugfix released!
Post by: Highlander on April 09, 2007, 02:53:43 AM
pmed it to you.
Title: Re: Warhammer 40000 mod 2nd version bugfix released!
Post by: Lord.Bedham on April 10, 2007, 06:03:14 AM
I should download the fixed version? This bug was in the bugfixet version! ::)
Title: Re: Warhammer 40000 mod 2nd version bugfix released!
Post by: Apollon-04 on April 11, 2007, 09:27:58 AM
I have a question.

In your resource file, you have many more peices of armor, and weapons, then you do in the game. You have armors, like tao sergeant armors, or smiper armors, why are these not in-game?

Also, can I use some of these armors for my mod? (Galactic Mercenary, located here,http://mbx.streetofeyes.com/index.php/topic,431.0.html )
Title: Re: Warhammer 40000 mod 2nd version bugfix released!
Post by: Nethoras on April 11, 2007, 10:29:24 AM
actually all the tau armours are used in game, the only thing that isnt used is the motorcycle, higlander may correct me if Im wrong, have you actually fought the ta'u yet? cos that would explain a lot....
(I know I'm not highlander but I have been navigating the mod extensivly ;))
Title: Re: Warhammer 40000 mod 2nd version bugfix released!
Post by: Apollon-04 on April 11, 2007, 11:26:57 AM
Where are the tau, I used ctrl+t, and didnt see any...
Title: Re: Warhammer 40000 mod 2nd version bugfix released!
Post by: Quail on April 11, 2007, 11:29:39 AM
The tau will spawn after a few days have gone by in the game. If you are an imperial (not sure about chaos) a dialogue will pop up with a kershin special about how they caught a tau sniper.
Title: Re: Warhammer 40000 mod 2nd version bugfix released!
Post by: Apollon-04 on April 11, 2007, 11:42:28 AM
Where does the dialog pop up? Does it jsut happen, or do you have to be in a certain place?
Title: Re: Warhammer 40000 mod 2nd version bugfix released!
Post by: Highlander on April 11, 2007, 12:08:01 PM
The Tau appear once you are level 10 and have at least one troop in your party (no matter if chaos or imperial), the motorcycle isn't used because it looks quite weird in game.

I have a question.

In your resource file, you have many more peices of armor, and weapons, then you do in the game. You have armors, like tao sergeant armors, or smiper armors, why are these not in-game?

Also, can I use some of these armors for my mod? (Galactic Mercenary, located here,http://mbx.streetofeyes.com/index.php/topic,431.0.html )
I'm not sure, but do they actually fit to your mod? I mean Tau warriors in a mod that has absolute nothing to do with 40k?
Title: Re: Warhammer 40000 mod 2nd version bugfix released!
Post by: Apollon-04 on April 11, 2007, 12:10:46 PM
Not tau warriors, just requesting to use some of the armors. Im going to change a littl bit probably, but they work perfectly for soldier/army leader positions in my mod. I am way past lvl 10, and i have many soldiers in my party. I imported a very very high lvl character, so is that why the tau arent working?
Title: Re: Warhammer 40000 mod 2nd version bugfix released!
Post by: Highlander on April 11, 2007, 12:29:56 PM
I don't have a clue why it doesn't work, I just checked the trigger and it was nothing wrong, probably just a random bug in M&B.
You can use some of the armors, no problem.
Title: Re: Warhammer 40000 mod 2nd version bugfix released!
Post by: Apollon-04 on April 11, 2007, 12:49:20 PM
OK thanks, i started a new game, and got it working. Anyways, are there more quests after the tau come? if so, what do i do to initiate them?
Title: Re: Warhammer 40000 mod 2nd version bugfix released!
Post by: Highlander on April 11, 2007, 12:59:07 PM
you'll see... Find it out yourself ;).
Title: Re: Warhammer 40000 mod 2nd version bugfix released!
Post by: Apollon-04 on April 11, 2007, 01:30:31 PM
Well, i killed all the tau war  parties, and its like day 20 or something, and nothing has happened. But there are more quests?
Title: Re: Warhammer 40000 mod 2nd version bugfix released!
Post by: An4Sh on April 11, 2007, 03:27:07 PM
The lack of boots for guardsmen and the fact that we can't be Tau is very annoying.
Title: Re: Warhammer 40000 mod 2nd version bugfix released!
Post by: Nethoras on April 11, 2007, 03:52:46 PM
The Tau appear once you are level 10 and have at least one troop in your party (no matter if chaos or imperial), the motorcycle isn't used because it looks quite weird in game.

I have a question.

In your resource file, you have many more peices of armor, and weapons, then you do in the game. You have armors, like tao sergeant armors, or smiper armors, why are these not in-game?

Also, can I use some of these armors for my mod? (Galactic Mercenary, located here,http://mbx.streetofeyes.com/index.php/topic,431.0.html )
I'm not sure, but do they actually fit to your mod? I mean Tau warriors in a mod that has absolute nothing to do with 40k?

he is quite right,it gallops; It seems there is no way to turn off the animations or horses, I thought all you had to do was leave it unrigged but I think some of the anims for horses are either human skeletal bound, or are not skeletal animations,

A note of joy I am part of the team, and I added boots to all troops cept chaos, (they're just place holder leather boots), and they do add a bit to the game, x-cept some armour meshes dont really fit them, (to skinny)
Title: Re: Warhammer 40000 mod 2nd version bugfix released!
Post by: Nethoras on April 13, 2007, 09:57:35 AM
EDIT: ****IMPORTANT*** Highlander has decided to postpone beta testing so you can still sighn up but you'll have to wait any where from  5days- 3 weeks sincerest apologies to appollon

sorry for double post and what-not, but people only really look in a topic if theres a little "new" symbol.

anyway we may be looking for beta testers, I should have confirmation on this in a short period of time, pm highlander or preferably me(cos I actually have the beta) to reserve your spot,

criteria

-serious beta testers: so you actually have to play through everything to see if theres anything really stupid or glitchy

-preferably very familiar with the warhammer universe, if not slightly is at must at least, If you know nothing, and want to test please go to wikipedia and search for warhammer 40 000 and specifically "weapons of the imperium" and skimthrough them . this is important cause otherwise you may not understand the purpose of some of the stat changes etc.

-must be willing to give suggestions on how to change the things they disliked and reasons why.

thanks for your time, chances are if you sighn up you'll be accepted so far we have 3/3 testers (We may with the proper amount of groveling permit more)

so far we have
-Appollon 04
-Quail
-Gath
Title: Re: Warhammer 40000 mod 2nd version bugfix released!
Post by: Apollon-04 on April 13, 2007, 10:10:11 AM
You have 1/3 now.  :green:
Title: Re: Warhammer 40000 mod 2nd version bugfix released!
Post by: emperor77 on April 13, 2007, 10:56:34 AM
 I think this mod should be moved to major mods forum. :)
Title: Re: Warhammer 40000 mod 2nd version bugfix released!
Post by: Nethoras on April 13, 2007, 11:48:48 AM
good point, we could use a subforum or two, but I think this should wait till the next release, so then theres more point for discussion, If you understand what I'm saying.
Title: Re: Warhammer 40000 mod 2nd version bugfix released!
Post by: Highlander on April 13, 2007, 12:53:36 PM
I think this mod should be moved to major mods forum. :)
I don't see the point, there is no discussion, a subforum would be completely useless.
Title: Re: Warhammer 40000 mod 2nd version bugfix released!
Post by: Apollon-04 on April 13, 2007, 01:09:57 PM
Hey highlander, im wondering about the quests. I killed all of the tau, and its past day 20, and im lvl 30. I dont know how to activate the next quest, can you help me?
Title: Re: Warhammer 40000 mod 2nd version bugfix released!
Post by: Quail on April 13, 2007, 02:28:28 PM
sign me up as another beta tester.
Title: Re: Warhammer 40000 mod 2nd version bugfix released!
Post by: Apollon-04 on April 13, 2007, 03:33:48 PM
Hey highlander, im wondering about the quests. I killed all of the tau, and its past day 20, and im lvl 30. I dont know how to activate the next quest, can you help me?

You havnt answered, and Ive been playing your mod almsot all afternoon, and I still havnt figured it out.... Is there something special i need to do? Could someone help me?
Title: Re: Warhammer 40000 mod 2nd version bugfix released!
Post by: Highlander on April 13, 2007, 03:36:17 PM
there is probably no other quest you haven't used, yet. Except for the reward you get when you reach the highest grade in the armee maybe.
Title: Re: Warhammer 40000 mod 2nd version bugfix released!
Post by: Apollon-04 on April 13, 2007, 03:39:54 PM
How do i gain ranks in the army? because the leader just asks me what do i want, and my guy says nothing.
Title: Re: Warhammer 40000 mod 2nd version bugfix released!
Post by: Highlander on April 13, 2007, 05:06:30 PM
there is a "recruiter" for the imperial and a "leader" for the chaos. However, it's nothing special, just a nice reward.
Title: Re: Warhammer 40000 mod 2nd version bugfix released!
Post by: Apollon-04 on April 13, 2007, 07:16:33 PM
Im a sergeant at-arms, so whats the last rank? And i cant get quests from the recruiter, i dont even know how to advance ranks.
Title: Re: Warhammer 40000 mod 2nd version bugfix released!
Post by: Apollon-04 on April 16, 2007, 06:10:57 PM
Its been a few days, and no one has replied to my post, can anyone answer my question?
Title: Re: Warhammer 40000 mod 2nd version bugfix released!
Post by: Nethoras on April 17, 2007, 06:50:12 AM

I dont believe you can at this point, as there a no more quests, the next version, may include more quests, but it will mostly focus on new items factions, etc.

Screeneis on the way!
Title: Re: Warhammer 40000 mod 2nd version bugfix released!
Post by: korppu3 on April 17, 2007, 06:52:17 AM
Another problem, I killed the 2 orc raiders and my quest progression is 100%, but when I go talk to the commander, he just says, that "what do you want" And I answer: "nothing".. Bug or what?
Title: Re: Warhammer 40000 mod 2nd version bugfix released!
Post by: Nethoras on April 17, 2007, 05:03:06 PM
Yeah thats a bug, maybye try waiting a day or 2, or maybye kill more orks, or If you were me, restart the game as a new charecter, theres only like 2 orks in the public version right? I dont know its either 2 or 3, and they arent very hard. although I guarentee in the next version that'll be way harder.

The first screeny of my work, yes I know it needs some work, I need to fix those random holes in the face! and possibly make it look a bit more bestial but but enjoy! 8)
(http://i148.photobucket.com/albums/s34/Nethoras/deamon_screen.png)
these scary bastards are bloodletters, the main deamon of Khorne: the blood god, They are a bugger when your fighting em, especially when backed up by savage chaos warriors, they have big ass axes that do massive damage and a very high power strike rating, although overall rather tough they have no armour and are easily picked of from afar if encountered in small groups. I have made a few other new troops to expect screenies reletivly soon. :) P.S. The eyes are supposed to be unneven one of them has a chaos undevided symbol and the other is a nomal kinda reptilian eye.
Title: Re: Warhammer 40000 mod 2nd version bugfix released!
Post by: Highlander on April 18, 2007, 06:33:24 AM
looks great!
Title: Re: Warhammer 40000 mod 2nd version bugfix released!
Post by: great_duke on April 18, 2007, 08:16:49 AM
Very nice demons! Did you draw those textures?
Title: Re: Warhammer 40000 mod 2nd version bugfix released!
Post by: Gath on April 18, 2007, 11:04:17 AM
Blodletters dont need the claws, and if I remember well they should have huge 2h Swords rather than axes, well they at least had swords in Mark of Chaos WFRP and WFB, as for the Tau models are great just a bit higher cheekbones and lower positioned mouths. About textures: - Plasma rifle dont have colorized scope and it would look better if the cloth under their armour would be much darker or even black. The tau sharpshooter... I BEG YOU DONT GIVE HIM AU'TAAL SEPT COLOURS THEY LOOK LIKE S#%T WITH MINT FLAVOUR, not only in your mod but in DoW or Tabletop as well. For Space Marines you dont need to make them huge just make their armour a little bit thicker (about5-10%) and make their shoulderpads huge. About gameplay Plasma Canon is horrible weapon that melts everything it hits Bolter Pistol Astartes MK III should be weaker than Laspistol but Bolter Astartes MK Vb Godwyn (standard Space marine) should be stronger than Laser Carbine Mk4 "Catachan" (standard IG). You may differ the types of amunition - other for bolters (sickle clip 20-30 bullets) other for Lasweapons (Mk6 energy cell up to 40 bullets) and other for plasma weapons (10 bullets). I have a bit more suggestions to add later.
Title: Re: Warhammer 40000 mod 2nd version bugfix released!
Post by: Highlander on April 18, 2007, 11:43:53 AM
I made the axe with reference to this, but yeah, I've also seen some of them with swords:
(http://us.games-workshop.com/games/40k/chaosspacemarines/catalog/images/bloodletters.gif)
The claws can easyly be changed to normal red hands. The Space marines look like crap at the moment, they will be reworked at some time.
Title: Re: Warhammer 40000 mod 2nd version bugfix released!
Post by: Ursca on April 18, 2007, 12:29:02 PM
(http://www.markofchaos.com/images/screenshots/060506/lg/homepage_5.jpg)
That's what they look like with swords. I happen to prefer the old look. It makes them look a bit more unique.
But I like what you've got at the moment!

I want to make a slightly enlarged skeleton for marauders in the next version of M&B (taller, broader shoulders etc.).
If you want to use that for space marines when it's done, feel free.
Title: Re: Warhammer 40000 mod 2nd version bugfix released!
Post by: Nethoras on April 18, 2007, 04:03:45 PM
Gath: I have updated the weapons, and their stats to be more true to the TT, eg the "blaster" that all guard used is now a plasma gun, with massive damage, and is only carried by a select few, the majority got either lasguns, lascarbines, or hellguns. Im going to try to make the next screeny a battle between kroot and ig to show some of my new stuffs. Also I already removed the claws, that screeny is actually from a few days ago since when I first took it my photobucket was f**ed up so I kinda forgot about them until now. I also fixed the random holes in the face, and broadened it to make it lok a little more bestial and unnatural. I also plan on retexturing the legs, cos currently they have the same tex as the claws and stand out way to much, although in this pic you cant see them. And a few things you got horribly wrong are, bolt pistol is as strong as bolter, just shorter range, (note the previous "bolt pistol is now a slugga) and las charges have about 12 shots in 'em, it takes a lot of power to make a laser powerful enough to kill anything at any range at all, and even if thats the wrong number, 40 shots is way to many. Personnally on the space marines, I highly doubt we can get them to look good until skeletal editing is enabled, so I suggest we remove them, I feel very strongly on this, as right now they just look like guys in red armour and dont capture the presense of an Astartes.

Great duke: The face tex is heavily moddified undead face, as the undead face was the base for the bloodletter head, and the body is the body tex from highlanders gladiator mod (it basically native man_body tex with a loincloth and some cool ass scars) that has been recoloured, and I added chaos symbols, I also used a skin coloured version of this for chaos tribemen (reminisent of marauders, they may be removed)

Ursca: Yeah that skeleton sounds good, but you arent able to edit skeletons now are you? or are you just saying whne brfedit supports such tawnfoolery again? I always thought that axes suited the chosen of khorne more than a sword so unless highlander decrees otherwise, or theres massive public demand, I think we'll stick to axes.

Overall: thanks for the nice comments. :green:
Title: Re: Warhammer 40000 mod 2nd version bugfix released!
Post by: Gath on April 19, 2007, 03:00:29 AM
About Bolter and bolter pistol you are right but i think about m&b already and as you know tere is no such thing as range in ranged weapons stats so i thought about making them weaker but now i have another idea - they should have just lesser accuracy. For clip size for laspistol 12 rounds is ok but lascarbines often have larger clips and as in TT there is AP stat for weapons so they are more different from each other, here we dont have such option so i thought you could  remake the lasweaposn to be less powerfull but cheaper and and had more rounds, that would IG be more like ranged troops that got owned when it comes to melee combat. as for SM i'm not a modder so i dont know what limitations from engine you have if they cannot be bigger they cannot be bigger :P anyway on last post i forgot to say something - Great work you are doing hell good shit about that mod :D keep up the good work :)
Title: Re: Warhammer 40000 mod 2nd version bugfix released!
Post by: Nethoras on April 19, 2007, 07:43:34 AM
thanks, and I've basically have done what you just outlined, lasweapons are cheap and only moderate weapons, and ig are ared with only bayonets and knives for clos combat so a party of about 6 bloodletters can often do a lot of damage to a party of about 25 IG, unless they have Kasrkrins, in that case the bloodletters get cut down really quick. It isnt possible to make anything bigger in the current state of brfedit, on the last release of m&b brfedit lost its ability to edit skeleytonnes I dont know why...

NEWS:I have just added a limited inquisition force, It turning out pretty cool, but right now its mostly just placeholder armours and weapons
Title: Re: Warhammer 40000 mod 2nd version bugfix released!
Post by: Tuckles on April 19, 2007, 09:19:01 AM
lol, nice work on the mod. The interface is awesome, how'd you guys do it? Also, can you retexture the health bar? make it something like green -> yellow -> red bars or something, that'd look better.

Oh and just a small suggestion, a bit more ammo and a melee weapon for starting riflemen. I was owned bad cause I ran out of ammo. Haha.
Title: Re: Warhammer 40000 mod 2nd version bugfix released!
Post by: great_duke on April 19, 2007, 09:39:32 AM
Quote
Great duke: The face tex is heavily moddified undead face, as the undead face was the base for the bloodletter head, and the body is the body tex from highlanders gladiator mod (it basically native man_body tex with a loincloth and some cool ass scars) that has been recoloured, and I added chaos symbols, I also used a skin coloured version of this for chaos tribemen (reminisent of marauders, they may be removed)

Still, great job. The only thing out of place are the hands...I wonder where they are from...  :P
Title: Re: Warhammer 40000 mod 2nd version bugfix released!
Post by: Apollon-04 on April 19, 2007, 03:19:01 PM
As someone else said, he asked to change the health bar. I think thats a good suggestion, becaus in normal M&B it shows your current health, and you can tell how much health youve lost. In your interface, the health bar jsut goes down, at the very least, I suggest making a bar showing where full health would be.
Title: Re: Warhammer 40000 mod 2nd version bugfix released!
Post by: Nethoras on April 19, 2007, 04:09:30 PM
Tuckles: all I can say is... buy a knife they're like 12 denaris or something... no offence or anyhting. but I will change starting classes,I want to capture the emphasis of heroes and whatnot in the 40k univers, so now most parties have a comander type charecter of some type, and you will start as one
Imperium: Colonel: close combat specialist, power cutlas, bolt pistol| hish leadership(my personal faveourite :) | Sniper captain: yeah you're a wicked skilled sniper... what else is there to say | Khan(maybye chevalier) cavlry officer, lance etc, 

Chaos: Dark apostle: 10 leadership, above average melee | Sorcerer: you basically start with the magic staff and really good power draw and bow proficiencies | Champion of Chaos: Instead of the shrivled husk that most of the chaotic servants are you are a brawny savage who weilds a large axe and is scary in close combat(no armour tho :P),

Another idea I have is charecter proggression, so for chaos if you do a certain amount of quests your rank is hightened right, but as your rank goes up you slowly become more resemblant of your patron god (you choose you god, however sorcerors have to do tzeench) until you become a deamon prince of that alighnment. For the imperium I think you just get relics of great power depending on your rank.

However this is all dependant on highlanders judgement so...yeah :P
Title: Re: Warhammer 40000 mod 2nd version bugfix released!
Post by: Highlander on April 19, 2007, 10:42:30 PM
Oh no, don't let the player start as a uber character. For those who might play it without cheating it would be no challange.
Title: Re: Warhammer 40000 mod 2nd version bugfix released!
Post by: Nethoras on April 20, 2007, 03:57:54 PM
good point... maybye you could even serve underneath someone for a certain period of time, like maybye until you reach a certain level and are given the rank of seargant or something, would that be a good idea?

have you checked your messages yet, I have no idea what to do... :(
Title: Re: Warhammer 40000 mod 2nd version bugfix released!
Post by: Tuckles on April 21, 2007, 12:00:36 AM
lol, though sometimes the shops don't carry knives or giga axes.

I've played through 4 new games, all starting out as a rifleman.

First game, I got a guardian knife, sucked bad at that game (lost to the orks)

deleted

Second game, I got a giga axe, still sucked

deleted

Third game, I checked the shops only to find expensive weapons, was pretty good, but died from lack of ammo.

deleted

Fourth game is the one I'm playing right now.

Also, can you buy the chainswords? They're wicked awesome.
Title: Re: Warhammer 40000 mod 2nd version bugfix released!
Post by: Quail on April 21, 2007, 12:48:04 AM
I have yet to find a chainsword in a shop yet.

I only have started one (actually two because of the bugfix. This was my first one. Second one I imported a character to see if importing and exporting worked) game...I only used my laser rifle. Killed the small parties of orcs with it. Bought the marine knife and some armor. Started attacking bigger parties. Got an army together, and routinely raided chaose territory, and got full space marine armor, and power warhammer
Title: Re: Warhammer 40000 mod 2nd version bugfix released!
Post by: Nethoras on April 21, 2007, 02:57:11 PM
I know this sounds weird coming from someone working on the mod but... theres a chainsword? ??? I checked the items_py, and the brfs and they arent there, coincidentaly chainswords are my most recent weapon addition, and nothing of my work has been released.
Title: Re: Warhammer 40000 mod 2nd version bugfix released!
Post by: Highlander on April 21, 2007, 03:01:56 PM
it's called chainsaw in the mod and priests use it.
PS: You cannot buy it. That's actual a bug, there is no reason for it not being available.
Title: Re: Warhammer 40000 mod 2nd version bugfix released!
Post by: Nethoras on April 21, 2007, 09:20:01 PM
oh yeah the "evisicrator" (a bigass chainsaw in warhammer tongue :P) I think I somehow fixed that without trying cos its howing up in shops now I think.

I just thought you'd guys would like to know that the game is coming along great now that I have overcome a roadblock,

p.s. I fixed the ork bug highlander!
Title: Re: Warhammer 40000 mod 2nd version bugfix released!
Post by: Tuckles on April 22, 2007, 12:04:41 AM
the kasrikns (or something like that) have the chainsaws too, so I've noticed. But yeah, Chainsword = Ownage, so you guys have to add it as quickly as possible. Oh and if it's possible to make the map bigger? Y'know, more chaos and imperial towns.

The outpost is useless as well
Title: Re: Warhammer 40000 mod 2nd version bugfix released!
Post by: Lord.Bedham on April 22, 2007, 01:39:37 AM
It would be cool if there were a one hand Chainsword, like the space marine Captains in 40k got one.
Cant wait for the new version. How long will it take to finish the new version?
Title: Re: Warhammer 40000 mod 2nd version bugfix released!
Post by: Nethoras on April 22, 2007, 07:37:28 AM
The xhainsaw seen in the release you guys have has now been removed from all troops but preists, because in the TT game they are about the only troops who use them, because they are not chainswords, they are a special weapon called an evisicrator, that if im correct worked very similary to a power fist (another thing I will try to implement).

Captains rarely use chainswords because they arent anything special, and they are normally used by rank and file seargents and in some chapeters by normal troops. kasrkrin now use cutlas's and elite kasrkrins power cutlas's, the chainswords will be given to seargeants, (my next project) and rough riders, and maybye a few marines.

Merry Christmas: Nethoras
Title: Re: Warhammer 40000 mod 2nd version bugfix released!
Post by: Mormakar on April 22, 2007, 08:44:03 AM
I have to say that this mod is awesome, BUT can you give the Imperial guards some boots!!! The running around barefoot in the snow. I mean IT'S COLD!! and it looks like shit....

Thx for the best mod so far ;)
Title: Re: Warhammer 40000 mod 2nd version bugfix released!
Post by: Nethoras on April 22, 2007, 11:07:58 AM
Im not scolding, but I said a wwhile back that boots have been added... it did seem really weerd without 'em, and thanks for the nice comments!
Title: Re: Warhammer 40000 mod 2nd version bugfix released!
Post by: Mormakar on April 23, 2007, 04:03:09 AM
Ooh, missed that! Sooo when can I download The great boot patch?
Title: Re: Warhammer 40000 mod 2nd version bugfix released!
Post by: Nethoras on April 23, 2007, 06:14:57 AM
sorry the boot patch is non-existent and will never come out, unless of course highlander has a clean version of the source code in wich he can create, because I do not, and I cant release boots without releasing a whole bunch of half finished stuff and surprises.

sorry bout the not so merry Christmas: Nethoras
Title: Re: Warhammer 40000 mod 2nd version bugfix released!
Post by: Apollon-04 on April 23, 2007, 02:33:47 PM
Wait, its christmas? Christmas is december 25. its April 23. Im confused. Anyways, nethros, hows the minimod going?
Title: Re: Warhammer 40000 mod 2nd version bugfix released!
Post by: Nethoras on April 23, 2007, 04:19:54 PM
The mods coming along really great, I just (well this morning) finished revamping the aformentioned chain sword, It looks really badass I was kinda confused bout how I would make the teeth without spending 4 hours, so at first I made a asolid line, and used a texture with an alpha, but that looked kinda weird, so finally after counntless minutes of tinkering I figuered it out, Isimply made a bar in the side of sword on wich the teeth would go, I cut both its sides into 20 peices, and conected them to make many little squares, i then extruded them and collapsed them, to make many points, then I just cut some edges and moved the terminal vertex to make them curved... I guess noone really cares since this is the only 40k mod... any way Im proud of it and will post a pic as soon as I get the new tex done.

BTW: Im Nethoras not Nethros... Nethros is uber awesome and 1337 on 17 levels of awesome-ness, Im only 1337 on 6 levels of awseomness XD
Title: Re: Warhammer 40000 mod 2nd version bugfix released!
Post by: Nethoras on April 23, 2007, 05:19:22 PM
The aformentioned Chainsword, I'm personnally quite proud of it I think textures pretty cool, but Im not quite sure about it what do you all think?
(http://i148.photobucket.com/albums/s34/Nethoras/chainsword_screeny.png)

Note: Most of the metal is scratched up quite prolificly.
Title: Re: Warhammer 40000 mod 2nd version bugfix released!
Post by: Gath on April 24, 2007, 04:56:05 AM
what can we say, its just beautifull. hey what about new version? huh? i am a betatester and i want to test reaally baad :P
Title: Re: Warhammer 40000 mod 2nd version bugfix released!
Post by: Mormakar on April 24, 2007, 05:50:20 AM
Nice textures! :D Is the weapon like a twohanded weapon?
Title: Re: Warhammer 40000 mod 2nd version bugfix released!
Post by: Nethoras on April 24, 2007, 06:10:27 AM
no the weapon is not two handed, Its not even that large (in game at least) its a good melee weapon, that is less then fast the version that marines use does pierce damage to represent it chewing through armour with da little teefs.

Gath: I didnt know you were a beta tester, If you want I'll sighn you up, although beta tests wont be for a little while, certain things need to be added replaced the map updated, and we also need highlander to do some of his coding magic ;)
Title: Re: Warhammer 40000 mod 2nd version bugfix released!
Post by: Nethoras on April 24, 2007, 07:09:29 AM
Hey all I wanted to show you my new half an hour quickie (a power sword) and I decided to show you some older stuff I made hope you enjoy it and feel free to comment :)

-top left: kroot rifle, one in a set of three
-top_right: Ork_choppas, three in a set of four
-bottom: Power_swords, one with and one without power, the power is placeholder, ingame it will have the same glow as the marine sword.
(http://i148.photobucket.com/albums/s34/Nethoras/omg_wips-1.png)
Title: Re: Warhammer 40000 mod 2nd version bugfix released!
Post by: Highlander on April 24, 2007, 08:58:50 AM
great work! Especially the kroot rifle  :) (I love kroot)
Title: Re: Warhammer 40000 mod 2nd version bugfix released!
Post by: Lord.Bedham on April 24, 2007, 11:24:06 AM
Mega cool! ehmm. i dont want to destrub but nobody answerd about the question wen the new mod coms out?
Title: Re: Warhammer 40000 mod 2nd version bugfix released!
Post by: krazysigmarite on April 24, 2007, 12:18:10 PM
Hey, first off I have to say I LOVE this mod. I decided to get my feet wet and try modelling, I found a great tutorial by Yoshiboy teaching you how to get weapons in-game. Anyway, I made a Lasgun by staring at my little Imperial Guard minis for about an hour and sculpting the shape out, my first model in Wings3d, and I was able to get in-game, hope you like it  :)

Edit: Changed pictures to links
http://www.imagehangar.com/uploads/large/78890600_1177437610.jpg (http://www.imagehangar.com/uploads/large/78890600_1177437610.jpg)
http://www.imagehangar.com/uploads/large/01631800_1177438523.jpg (http://www.imagehangar.com/uploads/large/01631800_1177438523.jpg)
http://www.imagehangar.com/uploads/large/39712300_1177438550.jpg
 (http://www.imagehangar.com/uploads/large/39712300_1177438550.jpg)
EDIT:

Updated texture, darkened the green to match the armor.
http://www.imagehangar.com/uploads/large/62240700_1177444113.jpg (http://www.imagehangar.com/uploads/large/62240700_1177444113.jpg)
Title: Re: Warhammer 40000 mod 2nd version bugfix released!
Post by: Apollon-04 on April 24, 2007, 02:22:35 PM
Thats very good! Did you change the texture on the armor too? because I dont remember the armor having an eagle.
Title: Re: Warhammer 40000 mod 2nd version bugfix released!
Post by: krazysigmarite on April 24, 2007, 02:38:48 PM
Yup, I was messing around with textures and such before I made the model. Forgot I did that  :lol:
Title: Re: Warhammer 40000 mod 2nd version bugfix released!
Post by: Nethoras on April 24, 2007, 05:18:14 PM
Mega cool! ehmm. i dont want to destrub but nobody answerd about the question wen the new mod coms out?

 :shock: I thought only noobs asked for release dates. lolz jk but In all truth I have no idea just depends on when me and highlander decide that its good enough for public usaege

nice lasgun crazy sigmarite, I dont know if we need a lasgun(was that your impositiion?), since I already made a set of lasweapons heres a pic
(http://i148.photobucket.com/albums/s34/Nethoras/las_screenies-1.jpg)
(note these are getting re-texxed[excluding the lascarbine])
what does everyone think his or mine? I personnally kinda like his, but it would offset the set, and some parts are slightly out of proportion but other than that its really nice.
Title: Re: Warhammer 40000 mod 2nd version bugfix released!
Post by: Apollon-04 on April 24, 2007, 05:33:39 PM
Very nice! May I ask what texture you used for the chainsword? Also, can I have it? and if I can, can you send me the .jpg/bmf as pictrues and the material/texture a;ready set up in a brf?
Thanks in advance.
Title: Re: Warhammer 40000 mod 2nd version bugfix released!
Post by: Nethoras on April 24, 2007, 05:41:13 PM
um sure, but I am sorry to say that I am without your msn/address, so a link would be cool, or even just type it out and Ill e-mail it to that address
Title: Re: Warhammer 40000 mod 2nd version bugfix released!
Post by: Apollon-04 on April 24, 2007, 05:45:45 PM
jareddavis@kc.rr.com Its in my profile. Are you going to send me the texture/material set up in a brf? without a mesh though? Im having problems doing this on my computer, so it would greatly help me, but you dont have to do it. Cant wait to beta your mod. Quick suggestion. Your exodus rifle will lag the game very bad, so i suggest lowering the polys. I added it to my mod, and the whole thing was pretty laggy. Just so you know in advance.
Title: Re: Warhammer 40000 mod 2nd version bugfix released!
Post by: Nethoras on April 24, 2007, 06:00:21 PM
Its only 1914 polies, I have much more poly heavy meshes that dont lag my Grandparents pc at all, and its pretty old, the mod will be targeted towards upper-mid ranged pcs, because I'm assuming thats what most people use, and I cant stand it when I have to lower a models quality cos of poly's  >:(

BTW the stuffs is on its way
Title: Re: Warhammer 40000 mod 2nd version bugfix released!
Post by: Apollon-04 on April 24, 2007, 06:34:13 PM
1914 is very high poly for a weapon i think. It lags my computer, and its 2004. Maybe its jsut me though.

Thanks for the texture Nethoras, but you also have to send me .jpg for the texture to work in brf  :D Unless you had the material set up, but you said you were having some errors.
Title: Re: Warhammer 40000 mod 2nd version bugfix released!
Post by: Nethoras on April 24, 2007, 09:42:45 PM
Correction the model is 1014 polies, and ill send you a jpg in the morning
Title: Re: Warhammer 40000 mod 2nd version bugfix released!
Post by: Gath on April 25, 2007, 03:11:19 PM
Well I sent a message to Highlander and i thought he added me to Beta testers, anyway chainsword was great but the kroot rifle is awesome, just beautifull and choppas are as orky ase they can be, from now on... you're god for me :D lasqweapons are also great i'm thinking about starting to model by myself. looking forward to betatest.
Title: Re: Warhammer 40000 mod 2nd version bugfix released!
Post by: krazysigmarite on April 25, 2007, 08:31:45 PM
Hey again, thanks for the feedback  :)

I decided to re-work the Lasgun a bit, fix some of the proportions on it, and changed the texture to look more natural, though I'll probably add some scratches and rust to it later. Came out at a total of 410 polies.

EDIT: Changed pics to links, sorry about that.
Renders:
http://www.imagehangar.com/uploads/large/12924400_1177554415.jpg (http://www.imagehangar.com/uploads/large/12924400_1177554415.jpg)
http://www.imagehangar.com/uploads/large/56369900_1177554456.jpg (http://www.imagehangar.com/uploads/large/56369900_1177554456.jpg)

In-Game

http://www.imagehangar.com/uploads/large/23078000_1177554656.jpg (http://www.imagehangar.com/uploads/large/23078000_1177554656.jpg)
Title: Re: Warhammer 40000 mod 2nd version bugfix released!
Post by: Apollon-04 on April 26, 2007, 02:27:56 PM
Gun looks great, but no offense, the texture looks a little 'dull' in game. Not that the colors are boring, but the color tone is so, not shiny, old and faded. Im not sure if ypu get what I mean, as I dont know the word to describe how it looks, but I hope you understand.
Title: Re: Warhammer 40000 mod 2nd version bugfix released!
Post by: Nethoras on April 26, 2007, 04:12:08 PM
nice enough gun, and I'm not into the whole spam inquisition thing, but could you please make your pics a bit smaller when posting them on this thread, I'm sure highlander agrees that those are rather large considering they have little to do with the actual mod. sorry :green:

Happy Holloween: Nethoras
Title: Re: Warhammer 40000 mod 2nd version bugfix released!
Post by: krazysigmarite on April 26, 2007, 06:43:07 PM
Hey, I apologize for that. I changed my pics to links. And Apollo, thanks for the feedback, any criticism is fine if it improves the model  :)
Title: Re: Warhammer 40000 mod 2nd version bugfix released!
Post by: Nethoras on May 02, 2007, 04:18:59 PM
I'm sure some of you know the news, but the mod has hit a serious roadblock in the form of an unidentifiable error. This will most likely delay releases by alot.

sorry: Nethoras
Title: Re: Warhammer 40000 mod 2nd version bugfix released!
Post by: Apollon-04 on May 05, 2007, 01:01:31 PM
Whats the error?

Also, highlander, how do you get the laser mesh to work right? I looked at your mods resource fodler, and the laser mesh is invisible, but ingame it shows up looking cool. Im trying to add blue lasers into my mod, and i did. But the texture im using doesnt look laser-ish at all on a actaull missile. How do you get that laser look?
Title: Re: Warhammer 40000 mod 2nd version bugfix released!
Post by: Highlander on May 05, 2007, 01:24:45 PM
it isn't showing properly, because the texture uses DDS3 or something which BRFEdit can't read. Dunno what's wrong with your texture, I simple draw a half-transparent texture in Gimp.
Title: Re: Warhammer 40000 mod 2nd version bugfix released!
Post by: Apollon-04 on May 05, 2007, 02:02:28 PM
Im not familiar with gimp or photoshop, so i dont know how to make half-transparent textures.

Also, whats the error youre having?
Title: Re: Warhammer 40000 mod 2nd version bugfix released!
Post by: Nethoras on May 05, 2007, 05:29:30 PM
I was confused hwo to make texes and such like that too, does the dds have to be a dds3 or something, and by half transparent, Im assuming you mean making an alpha chennel right?

also highlander could you please re-send the scource cos that link is not working
nevermind that, I simply backspaced the 40k thing and I downloaded of the directory thus found thanks, also sorry for the pm  I sent to, I got really anxious without anything to work on. :P
Title: Re: Warhammer 40000 mod 2nd version bugfix released!
Post by: gangster4life on May 11, 2007, 09:37:03 AM
THe mod is great!
but it still need a bit testing cuse i get bugs every 30 to 40mins! :!:
Title: Re: Warhammer 40000 mod 2nd version bugfix released!
Post by: Lord.Bedham on May 14, 2007, 05:34:12 AM
There was no news for long time...
wath about screetshots or something?
Title: Re: Warhammer 40000 mod 2nd version bugfix released!
Post by: Nethoras on May 14, 2007, 06:28:47 AM
I encountered an error that I couldnt locate or fix, there was really no point in making new stuff if i couldnt get it to work. But for those of you that had already heard of the grim news you can sigh a sigh of relief! *sigh* for I have found the error (for the most part) I first figuered out that it was the module_itms.py that was causing the errors, cause when I replaced it with native, the game worked, so I proceeded to reintigrate each chunk of code peice by peice, until I got the error, I then cut that chunk of code in half even more to see that the trouble makers were the "shootas" I will now proceed to sweep the whole  py. to see if anything else causes errorz.

PURGE THE UNCLEAN!!!
Title: Re: Warhammer 40000 mod 2nd version bugfix released!
Post by: Nethoras on May 14, 2007, 07:29:46 PM
sorry for the double post, but i made some new knives for the space marines and their tainted bretheren, my next project is a chaos sword for chaos lords, a couple of retexes for chaos marines, and then I think I'll do some mutants. BTW I decided to add some older models as filler, one is a neuro gauntlet ( i like to call it a falying claw) for the eversor assassin, ones a vindicare assassin helm, and ones one of 3 ork helms.

enjoy 8)

(http://i148.photobucket.com/albums/s34/Nethoras/knife_screenies-1.png)
Title: Re: Warhammer 40000 mod 2nd version bugfix released!
Post by: Lord.Bedham on May 14, 2007, 11:08:36 PM
WOW! :shock: So coo,l new melee weapons! Cant weit to play the new mod and slay some orcs with thath! >:D
Title: Re: Warhammer 40000 mod 2nd version bugfix released!
Post by: Nethoras on May 15, 2007, 07:37:37 AM
thancks glad you like, and how'd you like to be that ork next release? (maybye)
Title: Re: Warhammer 40000 mod 2nd version bugfix released!
Post by: Lord.Bedham on May 15, 2007, 03:05:55 PM
That would be new, but i prefer to just shoot them. :lol:
But wath about Space marines, and the Armor? Have you make it better? The armor just looket silly.
Make the Space Marines and the Emperors guards story perfect, than we can speak over the orcs again :)
Make lesser super things, than many bad things. Sorry for my English, but i think you understand wath i mean.
Title: Re: Warhammer 40000 mod 2nd version bugfix released!
Post by: Apollon-04 on May 15, 2007, 03:12:16 PM
Nethoras, I know you and Highlander have both said I could use some of your stuff if I wanted, but can I use those gauntlets. Im going to make the 'nails' way shorter, but It works perfect for an idea for my mod.
Title: Re: Warhammer 40000 mod 2nd version bugfix released!
Post by: Nethoras on May 15, 2007, 04:31:05 PM
um sure, I guess that'd be ok; do ya want the texture to? I dont know if I can send em right now cos my msn is being a bitch but that'd be cool, but can you tell me whats gonna be using these?
Title: Re: Warhammer 40000 mod 2nd version bugfix released!
Post by: Quail on May 16, 2007, 10:21:35 AM
tell him via PM apollon because thou shalt not reveal thous mod secrets.
Title: Re: Warhammer 40000 mod 2nd version bugfix released!
Post by: Apollon-04 on May 16, 2007, 08:00:02 PM
Good idea Quail.

Nethoras- Ill be using them for my mod, Galactic Mercenary.
Title: Re: Warhammer 40000 mod 2nd version bugfix released!
Post by: Lord.Bedham on May 22, 2007, 02:04:50 PM
Wath about new Armor?
Title: Re: Warhammer 40000 mod 2nd version bugfix released!
Post by: Nethoras on May 22, 2007, 04:26:08 PM
are you talking to me/highlander, for the 40k mod? cos If so there isnt much in the form of new armour, the only things that arent weapons, helms, props, or greaves i've made so far is a new ork body that highlanders rigging now, a marine armour that needs to be bulked out a bit, and Im working on a mutant body, but other than that new body, armour meshes are just retxes, thats cos i cant rig, cos my exporter is fucked up...

merry christmas
Title: Re: Warhammer 40000 mod 2nd version bugfix released!
Post by: Lord.Bedham on May 23, 2007, 04:02:06 AM
Coult you post the Space Marine Armor? Or some other cool new things. Incidentally, greetings from Germany. I play so many mods but this mod is the best from all of them! Its so cool, its feel like Warhammer has to feel! Shooting Orks and the Chaos with your soldiers and killing the Enemy site by site with some Space Marines. Keep on doing this!
Title: Re: Warhammer 40000 mod 2nd version bugfix released!
Post by: Quail on May 23, 2007, 09:48:21 AM
even though your fellow marines, and imperial guards are wonder why the hell their commander is wearing a Chaos Marine Helmet.
Title: Re: Warhammer 40000 mod 2nd version bugfix released!
Post by: Nethoras on May 23, 2007, 03:56:58 PM
good point, I was thinking of making equpipment handed out according to your rank, and removing sales completly, what do you guys think?
Title: Re: Warhammer 40000 mod 2nd version bugfix released!
Post by: Quail on May 23, 2007, 04:08:43 PM
I would have to play it to make sure...Sounds good though, but personally I like to have uber amounts of ammo, use it all up, then run back to my chest pick up more ammo and "ma" power warhammer and run back.

Maybe you could have a Ammo Store place where we can buy more ammo...Just a thought.
Title: Re: Warhammer 40000 mod 2nd version bugfix released!
Post by: Conscript on May 25, 2007, 01:02:29 PM
good point, I was thinking of making equpipment handed out according to your rank, and removing sales completly, what do you guys think?

I think you should do that.

Also, am I the only one that sees no boots for the guardsmen?
Title: Re: Warhammer 40000 mod 2nd version bugfix released!
Post by: Nethoras on May 25, 2007, 02:07:05 PM
I would have to play it to make sure...Sounds good though, but personally I like to have uber amounts of ammo, use it all up, then run back to my chest pick up more ammo and "ma" power warhammer and run back.

Maybe you could have a Ammo Store place where we can buy more ammo...Just a thought.

?? ? ?? ??

Are you asking for the chest in battles to be reintated, if so then,
no and for the ammo store, thats what the merchants are for, however I've upped almost all ammo's amount to make more fights more shooty.
good point, I was thinking of making equpipment handed out according to your rank, and removing sales completly, what do you guys think?

I think you should do that.

Also, am I the only one that sees no boots for the guardsmen?

No Boots: no, people have been complaining about that for like, since highlander released the last version, its been fixed BTW. 
And should we make a poll for the item system, I think that if you were just given equpiment for your your rank it'd be cool, and would decrease the amount of people running around in mismatched uniforms and shiat. Highlander what do you think? I think we should make a pool for public opinon on this matter.

BTW: welcome to the forums
Title: Re: Warhammer 40000 mod 2nd version bugfix released!
Post by: Bohemian Nights on June 01, 2007, 07:15:15 PM
Posting in this thread to let you know that Games Workshops legal department has been notified for a seize and desist of this Mod, as it conflicts with what's legal/Illegal to do with Games Workshops intellectual property in regards to modding and/or Computer Games

It conflicts with:


General terms of use for GW intellectual property;

". Create, distribute, or use any material that is not consistent with the functionality, atmosphere, and parameters of the Warhammer universe as created and owned by Games Workshop"


It conflicts with:

Modifications, Total conversions, and games;

". Any game or mod must be a "total conversion." In other words, you must not use our intellectual property (logos, images, names etc.) in relation to the worlds, names, logos, or images of any other company. For example, you cannot place our Space Marines in a Disney total conversion using the Unreal engine, but you could make a TC solely using Space Marines with the Unreal engine. This is, of course, assuming that you have permission to use the Unreal engine."

". It must be made clear on any readme files, splash/intro screens and accompanying material that the game or mod is unofficial and the origins of the intellectual property must be made obvious (e.g., your mod might say ?Battletoes ? a total conversion for XXXX (insert game name) using intellectual property owned by Games Workshop. Used without permission...etc.""

". Any distribution (zipped or otherwise) of the whole, or any part, of the mod or game must be accompanied with the appropriate disclaimers and must also follow these guidelines."

". The game or mod must not devalue any Games Workshop product in any way."

". The functionality, atmosphere, and parameters of any mod or game must be consistent with the relevant IP."




Further information can be found on:
http://uk.games-workshop.com/legal/canandcant/1/
Title: Re: Warhammer 40000 mod 2nd version bugfix released!
Post by: Apollon-04 on June 01, 2007, 07:45:50 PM
In other words, they have to cancel their mod because their name/mod doesn't give your company enough credit? Couldn't they just add a readme file giving your company credit, and change their name to "Warhammer, A total conversion for Mount & Blade," and continue the mod?
Title: Re: Warhammer 40000 mod 2nd version bugfix released!
Post by: Conscript on June 01, 2007, 08:42:59 PM
Posting in this thread to let you know that Games Workshops legal department has been notified for a seize and desist of this Mod, as it conflicts with what's legal/Illegal to do with Games Workshops intellectual property in regards to modding and/or Computer Games

It conflicts with:


General terms of use for GW intellectual property;

". Create, distribute, or use any material that is not consistent with the functionality, atmosphere, and parameters of the Warhammer universe as created and owned by Games Workshop"


It conflicts with:

Modifications, Total conversions, and games;

". Any game or mod must be a "total conversion." In other words, you must not use our intellectual property (logos, images, names etc.) in relation to the worlds, names, logos, or images of any other company. For example, you cannot place our Space Marines in a Disney total conversion using the Unreal engine, but you could make a TC solely using Space Marines with the Unreal engine. This is, of course, assuming that you have permission to use the Unreal engine."

". It must be made clear on any readme files, splash/intro screens and accompanying material that the game or mod is unofficial and the origins of the intellectual property must be made obvious (e.g., your mod might say ?Battletoes ? a total conversion for XXXX (insert game name) using intellectual property owned by Games Workshop. Used without permission...etc.""

". Any distribution (zipped or otherwise) of the whole, or any part, of the mod or game must be accompanied with the appropriate disclaimers and must also follow these guidelines."

". The game or mod must not devalue any Games Workshop product in any way."

". The functionality, atmosphere, and parameters of any mod or game must be consistent with the relevant IP."




Further information can be found on:
http://uk.games-workshop.com/legal/canandcant/1/

It sounds like you notified them.

Also, it seems to me that this IS a total conversion, and has a warhammer atmosphere.
Title: Re: Warhammer 40000 mod 2nd version bugfix released!
Post by: Quail on June 01, 2007, 10:25:20 PM
This is a total conversion, and all disclaimers and whatnot will be included.
Title: Re: Warhammer 40000 mod 2nd version bugfix released!
Post by: Highlander on June 02, 2007, 01:43:24 AM
Bohemian Nights,
mind telling us who you are?
Someone from Gamesworkshop, or just a guy who does not have anything better to do than searching the internet for "illegal" mods?
Title: Re: Warhammer 40000 mod 2nd version bugfix released!
Post by: Yoshiboy on June 02, 2007, 02:18:30 AM
life sucks then you die I guess. God Damn, this mod steals so many sales from Warhammer it's no wonder they didn't shut it down earlier [/sarcasm]

I hope Bohemian Nights is just a random guy because I couldn't care less. Warhammer Models are ridiculously overpriced today and Warhammer probably makes millions every second.
Title: Re: Warhammer 40000 mod 2nd version bugfix released!
Post by: Ursca on June 02, 2007, 02:36:05 AM
I doubt that anything will come of this - the only thing I can see that violating their guidelines is the name of the mod and whether you've got the disclaimer somewhere in the mod/in a readme.

So change the name to something like 'Battle for Karatak IV - An Unofficial Warhammer 40,000 Mod' and add the disclaimer to the zip file and you're set.

I highly doubt Bohemian Nights is an official representative from GW.
If they took an interest in the legality of the Mod, they'd send Highlander an Email asking him to comply with the guidleines.
Title: Re: Warhammer 40000 mod 2nd version bugfix released!
Post by: Bohemian Nights on June 02, 2007, 02:49:06 AM
You're quite right, I'm just a random guy that notified GW that the mod does not comply with their IP.

Because I have nothing better to do? No.

Because the mod is a fucking embarrasment? Yes.
Title: Re: Warhammer 40000 mod 2nd version bugfix released!
Post by: Ursca on June 02, 2007, 02:57:59 AM
Sorry, but I don't see what your opinion of the mod has to do with whether it's breaking the IP or not.
Title: Re: Warhammer 40000 mod 2nd version bugfix released!
Post by: Highlander on June 02, 2007, 04:05:58 AM
Because the mod is a fucking embarrasment? Yes.
Hey, wannabe policeman, I don't think you are in the position to judge whether this mod is good or not.
So, next time you feel like spoiling, please do that somewhere else.
Title: Re: Warhammer 40000 mod 2nd version bugfix released!
Post by: Apollon-04 on June 02, 2007, 06:23:55 AM

Because the mod is a fucking embarrasment? Yes.

Yeah? And how would you know? Have you played even played Mount & Blade. Get a life. Stop wasting your time trying to make a mod thats legal seem illegal. Go fuck yourself Bohemian.
Title: Re: Warhammer 40000 mod 2nd version bugfix released!
Post by: Bohemian Nights on June 02, 2007, 06:43:33 AM
My opinion does indeed matter very little. Nevertheless, it still breaks the IP.
Title: Re: Warhammer 40000 mod 2nd version bugfix released!
Post by: Yoshiboy on June 02, 2007, 07:16:04 AM
Well in the end I guess the joke's on you, because I can't imagine GW give a flying fuck about this mod.
Title: Re: Warhammer 40000 mod 2nd version bugfix released!
Post by: Ursca on June 02, 2007, 08:07:53 AM
Eh? This mod does not impact GW's profits in any way, and the only conflict with GW's IP is the lack of a disclaimer. - which is merely a formality.
So the only concievable reason you could want to inform GW legal about this 'breach of IP' is to attempt to shut it down because you dislike it.

That just puts me in mind of a child that enjoys kicking down other peoples sandcastles.  :-\
Title: Re: Warhammer 40000 mod 2nd version bugfix released!
Post by: Apollon-04 on June 02, 2007, 08:08:30 AM
I bet this guy is just jealous that Highlander and Nethoras made such a great made.
Title: Re: Warhammer 40000 mod 2nd version bugfix released!
Post by: Winter on June 02, 2007, 10:30:18 AM
Okay, this has gone far enough. Let's get some things entirely clear.


Posting in this thread to let you know that Games Workshops legal department has been notified for a seize and desist of this Mod, as it conflicts with what's legal/Illegal to do with Games Workshops intellectual property in regards to modding and/or Computer Games

'Seize and desist'?

If Games Workshop -- or any other IP-holding company -- has a problem with any mod hosted on MBX, then they can take it up with me, the forum owner. I'll expect a mailed letter on company-headed paper from the GW legal department containing an official cease and desist letter, as well as contact details for an attorney. I can provide my snail-mail address via e-mail to the GW legal department, provided they first e-mail me from an address hosted on a GW-owned domain. My e-mail address is freely available from my profile.

I refuse to do a thing to Highlander, Nethoras or this mod before all of these things have happened and I am convinced that there is a valid complaint.

Lastly, Bohemian Nights, your behaviour on this forum has been loathsome and disrespectful, falling far short of the standards required of our members. Improve your posts or we may be forced to take administrative action.
Title: Re: Warhammer 40000 mod 2nd version bugfix released!
Post by: Apollon-04 on June 02, 2007, 11:02:17 AM
Yay! Winter comes in and saves us. This is like the part in the movies, where the really cool main character owns the bad guy. Go winter! I've never seen someone get served like that before.
Title: Re: Warhammer 40000 mod 2nd version bugfix released!
Post by: Nethoras on June 04, 2007, 07:09:18 AM
thanks winter, it would have sucked if that bastard actually managed to shut our mod down  :( but you're always there to stand up for your forumites  :)
Title: Re: Warhammer 40000 mod 2nd version bugfix released!
Post by: Pellidon on June 04, 2007, 10:38:06 AM
they got nothing on you, plus, mount&blade is a largely unknown game, so i highly doubt the warhammer people would even care.
Title: Re: Warhammer 40000 mod 2nd version bugfix released!
Post by: morgoth2005 on June 04, 2007, 10:44:02 AM
I agree wholeheartedly with the makers of this mod and Winter. In my opinion there shouldn't be any movement until as said buy ~Winter, a formal complaint has been sent, unless there is of course a possiblity of being sued for damages.

quote from GW:

MODIFICATIONS, TOTAL CONVERSIONS, AND GAMES

We want people to express their enjoyment of our games with as little interference from us as possible, as long as they behave reasonably with our IP and follow any reasonable requests that we may make. We are not inherently opposed to hobbyists creating games or mods using our IP, in fact we are flattered that people want to spend so much time creating games and mods in the GW universes.

just write it somewhere and one will be able to complain:

WARHAMMER 40,000

This web site is completely unofficial and in no way endorsed by Games Workshop Limited.

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Highlander and Nethoras worked hard, and this "complaint" is just pathetic in my opinion.
Title: Re: Warhammer 40000 mod 2nd version bugfix released!
Post by: Nethoras on June 05, 2007, 06:37:51 PM
wow thanks morgoth
Title: Re: Warhammer 40000 mod 2nd version bugfix released!
Post by: Nethoras on June 09, 2007, 07:54:38 PM
heres the new space marine armour, yet to be rigged, Its done in the blood ravens colours, because they are already the chapter in game, however I plan on adding at least two new chapter colours.

(http://i148.photobucket.com/albums/s34/Nethoras/ap_wipshot.png)
Title: Re: Warhammer 40000 mod 2nd version bugfix released!
Post by: Tuckles on June 10, 2007, 07:27:37 AM
That's amazing Nethoras!

Just a question, are you guys planning to expand the world map in the next/a future release? It seems pretty small in my opinion.

edit: HUGE BLUNDER D:<
Title: Re: Warhammer 40000 mod 2nd version bugfix released!
Post by: Nethoras on June 10, 2007, 08:26:38 AM
Thanks, and once again I be Nethoras, Im not offended, I just think Nethros might be  :lol:
and for the world map thats a yes/way ahead of you, highlander finished the map a while ago, we also added dome pretty cool features to it  8)
Title: Re: Warhammer 40000 mod 2nd version bugfix released!
Post by: Tuckles on June 10, 2007, 08:37:52 AM
Shite, sorry, I get confuse sometimes (switching immediately :D )
Title: Re: Warhammer 40000 mod 2nd version bugfix released!
Post by: Cali on June 10, 2007, 09:39:29 AM
That looks awesome! The imperial eagle doesent look right, but i shouldnt be complaining  :-\
How many polys is that?
Title: Re: Warhammer 40000 mod 2nd version bugfix released!
Post by: Conscript on June 10, 2007, 10:47:21 AM
The Eagle looks fine, although it's different. It's pretty cool.

I have an idea.
What would you think of having Steel Legion replace the Imperial Guard's troopers?
Title: Re: Warhammer 40000 mod 2nd version bugfix released!
Post by: Gath on June 10, 2007, 03:57:20 PM
eagle is fine (although much different from the original), but it niecely represents the Blood Ravens chatper and Armour is just perfect thats what i was talking about by sayin it should be more bulky. Idont think if steel legion would be good, Cadians are standard  IG they are the most representative and common in IG shcemes
Title: Re: Warhammer 40000 mod 2nd version bugfix released!
Post by: Nethoras on June 11, 2007, 06:30:38 AM
yeah the chest bird isnt the common aquila impirialis its the "raven encarmine" of the blood ravens, I've also made a dark sngels version with one of those little hooded  cherubs or whatev with a sword on the chest, the next one I plan on is a basic codex one with the aquila, and then a specialised pseudo black templar version, and then grey knights, because they're awesome. although I dont know how many versions will be in the next release because I dont want to dump to much rig work onto highlander, and these bastards arent easy to rig either it took me about half an hour to rig this, and then I couldnt export it    >:( fuck I hate gmax, and blenders a faggot of a program to.

The Eagle looks fine, although it's different. It's pretty cool.

I have an idea.
What would you think of having Steel Legion replace the Imperial Guard's troopers?

thats not a half bad idea, hoever first I'm going to do some work on the standard ig, Im thinking of redoing the flak armour, but I dont know if thats really needed the model highander made for ig flak really isnt all that bad, its pretty good actually, does anyone else think I should re-do it, I also plan on making regimental specific differences in uniform and stats, because that might be cool, I would also do the same for different astartes legions.


sneaky git message, prepare for a bit of necomunda in the next release
Title: Re: Warhammer 40000 mod 2nd version bugfix released!
Post by: Tuckles on June 11, 2007, 06:59:57 AM
sneaky git message, prepare for a bit of necomunda in the next release

Public Service. How long are you guys to the next release anyway? Progress Report? :D

The mod itself is really lacking right now, the troops still don't have shoes! Also, will you be giving Rough Riders some non-native stuff?
Title: Re: Warhammer 40000 mod 2nd version bugfix released!
Post by: Nethoras on June 11, 2007, 04:27:56 PM
soon hopefully, the troops are actually in the process of getting race/class specific boots. With that is the rigging of a few armours, I have to finish my first scene (screenies soon), and of course a polishing and a bit of bugfixing etc. so for the most part i would set the next release at about 3 weeks give or take, Im being conservative there to.

the rough riders I dont think will have anything thats not from native for a while sorry, well I did give the rough rider 'khan" a power cutlas, but thats about it.

I would probably release a new version now, but there are a few kinks to work out. You also shouldnt expect much more than a crapload of new weapns and troops from the next release, beyond items, and troops, Ive done very little, and thus the next version will most likly be largly incomplete,

p.s. Highlander is the mod leader, so highlander could easily say that he doesnt want it released when I feel it should be, so dont expect my estimate to be in concrete.

(http://i148.photobucket.com/albums/s34/Nethoras/imp_rel_cutls.png)
Title: Re: Warhammer 40000 mod 2nd version bugfix released!
Post by: Tuckles on June 12, 2007, 07:40:20 AM
Beautiful texture there. Also, I like the hilt, very detailed. How many polygons?

By the way, I've been looking at pictures of the Rough Riders, their swords are awesome.
Title: Re: Warhammer 40000 mod 2nd version bugfix released!
Post by: Nethoras on June 12, 2007, 03:42:26 PM
which rough riders, that sword is not inteded for rough riders btw, if you would send me a pic of what your talking about, depending on just how cool these swordsare, I may do them
Title: Re: Warhammer 40000 mod 2nd version bugfix released!
Post by: Nethoras on June 12, 2007, 06:32:03 PM
sorry for the double post and whatnot, but I have some screenies of my half finished hive city hope you like, I really think we need sprawling cities as opposed to grey boxes I hope you agree.

The hive so far takes up almost the entirty of the map, on several levels, depth is one of the coolest parts of it, it has many different qwirks secrets, and quests, some highlights include merbas room (a soon to be recuitable mercernary/ex cop whatever I havent really made a story for him yet, npc) complete with a mulititude of empty beer bottles, bullo the butcher who sells the item "MEAT?" a rather high looking guardman whos on his break, doc chapman the brewer (soon with a quest), robberies, a manufactorium (quest), a police officer and a man trying to hide a body (quest duh) and a sewer (this is going to lead to awesomeness), and much more! hope you like

(http://i148.photobucket.com/albums/s34/Nethoras/hive_wips.png)
Title: Re: Warhammer 40000 mod 2nd version bugfix released!
Post by: Cali on June 12, 2007, 06:40:18 PM
Wow, that looks awesome  :green:
That spacemarine armor on the last picture is the old one, right?
Title: Re: Warhammer 40000 mod 2nd version bugfix released!
Post by: Quail on June 12, 2007, 06:48:03 PM
Looking good. Can't wait to take a crack at bug finding. (And hoping that there will be very little so that the public release can get out fast.)
Title: Re: Warhammer 40000 mod 2nd version bugfix released!
Post by: Nethoras on June 12, 2007, 09:41:48 PM
yeah thats the old armour, thankks for the positive feedback, despite my told lack of  artful screenshot taking abilities, lolz
Title: Re: Warhammer 40000 mod 2nd version bugfix released!
Post by: Quail on June 12, 2007, 10:15:40 PM
I could help with that.
Title: Re: Warhammer 40000 mod 2nd version bugfix released!
Post by: great_duke on June 12, 2007, 11:38:53 PM
It honestly looks really great, perhaps you can post some bigger pictures?  :)
Title: Re: Warhammer 40000 mod 2nd version bugfix released!
Post by: Lord.Bedham on June 13, 2007, 03:30:07 AM
The Eagle looks fine, although it's different. It's pretty cool.

I have an idea.
What would you think of having Steel Legion replace the Imperial Guard's troopers?

Jear! Steel Legion rulez, but the imperial Guard is cool too. Maybe make some armor a helmet, boots and one Steel Legion body. Thath would be cool, but thath musstnt be.
Title: Re: Warhammer 40000 mod 2nd version bugfix released!
Post by: Elpolodiablo on June 13, 2007, 05:35:09 AM
Hello.

I love this mod but am slightly disappointed. :(
Can you add more troop types to the game e.g mutants, elder, melee troops for the guard and more types for guard and chaos
Also: the limited amount of ammo is bad
Cant wait for the next version!

Also: First post!!!
Title: Re: Warhammer 40000 mod 2nd version bugfix released!
Post by: Nethoras on June 13, 2007, 06:24:34 AM
Welcome to the forums Elpolodiablo, I have revamped the old version in tonnes of ways, I have actually just started on mutants, and there are already, semi-melee units for ig, for example a recent addition: the grenadier is a guy armed with a shotgun, and a high quality knife (kasrkrins use the same knife). Seargeants are the new melee backbone of the ig, they can easily hold their own in a fight, and I find them very efective once the enemy is in compat and is being swarmed by ig with bayonets, knives, the buts of rifles, etc, the seargeants come in quickly to diliver swift death via a chainsword, or power cutlas.

EDIT: Eldar have been lef tuntouched, I guess I could do some very minor work to at least get one of their units in game (eldar suck, and thus are last priority :P), and ammo has been changed a lot, you can buy much more ammo, but your troops have limited amounts of ammo depending on their ranged status, ig for example have lots of ammo to ensure they are shooty to the end, whereas ork sllugga boyz have about 4 bullets, ensuring they will pop a few slugga rounds into the enemy before charging, not stand there and try to have a firefight with tau (that would be funny to watch)
Title: Re: Warhammer 40000 mod 2nd version bugfix released!
Post by: Tuckles on June 13, 2007, 06:51:15 AM
(http://uk.games-workshop.com/imperialguard/miniature-gallery/images/rough-riders.gif)

The middle rough rider. Also, that's a nice town.

Can I ask a question? How did you guys do that interface? It looks awesome. Also, are you guys planning on changing that health bar to something more... sci-fi? The loading bar just doesn't cut it.  :lol:
Title: Re: Warhammer 40000 mod 2nd version bugfix released!
Post by: Nethoras on June 13, 2007, 04:40:39 PM
oh you mean curved chainswords, I think that I may actually make that, just because its easy and would look pretty cool, and you reminded me that I will be dramatically reducing the amount of rough riders in companies, just because, well seriously there almost as many rough riders as there are guardsmen, and they should be merely suplementary troops. I dont know how to do those interfaces, well I kinda do, but yeah, I think the bar should be a blip/pule meter thing, (that green line that goes up when your heart beats in a hospitle) that goes across the screen, as you lost health, it would get more irregular and spastic, and really high, until you had almost no health left, at that point it would be really low, this would be much more realistic then a bar and all this would require is a simple animated texture, however I am unsure how to make animated textures in GIMP, maybye I will learn :!:
Title: Re: Warhammer 40000 mod 2nd version bugfix released!
Post by: Conscript on June 13, 2007, 06:59:26 PM
Is it possible to make powerhammers knock back enemies?
Title: Re: Warhammer 40000 mod 2nd version bugfix released!
Post by: Quail on June 13, 2007, 08:17:46 PM
As I said, in an earlier post, I can help taking any screen shots that are needed.

The curved chain sword is one of my favorite weapons.
Title: Re: Warhammer 40000 mod 2nd version bugfix released!
Post by: Elpolodiablo on June 13, 2007, 11:43:50 PM
(eldar suck, and thus are last priority :P)

Good man :) I Just wanted more to shoot
City is kickin rad!
Thanks for the update.
Just to get this straight: You can only be guard or chaos?

Title: Re: Warhammer 40000 mod 2nd version bugfix released!
Post by: Tuckles on June 14, 2007, 03:14:24 AM
Animated images in gimp are easy, but I don't know if they can be converted to textures. DDS aren't layered afaik.
Title: Re: Warhammer 40000 mod 2nd version bugfix released!
Post by: Nethoras on June 14, 2007, 06:34:02 AM
sorry Quail I dont think we have such a big need for a screen shot taker yet, I would probably let you at it, but highlanders been rather dormant latlely, and I cant really release aanything without him.

and I know animated dds. files can exist, simply go into the textures file in comonres and look for the texture called "waterbump"

yes you can only be guard or chaos for now, though I think I may make orks playable, and tau to.
Title: Re: Warhammer 40000 mod 2nd version bugfix released!
Post by: Tuckles on June 14, 2007, 06:35:42 AM
Hey Nethoras, if it IS possible, want me to try making one on Photoshop?

It's just one of those graphs in the doc's office right?  :lol:
Title: Re: Warhammer 40000 mod 2nd version bugfix released!
Post by: Nethoras on June 14, 2007, 04:20:06 PM
Is it possible to make powerhammers knock back enemies?

no, not that I know of, however I am starting to learn scripts, (its self teaching though, so its coming rather slow), but I guess it may be possible to make a script that, moved the troops position x units of space away from the weilder, and ensure that they are knocked down if they arent dead, I was actually thinking of a simple code that would allow power fists, simply making a code that ran every time youi entered a battle, it would check if player/agent has "itm_powerfist_glove" which would count as a glove, and then once battle comenced it would remove all items from equiped slots (excluding armour, and special guns and such I will make that work with the powerfist) and replace them with "itm_power_fist" which would just be an invisble poly. could be cool  :o

And tuckles if your willing to do that it would be awesome,  :)

btw: does anyone know if theres an npc limit for scenes, because some of my npcs refuse to show up... :-\
Title: Re: Warhammer 40000 mod 2nd version bugfix released!
Post by: Lord.Bedham on June 15, 2007, 05:42:08 AM
There is no limit.
Please dont make the orks and the Tau playabel, not jet. Make more diferent troops for the Empire. Mainly the Steel Legion(over cool :green:.)
Make the 2 Classes perfect before you make orks and Eldar. I have seen broke many mods on such incresments.
Title: Re: Warhammer 40000 mod 2nd version bugfix released!
Post by: BrotherLucius on June 16, 2007, 05:00:52 PM
I must concur with our germanic freind Lord.Bedham. You should focus on only two factions to start, and then add them one at a time then following, never beginning a new faction until the last is absolutly completed. Size of a modification is irrelivant, it is the -quality-.

On Amazement-
So, when I first discovered there was a Warhammer 40k module, I was stunned. A Warhammer Fantasy modification was something I anticipated and would've liked to have seen, but the very idea of being able to wage war in the 41st millenium had not occured to me. Even greater was my suprise when I learned this module was not just a collection of loose idea's by some fans, but an actual product with -good- work being put out with an actual beta build.

While i'm not sure how you plan to balance the pure shooty awesomness of Warhammer 40k into a playable Mount and Blade-esque product, particularly when you consider the outrageous ability that a single Space Marine can possess if going by purely fluffy standards, I am very hopeful for this module. Good work. I would be happy to help in any way I can, unfortunatly I (as many well wishers are) are incapable with any solid coding or creation skills. I am however a font of Warhammer 40k Fiction knowledge, if you should ever require that for some reason.

On Legal Asshattery-
While GW is legendary for it's ruthless enforcement of it's IP, you have nothing to fear from that dillweed a few pages back. Believe me, if you troubled Games Workshop, they would've sent you a legal cease and desist by now through proper channels. Well handled.

On Yoshi-
Wow, he really seems to be working on pretty much every module these days, eh? ;)

Post Script: On Power Hammers- Instead of knockback (which would be an unbelievably difficult thing to script), why not just script in a regular chance for a "knockdown" that sends the enemy sprawling on the ground like hitting them with a horse or a particularly smart blow sometimes does in Native.
Title: Re: Warhammer 40000 mod 2nd version bugfix released!
Post by: Nethoras on June 16, 2007, 09:18:11 PM
hmph I guess my previous post didnt go through, sorry, sometimes my other comps internet craps out, often in the middle of typing a reply  ???, so I have that saved in a word document, as I do with other lengthy posts I make during a lag-fest, I'll re-post it either tomorow or monday, whenever I go to my grandparents, it should releive both of you, I also asked for a rigger, It would be a big help, since highlander is dormant often, and is occupied with a few other projects as far as I know. so if your interested respond.

(http://i148.photobucket.com/albums/s34/Nethoras/city_props.png)
Title: Re: Warhammer 40000 mod 2nd version bugfix released!
Post by: Lord.Bedham on June 17, 2007, 11:40:22 AM
I must concur with our germanic freind Lord.Bedham. You should focus on only two factions to start, and then add them one at a time then following, never beginning a new faction until the last is absolutly completed. Size of a modification is irrelivant, it is the -quality-.

Thath is wath i mean. But yu could say that better then me. My English isnt so good.
but wath i woult ask to. Do you feel up to make some Steel Legion things, they look a little bit like German Fallschirmjägers and W1 Soldiers.

(http://img234.imageshack.us/img234/6667/steelrh7.gif)
Title: Re: Warhammer 40000 mod 2nd version bugfix released!
Post by: Tuckles on June 17, 2007, 03:39:47 PM
Couldn't you ask Chel how he did knockback in his expanded gameplay mod? Check the arena in that mod (0.751), it's awesome.
Title: Re: Warhammer 40000 mod 2nd version bugfix released!
Post by: Nethoras on June 18, 2007, 04:43:51 PM
Quote
actually I'm kinda thinking of a primative story type system, where you start of as a citizen in an imperial hive city, it will be possible to live your life however you chose, I am thinking of making a full out city, that you can explore, jobs will be available in different forms, anything from a butchers aprentice, a gamper (from the book ravenor), a delivery person, manufactiorium worker, Marshal, bounty hunter,and whatever else I can think of, different lifestyles will be available, but not chosen at the beginning of the game, oppertunities will arise to join certain social castes, and such, things like gangers (from several gangs), bumbs, the rich, the working class, wasters, cultists, and all sorts of colourful charecters, in the end, you will eventually leave the city (you dont have to) when you are given an opperyunity such as military service, or have become skilled enough to take your work across the planet. from there things go downwards as you are caught in the middle of a raging war.

*Important notice*
I need a rigger, I can rig fine, but I cant get my exporters to work, highlander can rig, but he's been dormant for quite a long time, if your interested tell me.

yeah thats the aformentioned post that got lost, and the whole power hammer knock back is useless, stuff gets knocked over by something so powerful anyways.
Title: Re: Warhammer 40000 mod 2nd version bugfix released!
Post by: Conscript on June 21, 2007, 04:11:45 PM
Quote
actually I'm kinda thinking of a primative story type system, where you start of as a citizen in an imperial hive city, it will be possible to live your life however you chose, I am thinking of making a full out city, that you can explore, jobs will be available in different forms, anything from a butchers aprentice, a gamper (from the book ravenor), a delivery person, manufactiorium worker, Marshal, bounty hunter,and whatever else I can think of, different lifestyles will be available, but not chosen at the beginning of the game, oppertunities will arise to join certain social castes, and such, things like gangers (from several gangs), bumbs, the rich, the working class, wasters, cultists, and all sorts of colourful charecters, in the end, you will eventually leave the city (you dont have to) when you are given an opperyunity such as military service, or have become skilled enough to take your work across the planet. from there things go downwards as you are caught in the middle of a raging war.

*Important notice*
I need a rigger, I can rig fine, but I cant get my exporters to work, highlander can rig, but he's been dormant for quite a long time, if your interested tell me.

yeah thats the aformentioned post that got lost, and the whole power hammer knock back is useless, stuff gets knocked over by something so powerful anyways.

Very well, I can't wait till the new release.
Title: Re: Warhammer 40000 mod 2nd version bugfix released!
Post by: Elpolodiablo on June 23, 2007, 12:49:48 PM
Is there a way I can get the previous version? The one with endless battle.
Title: Re: Warhammer 40000 mod 2nd version bugfix released!
Post by: Elpolodiablo on June 29, 2007, 12:35:19 AM
It was to young to die  :(
Title: Re: Warhammer 40000 mod 2nd version bugfix released!
Post by: Quail on June 29, 2007, 11:33:12 AM
It was to young to die  :(

Umm...What was? If your talking about the mod, it's not.
Title: Re: Warhammer 40000 mod 2nd version bugfix released!
Post by: Nethoras on July 02, 2007, 03:59:23 PM
yeah the mods not dead, I don't know where you got that idea, I just haven't posted anything in a awhile, because I want to get the complete ganger/redneck vigilante range (my current project) finished before I post any screenies on them, however today I got bored, and decided to skip ahead to another project the Leman Russ here you go, it will be functioning unit with combat capabilities, I'm unsure whether you'll be able to use it yourself though.

(http://i148.photobucket.com/albums/s34/Nethoras/leman_russ_wip.png)
Title: Re: Warhammer 40000 mod 2nd version bugfix released!
Post by: Quail on July 02, 2007, 04:17:51 PM
Nice...What's the polis and such nonsense?
Title: Re: Warhammer 40000 mod 2nd version bugfix released!
Post by: Nethoras on July 02, 2007, 04:34:20 PM
2000 poly's, I went a littlle crazy on some details, but its not a big deal, because most of its already triangulated, and thers only ever gonna be 5 on screen MAX and thats really conservative, cos Its hard as hell to get these.
Title: Re: Warhammer 40000 mod 2nd version bugfix released!
Post by: Conscript on July 03, 2007, 12:30:01 PM
Awesome! I can't wait to charge chaos with tanks behind me!
Title: Re: Warhammer 40000 mod 2nd version bugfix released!
Post by: Sheogorath on July 03, 2007, 11:26:35 PM
If you'd like I could help out with the mod.  I cant model or script or anything, but I DO happen to be pretty well versed in 40k lore.  I'd be happy to write up conversations, background, give you advice on weapons and so forth.  I could probably write up a nice background bit for the whole scenario if you'd like.
Title: Re: Warhammer 40000 mod 2nd version bugfix released!
Post by: Cali on July 04, 2007, 04:04:07 AM
If its possible to play orcs, it would be cool if youd have to unite the tribes by killing their tribe leaders, challenging the leaders or something like tha, and after you have enough military power you can go and crush da humies? The Lemon Russ looks, great, how are you going to get it to work?  :shock:
Title: Re: Warhammer 40000 mod 2nd version bugfix released!
Post by: Nethoras on July 04, 2007, 12:45:04 PM
thanks anyway sheograth, but we dont need any help on fluff sorry, some help would be really nice,especially in the form of a rigger though.

Orks will be playable, but I first want to finish the stuff I have now.
Title: Re: Warhammer 40000 mod 2nd version bugfix released!
Post by: Nethoras on July 10, 2007, 06:14:37 AM
http://forums.taleworlds.net/index.php/topic,24595.msg594978.html#msg594978

help please, sorry for the double post.
Title: Re: Warhammer 40000 mod 2nd version bugfix released!
Post by: Sheogorath on July 11, 2007, 10:32:44 PM
Ahem...
The most common Civilian guns in the Imperium of WH40k are stubbers, which basically means 'any gun that fires a solid shell', and covers a whole range of designs from STC-types to things that look like 20th century rifles.
Gangers also use autoguns, which are similar, but have a high rate of fire.
'Higher ranking' gangers will often have laspistols or other military equipment, scavenged, stolen, or purchased.

A suggestion as well...if you have the time, add a Genestealer cult to the planet in question.  They wouldnt be that hard (since theyre 'mostly human', you'd only need to do a seperate model for Purestrain Genestealers), and would use Imperial Guard weapons for the most part.  Plus, Genestealers are cool ;)

EDIT:
Basically, in regards to ganger weapons, you can make them look like pretty much anything.  High-tech shiney plastic rifles like in Starship Troopers, or WWII-Era rifles.  The Imperium if Man is big enough that trying to standerdize such things would be impossible without a working STC.
Title: Re: Warhammer 40000 mod 2nd version bugfix released!
Post by: reikhardt on July 12, 2007, 06:44:22 PM
Ahem...
The most common Civilian guns in the Imperium of WH40k are stubbers, which basically means 'any gun that fires a solid shell', and covers a whole range of designs from STC-types to things that look like 20th century rifles.
Gangers also use autoguns, which are similar, but have a high rate of fire.

sorry to correct you, but stubbers are not a gun "family"  but juste a modeal that enter in the solid slug weapons family such as the autogun and shotgun(commonly used by the adeptus arbites)
Title: Re: Warhammer 40000 mod 2nd version bugfix released!
Post by: Sheogorath on July 12, 2007, 07:12:33 PM
From what I've seen/heard, pretty much every solid-slug weapon is generically refered to as a 'stubber' regardless of whether or not it is one.
Title: Re: Warhammer 40000 mod 2nd version bugfix released!
Post by: Lord.Bedham on July 13, 2007, 06:03:48 AM
Waths going on? In this Forum somthimes no more news over weeks. Could you post some new weapons, thats never bad. Im very interistet in the comlet new look of the Space Marines. Could you make some screenshots, thath would be very nice. :)
Title: Re: Warhammer 40000 mod 2nd version bugfix released!
Post by: Nethoras on July 14, 2007, 09:39:11 AM
what you guys say is partially true, but from what I read you well read the chart type thing
                                              =lasgun/cannon/multilaser
                                              |
                                         pure light--charged with some kinda particle=energy gun
                                             |
             autogun                 light---has a ballistic payload=needlegun
                 |                          |                                                                                                                         =meltaweapon
(unkown)--ballistic -- casless---energy--other----plasma= plasmagun(dur)                                                                     |
                              |                        |__________________________heat---produced through a mollecular reaction, and showing now visible flame
WEAPON---ranged--gun---has casings--no class=stubgun                            |
          |       |                  |---------------------------------------------|     conducted through flamable medium
          |       |                 is a shotun=a shotgun you moron |                   |
          |       |                                                                |                    | 
          |        ---PURGED BY THE INQUISITION                   |                   =some kinda flamer
          |                                                                   fires bolts-=adapted shotgun
          --melee---(noone cares right now)                          |
                                                                                   =boltgun

sorry if that chart was no help at all, but I already know what kinda guns gangers use, and what they are, I've already made bassically every gun I could find the necromundians (lol) using, but I dont want the underhives of this world to be a complete copy of necromundas, I just wanted some pictures oir ideas for new guns (mostly just in the way they look) but still stay true to the atmosphere, I was also looking for gangs, and no one has even touched that :-\ .
on the subject of screenies, I just have a little bit more texture work to do, befor I can release anything, I have a crapload of finished weapons, but I dont want to sho them of without showing the m with theiir respective owners.

anyway thanks for at least trying to help most people just kinda ignored this >:(


EDIT: I want to do Genestealer cults, although purestrains are almost impossible the cultists shouldnt be to hard.



Title: Re: Warhammer 40000 mod 2nd version bugfix released!
Post by: reikhardt on July 15, 2007, 06:26:02 PM
a genestealer cult would be great,if you want,i have the tyranid codex,there are some pages about these cults.if you want any information,just ask
Title: Re: Warhammer 40000 mod 2nd version bugfix released!
Post by: Sheogorath on July 15, 2007, 07:17:21 PM
Theres actually a Codex: Genestealers now :D
Title: Re: Warhammer 40000 mod 2nd version bugfix released!
Post by: Nethoras on July 16, 2007, 12:13:26 PM
Theres actually a Codex: Genestealers now :D

fo real? you mean as a recent addition or one of those old space crusade era codexes with pictures purple and hot pink nids battling awkwardly scaled space marines who sport sayings such as "kill 'em all" on their armour?

p.s. does anyone know what it means when you get an error that says "unable to find textures/default_texture, I'll try simply making a texture called that, but I doubt that'll work. nevermind, I accidentally made a texture in a brf called default texture, prepare for the propeganda! :P
Title: Re: Warhammer 40000 mod 2nd version bugfix released!
Post by: reikhardt on July 16, 2007, 02:31:25 PM

p.s. does anyone know what it means when you get an error that says "unable to find textures/default_texture, I'll try simply making a texture called that, but I doubt that'll work. nevermind, I accidentally made a texture in a brf called default texture, prepare for the propeganda! :P


i think that someone can send you the texture file,i would do it,but im not home
Title: Re: Warhammer 40000 mod 2nd version bugfix released!
Post by: Sheogorath on July 16, 2007, 08:43:12 PM
Theres actually a Codex: Genestealers now :D

fo real? you mean as a recent addition or one of those old space crusade era codexes with pictures purple and hot pink nids battling awkwardly scaled space marines who sport sayings such as "kill 'em all" on their armour?

p.s. does anyone know what it means when you get an error that says "unable to find textures/default_texture, I'll try simply making a texture called that, but I doubt that'll work. nevermind, I accidentally made a texture in a brf called default texture, prepare for the propeganda! :P

Yup, a new one.  Its avalible for download somewhere or other, I'd link you, but I'd get B& and V&.
Technically its the Codex: Genestealer CULTS, actually, since its mostly about the cult members and how to set up an army of them.
Title: Re: Warhammer 40000 mod 2nd version bugfix released!
Post by: Nethoras on July 17, 2007, 04:52:51 PM
I searched for the said genestealer codex, and its no where to be found  ???
Title: Re: Warhammer 40000 mod 2nd version bugfix released!
Post by: reikhardt on July 17, 2007, 06:15:53 PM
in fact, i never heard of that codex,could you send me a link please?
Title: Re: Warhammer 40000 mod 2nd version bugfix released!
Post by: Sheogorath on July 17, 2007, 07:26:54 PM
Its called 'Codex: Genestealer Cults' by Tim Huckleberry.
Like I said, I cant link you, 'cause I'd get banned.
Title: Re: Warhammer 40000 mod 2nd version bugfix released!
Post by: Ursca on July 18, 2007, 05:24:46 AM
The Tim Huckleberry Genestealer Codex isn't official though, is it? I don't even think it's compatible with the current version of 40k.
Edit: It's probably still good for the background though, which is what you need it for. You just got me mightily confused then.
Title: Re: Warhammer 40000 mod 2nd version bugfix released!
Post by: Sheogorath on July 18, 2007, 09:54:01 AM
I was just proposing it as a background piece, as you say.  I'm not much of a tabletop game player, I just happen to like the WH40k background and lore :P
Title: Re: Warhammer 40000 mod 2nd version bugfix released!
Post by: Nethoras on July 18, 2007, 04:49:06 PM
so how would posting a link to said codex get you banned? theres nothing on the rules about links to this type of stuff, its public domain, I found a link to a download of the pdf, but I couldnt get a fucking yahoo acount, it was all... yahoo-ish. besides that... linky? please  :o
Title: Re: Warhammer 40000 mod 2nd version bugfix released!
Post by: Elpolodiablo on July 19, 2007, 12:15:41 AM
besides that... linky? please  :o

Same plz.


Also: when will the next version be done?
Title: Re: Warhammer 40000 mod 2nd version bugfix released!
Post by: Sheogorath on July 19, 2007, 01:57:48 AM
The problem is that its in a torrent containing the other (official) codexes and the rulebook.
Title: Re: Warhammer 40000 mod 2nd version bugfix released!
Post by: Elpolodiablo on July 19, 2007, 05:22:58 AM
Then would you like to log on to my forum where we take a more relaxed outlook to copyright.

www.Elpolodiablo.eamped.com
Title: Re: Warhammer 40000 mod 2nd version bugfix released!
Post by: Nethoras on July 20, 2007, 05:56:21 PM
heres some screenies that I made a few days ago, but have been unable to show them of because of douche-bag photobucket. hope you like


(http://i148.photobucket.com/albums/s34/Nethoras/SR-I_WI.png)
just chillin in ma gothic hood-----------A death korpsman relaxes and enjoys the view-------very good, shall soon be finest meat chopper in all of land
(http://i148.photobucket.com/albums/s34/Nethoras/SR-I_WII.png)
a 5th street butcher looks out across the ammonia sea of underpile hb23---- what Im still chillin problem wit dat?
Title: Re: Warhammer 40000 mod 2nd version bugfix released!
Post by: Apollon-04 on July 20, 2007, 08:55:31 PM
Those are hard to see, any enlargements?
Title: Re: Warhammer 40000 mod 2nd version bugfix released!
Post by: Elpolodiablo on July 21, 2007, 03:25:38 AM
Any date on when we will get a new version?

The screens look ******* rad.
Title: Re: Warhammer 40000 mod 2nd version bugfix released!
Post by: Lord.Bedham on July 21, 2007, 08:43:33 PM
Any date on when we will get a new version?

The screens look ******* rad.

Jeah, im interistet in that too. The First Version has come out so early, that the Imperial guard not evan hath shoes! :lol:
Title: Re: Warhammer 40000 mod 2nd version bugfix released!
Post by: Nethoras on July 22, 2007, 04:13:11 PM
It could be quite while, I am commited to setting up the beggining of the storyline, wich may requires me to make about a quarter of a hive city (friggin huge) which actually wont take that long, the only thing that is taking a lot of time is making all the textures for the gangs, and figuring out certain coddes and such that will make my idea possible, so could be an upward of like 5 months if I dont get any help, highlander seems pretty busy, and I have been working pretty well on my own, but well a rigger again would be awesome, and pretty much anything would help hint hint.

although I was thinking of making a mini-demo thing for this just to show what I've done, and what direction the mod was heading in, I was thinking of ig on orks, (the new ones), and perhaps a space battle, Im not to sure though.
Title: Re: Warhammer 40000 mod 2nd version bugfix released!
Post by: Elpolodiablo on July 24, 2007, 05:59:20 AM
A mini demo would be sweet. I would offer help but I cant model, cant texture, and can only code using notepad.
Title: Re: Warhammer 40000 mod 2nd version bugfix released!
Post by: Nethoras on July 29, 2007, 09:22:15 AM
so thats todays work its the new MK VI lawbringer tactical shotgun, I just had to make one
(http://i148.photobucket.com/albums/s34/Nethoras/mkVI_shotty_wip.png)

We finnally got that marine armour rigged, (remember that post oh so long ago with a wip of it), Although there are some problems that will be fixed with it.

(http://i148.photobucket.com/albums/s34/Nethoras/clip_rig_ap.png)

EDIT: forgot to mention that the greaves and gloves will be replaced, I've already made somne new sweet ass greaves actually they just need to be textures, and they're on my other comp, Im also thinking o making a new head/face mesh that maybye a bit more stoic, but mor importantly higher up as to look a little bit less... hunchy, if thats the right word, A backpack unit is also being made.
Title: Re: Warhammer 40000 mod 2nd version bugfix released!
Post by: Scion on July 29, 2007, 10:21:04 AM
This mod kicks ass. Can't believe it's M&B..
Title: Re: Warhammer 40000 mod 2nd version bugfix released!
Post by: Conscript on July 29, 2007, 12:44:32 PM
I can't wait to use that chainsword.
Title: Re: Warhammer 40000 mod 2nd version bugfix released!
Post by: Lord.Bedham on July 29, 2007, 03:55:05 PM
Wow look very good! The old space marine Armor was so silly. Only the Soulder armor look a litle bit crunched.
Title: Re: Warhammer 40000 mod 2nd version bugfix released!
Post by: Nethoras on July 29, 2007, 05:51:54 PM
Wow look very good! The old space marine Armor was so silly. Only the Soulder armor look a litle bit crunched.
thats the "problem to be fixed I was talking about.

Btw I was first going to do a space battle for the demo, until I realised the size and detail of bfg ships, and I didnt want to skip on details, so I decided that I would take the easier route of an orbital assault, space marines decending on someone in thunderhawks (wich are almost done) and drop pods (not sure if I should do drop pods :-\ ) any way Im not sure what they should be attacking I was thinking Either eldar or orks, I've already done most of the re-working for orks so that would be quicker, and ork buildings are cooler than eldar, but eldar still might be cool. feedback would be awesome,If you can think of any othere ideas on what they can fall on be my guest.
Title: Re: Warhammer 40000 mod 2nd version bugfix released!
Post by: Sunhawken on July 29, 2007, 08:29:07 PM
Good i'm glad this mod is still being worked on..

I thought it was going to be dead at one time.
Title: Re: Warhammer 40000 mod 2nd version bugfix released!
Post by: Elpolodiablo on July 30, 2007, 03:21:32 AM
Your idea is very cool and use the orks. Droppods would make it epic.
Title: Re: Warhammer 40000 mod 2nd version bugfix released!
Post by: Quail on July 30, 2007, 12:45:49 PM
I like the Eldar better than the orks, but an invasion on the orks would be a little more believable since the Eldar live Nomadicly in their ships.

And yes drop-pods would make it more epic feeling.
Title: Re: Warhammer 40000 mod 2nd version bugfix released!
Post by: Nethoras on July 30, 2007, 02:44:07 PM
I like the Eldar better than the orks, but an invasion on the orks would be a little more believable since the Eldar live Nomadicly in their ships.

And yes drop-pods would make it more epic feeling.

on Eldar being nomadic, technically thats a yes and technically thats a no, because well they live on craftworlds, so in a sense they arent nomadic, but their crafworlds are basically massive ships, as they can move, so its a toss up there, and elday have to have basecamps or something on land, and besides that Im undure whether it will be an attack with buildings or not, a convoy might be cool, I figured out a way to make the guns on the thunderhawk (which Im texturing right now) shoot and kill stuff, I also have a weird idea for how to do bombs, (I'll pretend the hellstrike missiles on the side are hell...fall? bombs or something, and Im going to make them a troop with no iron flesh and usless armour, they will have an extremly short range, one shot "gun" that when fired made a particle effect explsion, the drop will most likley kill them, and if not the orks will in short time, the ones that fail to shoot before they hit the ground will merely be noted as "duds".
Title: Re: Warhammer 40000 mod 2nd version bugfix released!
Post by: Quail on July 30, 2007, 03:46:14 PM
awesomness...

I'm still a beta tester right?
Title: Re: Warhammer 40000 mod 2nd version bugfix released!
Post by: Nethoras on July 30, 2007, 08:09:44 PM
yeh, you'll be the first (along with other people) to drop onto the orks like angels of death,

thunderhwaks, done Ill do some screenies tommorow, it looks pretty good. :)
Title: Re: Warhammer 40000 mod 2nd version bugfix released!
Post by: Lord.Bedham on July 30, 2007, 08:57:17 PM
I like the Eldar better than the orks, but an invasion on the orks would be a little more believable since the Eldar live Nomadicly in their ships.

 I also have a weird idea for how to do bombs, (I'll pretend the hellstrike missiles on the side are hell...fall? bombs or something, and Im going to make them a troop with no iron flesh and usless armour, they will have an extremly short range, one shot "gun" that when fired made a particle effect explsion, the drop will most likley kill them, and if not the orks will in short time, the ones that fail to shoot before they hit the ground will merely be noted as "duds".

Jeah, thath woult be very cool. Maybe you coult put the steel legion there. They have often such "special" soldiers with rocked lunchers and this stuff. Steel legion use flametrowes as well, maybe thath would be a good idea, if its posible.
Title: Re: Warhammer 40000 mod 2nd version bugfix released!
Post by: Apollon-04 on July 30, 2007, 10:02:06 PM
Nethoras, I was the first person to sign up for that beta testing list, and Im jsut making sure Im sitll on it. Am I?
Title: Re: Warhammer 40000 mod 2nd version bugfix released!
Post by: Nethoras on July 31, 2007, 07:31:37 AM
Nethoras, I was the first person to sign up for that beta testing list, and Im jsut making sure Im sitll on it. Am I?

yep your still on the list

and this old bird is what you'll be flying in

(http://i148.photobucket.com/albums/s34/Nethoras/tthunderhawk_wip.png)

the outside is finished for the most part, it needs a few more details, and the weaponry is seperate so yeah, the insides almost done to
Title: Re: Warhammer 40000 mod 2nd version bugfix released!
Post by: Sunhawken on July 31, 2007, 01:33:59 PM
Is that a Horse Model? Are a World Map Model.

It would be cool to zoom in that thing on the world map. And have Towns Icons look like planets .
Title: Re: Warhammer 40000 mod 2nd version bugfix released!
Post by: Nethoras on July 31, 2007, 03:12:52 PM
no you're going to fly in it during the said mission, in the demo, it will have firing guns and all.
Title: Re: Warhammer 40000 mod 2nd version bugfix released!
Post by: KON_Air on July 31, 2007, 04:19:48 PM
heh, I know you'll base it off my codes :P
Two things; I haven't commented on Gimmick Arena source but you'll probably notice; the waypoints (in my case dudes suspended in air :P) origin is where the models origin will go. Also model will align its xyz according to the waypoints xyz.

Also you may see some reset triggers (animate back to starting position etc.), if not all, most of them are unnecessary. They are here because of my super unorganized coding :green:
Title: Re: Warhammer 40000 mod 2nd version bugfix released!
Post by: Trooper5445 on July 31, 2007, 08:03:34 PM
I have had a lot of free time on my hands and have followed this mod (Silently) for a while. I have some basic moddling skills so if you have something simple you want me to do (Haven't figured out texturing though willing to learn) I'll try. And good job on the mod.
Title: Re: Warhammer 40000 mod 2nd version bugfix released!
Post by: Sunhawken on July 31, 2007, 10:49:56 PM
I have had a lot of free time on my hands and have followed this mod (Silently) for a while. I have some basic moddling skills so if you have something simple you want me to do (Haven't figured out texturing though willing to learn) I'll try. And good job on the mod.

 Texturing Tut's are on M&B forums :) a.k.a tale worlds :)
Title: Re: Warhammer 40000 mod 2nd version bugfix released!
Post by: Elpolodiablo on August 01, 2007, 04:47:51 AM
Any one have tissues?

I just creamed my pants.
Title: Re: Warhammer 40000 mod 2nd version bugfix released!
Post by: Nethoras on August 01, 2007, 07:05:38 AM
is where the models origin will go. Also model will align its xyz according to the waypoints xyz.

Also you may see some reset triggers (animate back to starting position etc.), if not all, most of them are unnecessary. They are here because of my super unorganized coding :green:
[/quote]

course its based of your codes, they rule,
ps thanks

I have had a lot of free time on my hands and have followed this mod (Silently) for a while. I have some basic moddling skills so if you have something simple you want me to do (Haven't figured out texturing though willing to learn) I'll try. And good job on the mod.

sure, any chance you could make some shootas, sluggas, and/or choppas, so basicly ork weapons , they're really simpl
Title: Re: Warhammer 40000 mod 2nd version bugfix released!
Post by: Trooper5445 on August 01, 2007, 09:29:16 AM
Yeah I'll get right on it. Luckily I play Warhammer and am familer with 40K.

Edit- I have completed My first orc weapon. Based it off a conversion thing I saw. Here is a picture and a picture of what I based it off of for texture help.
Feedback welcome.


PM me your E-mail if you want me to send the wings file to you.
Title: Re: Warhammer 40000 mod 2nd version bugfix released!
Post by: Nethoras on August 01, 2007, 02:36:47 PM
ok that looks pretty good, I'll give it to a flash git, but upload it onto rapidshare and send me the link its much more efficient,
and if your going to do some more work for us (which I would like very much) please could you make just some basic sluggas and shootas, rememeber that they are supposed to look clumzy and ramshackle, a bit more boxy that what you just made. please.

EDIT: HOLY CRAP THEY"RE MAKING A NEW ARMEGEDON SUPLEMENT!!@!!@!!!!!11111onetwothreefawrV
http://us.games-workshop.com/games/40k/apocalypse/default.htm (http://us.games-workshop.com/games/40k/apocalypse/default.htm)



heres some ork models model the guns and such of of those
http://us.games-workshop.com/games/40k/orks/catalog/default.htm (http://us.games-workshop.com/games/40k/orks/catalog/default.htm)

p.s. i've decided on adding storm boyz to the mix, it will be cool to have a crapload oforks flying at your thunderhawk as you zoom toward the enemy base which Im thinking of naming... new york buddumdum crash Im sooo funny *sarcasm*


Title: Re: Warhammer 40000 mod 2nd version bugfix released!
Post by: Trooper5445 on August 01, 2007, 03:35:32 PM
Would Love to do more Work for you guys. I'll full time model. I've been looking at some of the orc weapons and I've actully found a lot are round but I know of a reguler shoota that is rectanguler. So I'll get on that. (BTW can I be added to the team then on the front page?) Reason I didn't do the whole rapid share thing intially is my main comp is without internet so I'm transfering everything by flash drive to my secondary comp and then have to upload

EDIT-

Link to Wings file on rapidshare.

http://rapidshare.com/files/46409946/ORK_Big_Shoota.wings
Title: Re: Warhammer 40000 mod 2nd version bugfix released!
Post by: Trooper5445 on August 01, 2007, 04:56:47 PM
I have a NEW GUN!

It is a improvised gun made from a metel pipe and secured with some fastenings. Uses Gunpoweder. It was ment as a rifle but It can be made a pistol if you just downsize it. Based off a grot design.

AS ALWAYS Feed back is appreciated.

Rapid Share Link

http://rapidshare.com/files/46421184/Grot_Improv_Gun.wings
Title: Re: Warhammer 40000 mod 2nd version bugfix released!
Post by: Highlander on August 02, 2007, 04:50:37 AM
It looks high poly as hell, you should really use a little less details.
Title: Re: Warhammer 40000 mod 2nd version bugfix released!
Post by: Nethoras on August 02, 2007, 08:08:30 AM
its pretty nice, but I agree with highlander, its looks high poly, triagnulate that and tell us how high the poly count is.
Title: Re: Warhammer 40000 mod 2nd version bugfix released!
Post by: Trooper5445 on August 02, 2007, 09:17:26 AM
To put it this way. I'll see what I can do to make something else. The tri count was in the 8000's.
Title: Re: Warhammer 40000 mod 2nd version bugfix released!
Post by: Highlander on August 02, 2007, 09:28:33 AM
Cut off 9/10 and it's ok.  :lol:
Title: Re: Warhammer 40000 mod 2nd version bugfix released!
Post by: Trooper5445 on August 02, 2007, 10:23:24 AM
Through My awesomness I manged to reduce Tri Count to the 800's. And make it look more riflely.


Rapid Share Link.

http://rapidshare.com/files/46557401/Grot_Improv_GunV2Triangulated.wings
Title: Re: Warhammer 40000 mod 2nd version bugfix released!
Post by: Gath on August 02, 2007, 10:35:38 AM
Great as for me, pure orkish :P it would be great to do few models of the same weapon for orks so they would look more like chaotic mob witch they are. If you want to add thunderhawk and ( like I guess) maybe Land Speeder then there would bee need of much bigger battle maps.
Title: Re: Warhammer 40000 mod 2nd version bugfix released!
Post by: Nethoras on August 02, 2007, 11:46:06 AM
hmm I like it, I think I'll use it as a gretchin bomb chucka  :P are maybye just a blunderbuss
Gsth if you want to help be my guest! the more variety of ork weapons the better

I made somethingmy self just so it doesnt look like Im doing nothing and kinda as an example

(http://i148.photobucket.com/albums/s34/Nethoras/orky_ak.png)

EDIT/p.s. I call it the orky ak, because for some reason it reminds me of an ak

EDIT2: wow sorry that I inored you Bedham, rocket launchers will be pretty much impossible (except for the krak veriety) and I've made/edited a flamer code already that seems to work.


ANOTHEREDIT: I looked overyour model trooper, and the reason they are so high poly is because your using perfect cilinders try using cylinders with mayby 10 sides, 12 max for something big and/or important, its ok if there are a few jaggies
Title: Re: Warhammer 40000 mod 2nd version bugfix released!
Post by: Trooper5445 on August 02, 2007, 12:46:03 PM
It's fine I figured out some stuff myself. So I reduced the polies and such on the Bomb chucka. As said it is down to 800 tris. I'll work on some other Orky equipment.
Title: Re: Warhammer 40000 mod 2nd version bugfix released!
Post by: Nethoras on August 02, 2007, 02:01:48 PM
(http://i148.photobucket.com/albums/s34/Nethoras/troopers_grot_bomb_chucka.png)

heres my revised verison of troopers gun I shaved alot of polies of the barrel, but i added some in the handl,e but meh I like the way it turned out
Title: Re: Warhammer 40000 mod 2nd version bugfix released!
Post by: Trooper5445 on August 02, 2007, 02:30:22 PM
Nice job on my gun love the tex and the New handle escpecially the leather/metal ataching them. I made a New Shoota. It is kinda ridiculous but I had fun with it so I now present it.


600 Tris by the way.

Rapid Share Link.

http://rapidshare.com/files/46599752/ORK_ShootaA.wings


Title: Re: Warhammer 40000 mod 2nd version bugfix released!
Post by: Gath on August 02, 2007, 02:55:37 PM
nice but you could rid of the spikes on the both sides of the barrel so it would look not so technically advanced as right now it looks for me like some kind of lasgun or lightining thrower
Title: Re: Warhammer 40000 mod 2nd version bugfix released!
Post by: Nethoras on August 02, 2007, 04:35:15 PM
I took your gun and well... look at the pictures....
(http://i148.photobucket.com/albums/s34/Nethoras/tr_r_kustflash_wip_II.png)
(http://i148.photobucket.com/albums/s34/Nethoras/tr_r_kustflash_wip_I.png)
Title: Re: Warhammer 40000 mod 2nd version bugfix released!
Post by: Trooper5445 on August 02, 2007, 04:45:51 PM
I love it. You got my idea perfectly. And it looks nice and Orky.
Title: Re: Warhammer 40000 mod 2nd version bugfix released!
Post by: Nethoras on August 02, 2007, 04:50:30 PM
thanks some of it got cut of including the copressed gas powered rocket system, :P so I shallpost links to the full pics.
http://i148.photobucket.com/albums/s34/Nethoras/tr_r_kustflash_wip_II.png (http://i148.photobucket.com/albums/s34/Nethoras/tr_r_kustflash_wip_II.png)
http://i148.photobucket.com/albums/s34/Nethoras/tr_r_kustflash_wip_I.png (http://i148.photobucket.com/albums/s34/Nethoras/tr_r_kustflash_wip_I.png)
Title: Re: Warhammer 40000 mod 2nd version bugfix released!
Post by: Trooper5445 on August 02, 2007, 04:58:30 PM
BTW do you want me to continue to make Ork Weapons or should I head to Tau, Imperial Guard, Space Marine, Deamonhunters, Eldar, Choas Marines, or Choas?
Title: Re: Warhammer 40000 mod 2nd version bugfix released!
Post by: Nethoras on August 02, 2007, 05:11:22 PM
for now just work on the orks we need a lot more guns and such, actually could you do a choppa or two, they are very easy,
Title: Re: Warhammer 40000 mod 2nd version bugfix released!
Post by: Trooper5445 on August 02, 2007, 06:55:20 PM
Alright I'll get on it. Choppas coming up.
Title: Re: Warhammer 40000 mod 2nd version bugfix released!
Post by: Trooper5445 on August 03, 2007, 08:56:25 AM
The Choppas are here the Choppas are here. I have two new choppas.

http://rapidshare.com/files/46741847/ORK_CHOPPA2.wings  For the first one.

http://rapidshare.com/files/46741946/ORK_CHOPPA3.wings   For the second one.
Title: Re: Warhammer 40000 mod 2nd version bugfix released!
Post by: Nethoras on August 03, 2007, 09:02:54 AM
looks good keep that up, but dont be afraid to invent your own choppas, well as long as they arent to extravegant.
Title: Re: Warhammer 40000 mod 2nd version bugfix released!
Post by: Trooper5445 on August 03, 2007, 09:07:03 AM
Alright I"ll see what I can do. Still working on Ork Stuff right?
Title: Re: Warhammer 40000 mod 2nd version bugfix released!
Post by: Nethoras on August 03, 2007, 09:33:56 AM
fo sho ma bro ( to justify this post Ill add screenies later)
Title: Re: Warhammer 40000 mod 2nd version bugfix released!
Post by: Trooper5445 on August 03, 2007, 12:03:50 PM
Two more Ork Choppas.

THe first one kinda sucks and It needs modification to look good.  http://rapidshare.com/files/46774582/ORK_CHOPPA.wings

The second is kinda Schimtar looking but I like.  http://rapidshare.com/files/46774747/ORK_CHOPPA4.wings

Title: Re: Warhammer 40000 mod 2nd version bugfix released!
Post by: Nethoras on August 03, 2007, 03:00:03 PM
I was thinking of adding ork bikez as plain old mounts, I know that you cant stop that annoying galloping, but I thought that maybye it wouldnt look to bad on orkish bikez as they are so ramshackle Im pretty sure that they would have the same bumpy effect as a horse.
Title: Re: Warhammer 40000 mod 2nd version bugfix released!
Post by: Quail on August 03, 2007, 03:24:37 PM
Once they go fast enough, they don't really gallop, but hey I always need a laugh, and its one of the reasons why I still play the Star Wars mod. (The galloping speeders)
Title: Re: Warhammer 40000 mod 2nd version bugfix released!
Post by: Trooper5445 on August 03, 2007, 03:51:27 PM
I second the idea of ORK BIKEZ. And remember Da red wunz go fasta!
Title: Re: Warhammer 40000 mod 2nd version bugfix released!
Post by: Trooper5445 on August 03, 2007, 10:27:56 PM
Another Ork Choppa. I paticulerly Like this one. Texture and modify as you like. Can I please do something besides Ork stuff? I've scrounged up as many model pics as I could find. And conversions too.  I've submitted 3 Ork Guns, and now 5 Ork Choppas. I think that is enough Orkish equipmetn plus your stuff and what ya had before.

http://rapidshare.com/files/46854231/ORK_CHOPPA5.wings_             Rapid share link.

And Photo.


Edit- BTW can you modify the front page to add me as a team member or contributor?
Title: Re: Warhammer 40000 mod 2nd version bugfix released!
Post by: Highlander on August 04, 2007, 01:40:44 AM
sure.
Title: Re: Warhammer 40000 mod 2nd version bugfix released!
Post by: Lord.Bedham on August 04, 2007, 01:53:59 AM
I can approve you the Down of war intro, there you can see thath the orks hath overuse the swort and axe chopas without saws and powerups. You should use the Saws and poweraxes only for the better boyz. Here is the intro. you can see mutch Orks on one spot at second 45.

http://www.youtube.com/watch?v=iaOiCJYYwZ0
Title: Re: Warhammer 40000 mod 2nd version bugfix released!
Post by: Catkill on August 04, 2007, 04:44:35 AM
I made a shoota i donno how u want me to upload it if u want me to upload it ull have to tell me im new to the modding game screenshot here - (http://img364.imageshack.us/img364/4180/shootagy1.png) (http://imageshack.us)
Shot at 2007-08-04  ill  give u an untextured 1 cause my texturing does suc realy if u want ill do some more im more than happy to expand my modeling skills and help someone out at the sme time
Title: Re: Warhammer 40000 mod 2nd version bugfix released!
Post by: Catkill on August 04, 2007, 06:16:05 AM
Another shoota tell me how to upload plz and if u want ill help fully on the mod jsut add my name to the list we can make this a major mod !!! -(http://img409.imageshack.us/img409/1673/shoota2ze7.png) (http://imageshack.us)
Shot at 2007-08-04
Title: Re: Warhammer 40000 mod 2nd version bugfix released!
Post by: Nethoras on August 04, 2007, 08:16:22 AM
the dawn of war intros cool, but its terribly unrealistic, in it the marines need backup from a dreadnaught just to kill a squad of slugga boyz... thats sad, I hate how dow nerfed marines in everthing damn thats one thing that makes me want to kick relic in the shins.

oh and catkill, those are reallly nice guns, upload them on http://rapidshare.com (http://rapidshare.com)

nice axe trooper
Title: Re: Warhammer 40000 mod 2nd version bugfix released!
Post by: Trooper5445 on August 04, 2007, 08:29:38 AM
Thank ye. And oy the intro. A Slugga shot penetrates power armor!!!! Ridiculous. And a small littele explosion KILLS MARINES!!!. Makes no sense.
Title: Re: Warhammer 40000 mod 2nd version bugfix released!
Post by: Catkill on August 04, 2007, 08:49:39 AM
the dawn of war intros cool, but its terribly unrealistic, in it the marines need backup from a dreadnaught just to kill a squad of slugga boyz... thats sad, I hate how dow nerfed marines in everthing damn thats one thing that makes me want to kick relic in the shins.

oh and catkill, those are reallly nice guns, upload them on http://rapidshare.com (http://rapidshare.com)

nice axe trooper

Thx for the help emm highlander what format do u need them is milkshape okay for u?
Title: Re: Warhammer 40000 mod 2nd version bugfix released!
Post by: Nethoras on August 04, 2007, 09:38:39 AM
I know and whats more unbeleivable is when you see thae orks slaughtering the marines in close combat like they were  no more than imperial guard! what should have happened is this.

pans into the scene of the marines hiding beehind a baricade because they dont want to get shot, except they are sitting there playing psp, the dreadnought walks out from somewhere crude orky missiles colide with him every couple of seconds "squad lemartes!" he nags. Lemartes ( the seargeant) groans "ach what is it now venerble brother ulihan?"
"its time to go kill orks, you know that" chastises ulihan (dreadnought) *a shell from an ork lobba crashes on ulihan* short silence ulihan starts yelling about the lack of respect from orks these days spraying slugs  from his assault cannon at some grots a kilometre away killing several of them as they try to kill the oncoming bullets. A marine starts bellowing with great anguish seargant lemartes yells "are you wounded brother? apothecary!" the smoke clears as the marine says "no, a peice of shrapnel blew through my psp CCCCCXVII! I told them to power armour these, or at least carapace them dammit, the flakweave cases arent worth shit!". brother ulihan starts "just put or playstation d.." a brother interupts  'playstation partable CCCCCXVII now 2 milimetres thick, with 1000zigabyte hard drive, a camera, a built in turantula sentry turret, and a twinkie spawner... but you still need to buy the damned usb cable seperatly *grumbles*" brother uhlan looks at the marine, and after an awkward silence looks back to lemartes, who is at this point making faces at the brother who just interupted "relan your such a fucking idio.. oh hello ulihanwhats swayngin... praise be too the emperor?" Uhlian continues, its time to killl the orks " lemartes exclaims "but they are sooo boring" ulihan, responds "they're killing all the mortals" lemartes exclaims in a snarky tone "so what" Ulihan responds "the administratum wants them alive for some reason, and besides whose going to drive the baslisks and baneblades once they're all dead?" lemartes responds in a defeated tone "ok ok" "thats better: says ulihan in a fatherly  tone as he pulls out a corncob pipe before realising ie's encased in admantium. The astartes of squad lemartes walk away limply as lemartes says iin a muffled tone "charge eith all your might"  his battle brothers respond "meh" a horde of no less than 300 orks apears, someone in squad lemartes cries out "aww man we're gonna be here for like half an hour or something dammit, Lemartes responds " stop exxagerating you know thats not true you just want attention you emo" *the orks charge* as he spray bolts at the orks the marine who lmartes just chastised pipes up " I am so not emo" Lemartes respond childishly as as his plasma pistol overheats spraying molten slag all over him "uh huh you are totally emo" "nuh uh" replies the other marine as he severs an orks arm before slitting its throat. lemartes responds "yeah you tottally are himir" as he decapitates 7 orks with one sweep of his chainsword. Himir (the 'emo' marine) breaks an orks neck using the arm that  he severed  as he responds "what proof do you have that Im emo"Lemartes pulls the pin of a greande and punches it into anorks chest as he responds "well what sup with all the black like the black *ork explodes* trim on your shoulderpads, and the black kneepads, and the black um...skin. himir responds as he stabs a mega armoured nob in the face, "dude those are the sqaud markings... your squad markings retard" lemartes kicks the wheel of a warbuggy causing it to screech off into the distance and explode against a rock before saying, "well what about the skin?" Himir responds "I was born on hastur V  a death world, all the people on that world have this skin pigmentation its beside two stars, and is extremly close to both of them" he then kicks an ork into a looted tank about 20 metres awy causing it to explode. Lemartes responds "oh, well your still emo" as he.. "oh I guess we kille dthem all" all the marines shout out "Wicked", "awesome" ," Blessed be the Emperor I can play psp", and "Im not friggen emo"  as lemartes pulls out his psp he remembers "oh yeah roll call, any injuries or dead" *points to a marine holding his severed left forearm in his right hand. "did an ork do this to you?" he questions"
"no" the marine responds regrettingly as he looks at his feet avoiding lemartes gaze. *brother himir jumps 5 metres into the air* now whos emo" he taunts and starts rambling on about how emo the brother without an arm is, lemartes makes a hole in himirs chest with his plasma pistol to shut him up himir looks at his feeat obviously embarrased as he says "sorry". "why did you cut your arm off darrius?" lemartes inquires darrrius replies " I wanted to get sent to the apothecarion so I could play psp, and have you seen the sister hospitallers *whistles using the fingers of his severed arm*
the camera pans out and an ork bomma swoops infront opf the camera dropping bombs on the marines below  you hear lemartes bellow "as soon as I take my fucking psp out right?! emperor dammit the cammera fades and lemartes grumbling slowly fades with it.

EDIT: export them as obj, and send them to me.
Title: Re: Warhammer 40000 mod 2nd version bugfix released!
Post by: Catkill on August 04, 2007, 09:56:45 AM
No problemo you want me to make some tau and kroot guns aswel its no hassle im learning to mdel and experience works well l - if i can find that bloody bike ill try! to make a ork bike
Title: Re: Warhammer 40000 mod 2nd version bugfix released!
Post by: Trooper5445 on August 04, 2007, 10:04:58 AM
Hilarious Nethros. Hilarious.
Title: Re: Warhammer 40000 mod 2nd version bugfix released!
Post by: Nethoras on August 04, 2007, 04:39:48 PM
thank you, and I have enough krootish stuff, I mostly need a lot of ork stuff for now, buildings, guns melee anyhting really, but if you cant stand to do anything more orky some destroyed and/or battlefeild type stuff would be nice,
Title: Re: Warhammer 40000 mod 2nd version bugfix released!
Post by: Catkill on August 05, 2007, 10:11:42 AM
Are You kidding i LOVE orks- do i get made a modeler on team list
Title: Re: Warhammer 40000 mod 2nd version bugfix released!
Post by: Nethoras on August 05, 2007, 02:01:52 PM
a few more models,  because I dont want to give out the alpha to just anyone (no offence, and the thread is highlanders, so you'd have to get an ok from him.
Title: Re: Warhammer 40000 mod 2nd version bugfix released!
Post by: Catkill on August 05, 2007, 03:41:36 PM
Well if hed come on.... ill have another shoota 2 morro and if i can find my brothers old orks maybe even a bike
Title: Re: Warhammer 40000 mod 2nd version bugfix released!
Post by: Trooper5445 on August 05, 2007, 09:21:26 PM
Ah I'm getting back to modeling. Sorry for the break. I had some DMing to do and it just got out of hand. But I should be ready in the morning. For Eastern U.S time of course.
Title: Re: Warhammer 40000 mod 2nd version bugfix released!
Post by: Catkill on August 06, 2007, 01:53:48 AM
My forth shoota ill send you the download link, Do you still need shoota's cause the only other ones i can make are like the ork roketta launchers unless you tell me exactly what you need.(http://img341.imageshack.us/img341/9990/shoota4wo2.png) (http://imageshack.us)
Shot at 2007-08-06
Title: Re: Warhammer 40000 mod 2nd version bugfix released!
Post by: Nethoras on August 06, 2007, 07:32:22 AM
looks good, and I dont understand how noone can make up their own shootas, they're random and ramshackle contraptions, meh, can you make some orky buildings?
Title: Re: Warhammer 40000 mod 2nd version bugfix released!
Post by: Catkill on August 06, 2007, 08:40:41 AM
looks good, and I dont understand how noone can make up their own shootas, they're random and ramshackle contraptions, meh, can you make some orky buildings?

What type of orky buildings list would be nice?
Title: Re: Warhammer 40000 mod 2nd version bugfix released!
Post by: Nethoras on August 06, 2007, 09:10:19 AM
(http://i148.photobucket.com/albums/s34/Nethoras/sm_uberscreeny.png)

orky buildings, mostly houses, walls, roghly fortified houses (although most orky buildings are rather battle ready), ambient type things would also be nice, so piles of roky rubbish, banners and such, maybye one or 2 orky vehicles (maybye not tho), machines that probably serve some purpose in the town, but it isnt discernible what that is, faktories would be really cool, all that kinda stuff, oh and lots of merchants kisoks and buildings, oh an fences.  :D
Title: Re: Warhammer 40000 mod 2nd version bugfix released!
Post by: Trooper5445 on August 06, 2007, 09:50:28 AM
Nice Pic and I just had an Idea. You could put a jeep (Or the equivalent) and explain it's galloping due to rough terrain.
Title: Re: Warhammer 40000 mod 2nd version bugfix released!
Post by: Nethoras on August 06, 2007, 09:53:28 AM
thare are no jeeps in 40k, but I can add similar things using animations, and they wont gallop
Title: Re: Warhammer 40000 mod 2nd version bugfix released!
Post by: Catkill on August 06, 2007, 10:14:23 AM
i made a waagh banner im not sure if its good enough it was kinda rushed but when the textures go on itll look bettertell me if you like it before i upload it plz. thx.

(http://img409.imageshack.us/img409/5060/waarghbannerlc3.png) (http://imageshack.us)
Shot at 2007-08-06
Title: Re: Warhammer 40000 mod 2nd version bugfix released!
Post by: Catkill on August 06, 2007, 11:11:03 AM
thare are no jeeps in 40k, but I can add similar things using animations, and they wont gallop

There are wartruxx
Title: Re: Warhammer 40000 mod 2nd version bugfix released!
Post by: Nethoras on August 06, 2007, 01:21:00 PM
rhats what I was getting at :)

and nice job on the waaagh banner, dont look much like a waaagh banner, but it will be perfect for orktown.
Title: Re: Warhammer 40000 mod 2nd version bugfix released!
Post by: Catkill on August 06, 2007, 03:15:58 PM
Look ull take what u get lol and i only started modeling 7 days ago cut me some slack
Title: Re: Warhammer 40000 mod 2nd version bugfix released!
Post by: Nethoras on August 07, 2007, 06:28:57 AM
I never said that there was anything wrong with it, that'll make a perfek watch towa.  :)
Title: Re: Warhammer 40000 mod 2nd version bugfix released!
Post by: Catkill on August 07, 2007, 06:50:00 AM
Kl when do i get alphai wanna see my shoota's ingame! also what other buildings u need i need idea's on the design of the buildings  i mean what does a ork house look like?
Title: Re: Warhammer 40000 mod 2nd version bugfix released!
Post by: Trooper5445 on August 07, 2007, 09:33:28 AM
TO the RESCUE.

http://www.terrainosaur.com/terrain.php

http://www.terrafx.homestead.com/files/Auctions03/OrkHut101s.jpg

http://www.terrafx.homestead.com/files/OrkStronhold001.jpg

http://us.games-workshop.com/games/40k/orks/terrain/walls/images/done.jpg

http://www.orkz-rule.com/40k_terrain.htm

I was out searching last night.

Title: Re: Warhammer 40000 mod 2nd version bugfix released!
Post by: Dain Ironfoot on August 07, 2007, 09:42:21 AM
thare are no jeeps in 40k, but I can add similar things using animations, and they wont gallop

Landspeeders, space marine bikes, jet bikes, orky vehicles? Come to think of it, only bikes would be really suited..
Title: Re: Warhammer 40000 mod 2nd version bugfix released!
Post by: Catkill on August 07, 2007, 11:54:10 AM
Thx trooper, i bagsy doing the hut.. well i suppose ill probaly be doing it all actualy ill get to work when i ahve the time
Title: Re: Warhammer 40000 mod 2nd version bugfix released!
Post by: Nethoras on August 07, 2007, 12:09:27 PM
thare are no jeeps in 40k, but I can add similar things using animations, and they wont gallop

Landspeeders, space marine bikes, jet bikes, orky vehicles? Come to think of it, only bikes would be really suited..

we've tried bikes, they gallop... and theres no way to change that. its hardcoded into the game, as I said I will add stuff using animations, via thunderhawk...
Title: Re: Warhammer 40000 mod 2nd version bugfix released!
Post by: Dain Ironfoot on August 07, 2007, 12:23:00 PM
Curses... I've never experimented with the horse skel... they go up and down even when bound to a single bone? or not bound at all? Thats annoying.
Title: Re: Warhammer 40000 mod 2nd version bugfix released!
Post by: Nethoras on August 07, 2007, 12:43:25 PM
yeh althoguh Im doing rok bikes as mounts, because they're so jalonky (lolz) thatit makes sense.
Title: Re: Warhammer 40000 mod 2nd version bugfix released!
Post by: Catkill on August 07, 2007, 02:11:46 PM
Right house on its way do u need an orky fort or do we jsut wann put lots of houses and stuff -also looking for shop design ideas
Title: Re: Warhammer 40000 mod 2nd version bugfix released!
Post by: Nethoras on August 07, 2007, 02:42:09 PM
Ima gonna do the fort, so dot worry bout it, and those terrain pics are more old school desert dwelling civilised ork houses, a few of them will work, but can you mostly make scrap metal constructions and similar, a simple ork wall can just be sheet metal stuck into a pile of dirt, or atached to a frame of rickety piping.
Title: Re: Warhammer 40000 mod 2nd version bugfix released!
Post by: Nethoras on August 07, 2007, 02:45:36 PM
sorry for double posting, but I thought that I micht post screenies of the new imperial guard flak armour, one is for conscripts and similar wereas the other is for standard troops,

(http://i148.photobucket.com/albums/s34/Nethoras/ig_flak_wip.png)
Title: Re: Warhammer 40000 mod 2nd version bugfix released!
Post by: Catkill on August 07, 2007, 02:50:01 PM
Well thats the design ive started making so.....
Title: Re: Warhammer 40000 mod 2nd version bugfix released!
Post by: Nethoras on August 07, 2007, 02:55:12 PM
you mean the fort? meh we can always have more than one, if your're going to make one make a big one so it can be part of an ork settlment.
Title: Re: Warhammer 40000 mod 2nd version bugfix released!
Post by: Catkill on August 07, 2007, 03:02:55 PM
No the desert type house.... Also it would appear theres a problem perhaps u can help me im using blender now and when i export as an obj. and try to open it in brf edit or whatever it is its got problems ill send u the file and u can see for yourself
Title: Re: Warhammer 40000 mod 2nd version bugfix released!
Post by: Trooper5445 on August 08, 2007, 12:14:38 AM
I can now be of more use for I have figured out TEXTURING.
Title: Re: Warhammer 40000 mod 2nd version bugfix released!
Post by: Catkill on August 08, 2007, 03:43:56 AM
I can now be of more use for I have figured out TEXTURING.

Good for you i cant unless i can unpack the 3d object as a 2d object and place into photoshop with my graphics tablet and edit it. I have no idea how i do this so i cant texture, ill stick the the models and i i figure it out maybe rigging - althouhg i ? what that is
Title: Re: Warhammer 40000 mod 2nd version bugfix released!
Post by: Nethoras on August 08, 2007, 06:21:32 AM
you know you dont have to make the texture onto the unwrap many people (me being one of them simply make a texture, and then unfold stuff onto the texture.

oh an dgood job trooper, should I send you my orky textures so you can uv map your models to them?
Title: Re: Warhammer 40000 mod 2nd version bugfix released!
Post by: Catkill on August 08, 2007, 06:25:11 AM
  ??? u can do the texturing did u get the house to work
Title: Re: Warhammer 40000 mod 2nd version bugfix released!
Post by: Trooper5445 on August 08, 2007, 10:24:38 AM
I'm working on a house right now. Also a really easy way to make corrugated metal in Wings is to add new vertices on the sides of a cube and then select every other one and move them one way. And I would love Orky Textures. Just e-mail em to orangechimera@aim.com
Title: Re: Warhammer 40000 mod 2nd version bugfix released!
Post by: Catkill on August 08, 2007, 11:30:57 AM
I'm working on a house right now. Also a really easy way to make corrugated metal in Wings is to add new vertices on the sides of a cube and then select every other one and move them one way. And I would love Orky Textures. Just e-mail em to orangechimera@aim.com

the metal is easy to make i made it in bleder jsut get a plain and subdivide then jsut move it up and dupe
Title: Re: Warhammer 40000 mod 2nd version bugfix released!
Post by: Trooper5445 on August 08, 2007, 05:08:53 PM
Alright I finished my house. It is PARTIALLY textured with my ametuer skills and I'm sure you can do better than me Nethoras. The house has kinda of a Fallout feel to it but I like it. To make it Orky I put I nice turret on the Roof.


http://rapidshare.com/files/47812404/Ork_House.wings   Rapid Share links.

Just Realized I didn't send you my textures but they are all pretty basic I'm sure you can do a better job than me.



Title: Re: Warhammer 40000 mod 2nd version bugfix released!
Post by: Nethoras on August 08, 2007, 06:23:02 PM
(http://i148.photobucket.com/albums/s34/Nethoras/ork_house_concept.png)
concept art for the ork buildings, if you want to take a crack at the exact building be my guest, but this mostly for inspiration and an overal feel to what I want for buildings, keep this in mind, look at the orks in dow for more inspiration.
Title: Re: Warhammer 40000 mod 2nd version bugfix released!
Post by: Trooper5445 on August 08, 2007, 06:56:36 PM
Whenever my friend finds his copy of DOW (I loaned him THE WALL) I get it and that will help a lot. But I'm always ready to take a crack at anything.
Title: Re: Warhammer 40000 mod 2nd version bugfix released!
Post by: RickiusMaximus on August 09, 2007, 02:25:03 AM
Just a quick question- is the jump hight hard coded or can it be changed? Is it controlled by a skill?

Cos you could have jump packs!
Title: Re: Warhammer 40000 mod 2nd version bugfix released!
Post by: Lord.Bedham on August 09, 2007, 02:55:28 AM
Just a quick question- is the jump hight hard coded or can it be changed? Is it controlled by a skill?

Cos you could have jump packs!

Even when you have jump packs if u come down again you will gain mutch damage, and tath wouldn´t be so usefull.
Title: Re: Warhammer 40000 mod 2nd version bugfix released!
Post by: Catkill on August 09, 2007, 04:48:33 AM
Dawn of War and the actual 40k table top game are noting alike so mixing the buildings might prove to be a problem
Title: Re: Warhammer 40000 mod 2nd version bugfix released!
Post by: Alec{zacool} on August 09, 2007, 06:58:53 AM
They are actually very similar.....the only thing that is different is that WH40k is played turnbased and on a table....Dawn of war is exactly the same except RTS.
Title: Re: Warhammer 40000 mod 2nd version bugfix released!
Post by: reikhardt on August 09, 2007, 08:06:37 AM
yeah they are very similar but not exactly the same, many things from tabletop are missing or not respected, for an example: in tabletop ,space marines are 8 ft tall killing machines and they shall know no fears ,in dawn of war,well they are only heavily armored humans scared by slugga boyz.
Title: Re: Warhammer 40000 mod 2nd version bugfix released!
Post by: Nethoras on August 09, 2007, 08:27:20 AM
no jump packs, except maybye in special scenarios, the jump hight is skeletal, and even if I could change it would change all troops, so none of that for now.
Title: Re: Warhammer 40000 mod 2nd version bugfix released!
Post by: Catkill on August 09, 2007, 08:51:26 AM
no jump packs, except maybye in special scenarios, the jump hight is skeletal, and even if I could change it would change all troops, so none of that for now.

Is it a bird is it a plane no its a slugga buy  :green:
Title: Re: Warhammer 40000 mod 2nd version bugfix released!
Post by: Conscript on August 09, 2007, 11:20:45 AM
yeah they are very similar but not exactly the same, many things from tabletop are missing or not respected, for an example: in tabletop ,space marines are 8 ft tall killing machines and they shall know no fears ,in dawn of war,well they are only heavily armored humans scared by slugga boyz.

That's because it has to be balanced.
Title: Re: Warhammer 40000 mod 2nd version bugfix released!
Post by: Trooper5445 on August 09, 2007, 11:38:47 AM
Obviously a TBS game played on a table cannot be accurately represented in a Digital RTS. Dawn of War's strong points are that it nails the atmosphere and look which is useful for modding as Mount and Blade won't play like the Tabletop version anyway. Thus Look and atmosphere are the only things needed and Dawn of War has that in spades.
Title: Re: Warhammer 40000 mod 2nd version bugfix released!
Post by: Nethoras on August 09, 2007, 12:37:23 PM
yeah they are very similar but not exactly the same, many things from tabletop are missing or not respected, for an example: in tabletop ,space marines are 8 ft tall killing machines and they shall know no fears ,in dawn of war,well they are only heavily armored humans scared by slugga boyz.

That's because it has to be balanced.

you can make the game balanced and have marines  un nerffed, just make them less numerous.

Im finnally doen revising and and texturing all your submissions (Except for troopers house wich is beiing done now) progress reports on current buildings, we need a lot more,  scene propes other than buildings will work to, ambient type things, scrap piles and such.

cosncri[t you want to help out eith models? or have you already? its hard to keep track of all the people helping...  :lol:
Title: Re: Warhammer 40000 mod 2nd version bugfix released!
Post by: Trooper5445 on August 09, 2007, 01:28:01 PM
If you go to games workshops page you will find a modeling guide for a scrap pile whihc you can use to base your models off.

http://us.games-workshop.com/games/40k/orks/terrain/scrap_piles/default.htm

And I have a personal announcement. GW opened a store near me. Finally no long Online ordering for over priced stuff you can't actually see. And only being able to play one army/person.
Title: Re: Warhammer 40000 mod 2nd version bugfix released!
Post by: Nethoras on August 09, 2007, 02:42:06 PM
I know how to make a scrap pile I just dont have the time, so noones willing to help out?
oh and congrats on that store opening trooper I have always had access to several stores, I couldnt imagine what it would be like without a GW in calgary  :shock:
Title: Re: Warhammer 40000 mod 2nd version bugfix released!
Post by: Trooper5445 on August 09, 2007, 04:22:27 PM
Due to my amazing spare time I am going to attempt the Scrap pile.
Title: Re: Warhammer 40000 mod 2nd version bugfix released!
Post by: Catkill on August 09, 2007, 04:25:25 PM
Ahh bet me 2 it go ahead and do it ....got another job for me ?
Title: Re: Warhammer 40000 mod 2nd version bugfix released!
Post by: Nethoras on August 09, 2007, 06:24:07 PM
good luck on that scrap pile,

catkill, is there any chance youcould make me a building with the same feel as the one I drew, you can either make that one xaclty, orjust make one with that same scrappy type feeling.
Title: Re: Warhammer 40000 mod 2nd version bugfix released!
Post by: Trooper5445 on August 09, 2007, 08:34:37 PM
I HAVE COMPLETED THE SCRAP PILE 8). And kept it at a reasonable 1250 tris.

http://rapidshare.com/files/48045910/Ork_Scrap_Pile.wings     RAPID SHARE.





Title: Re: Warhammer 40000 mod 2nd version bugfix released!
Post by: Conscript on August 09, 2007, 10:09:29 PM
yeah they are very similar but not exactly the same, many things from tabletop are missing or not respected, for an example: in tabletop ,space marines are 8 ft tall killing machines and they shall know no fears ,in dawn of war,well they are only heavily armored humans scared by slugga boyz.

That's because it has to be balanced.

you can make the game balanced and have marines  un nerffed, just make them less numerous.

Im finnally doen revising and and texturing all your submissions (Except for troopers house wich is beiing done now) progress reports on current buildings, we need a lot more,  scene propes other than buildings will work to, ambient type things, scrap piles and such.

cosncri[t you want to help out eith models? or have you already? its hard to keep track of all the people helping...  :lol:

I would love to model, except I don't know how.

Thankfully, though, I'm going to a technical school. One of my classes is teaching modelling :D
Title: Re: Warhammer 40000 mod 2nd version bugfix released!
Post by: Trooper5445 on August 09, 2007, 11:04:40 PM
So just casually prodding how is the Alpha coming? And by the way my new model is on the bottom of the page before this if you missed it.
Title: Re: Warhammer 40000 mod 2nd version bugfix released!
Post by: Catkill on August 10, 2007, 07:28:24 AM
Okay ill play around with that consept and see what i can come up with may take a few days cause im quite busy this weekend.. I dont like the way your all bad mouthing orks ORKS ROCK and slugga boys can destroy space marine squads fairly easily
Title: Re: Warhammer 40000 mod 2nd version bugfix released!
Post by: Trooper5445 on August 10, 2007, 08:53:19 AM
My hate of Orks comes from playing Dwarfs in Warhammer. I think I might start an IG army though in WH40K
Title: Re: Warhammer 40000 mod 2nd version bugfix released!
Post by: Nethoras on August 10, 2007, 10:17:39 AM
ork are nothing compared to the emperors finest, a squad of 6 astartes can tke on at least 15 slugga boyz!

p.s. you sohould see the marines in game *drools* its friggin sweet just to watch a party of 16 marines decimate 70% of a chaos war party before it even gets to close combat, then its even more awesome.
Title: Re: Warhammer 40000 mod 2nd version bugfix released!
Post by: Nethoras on August 10, 2007, 11:45:19 AM
(http://i148.photobucket.com/albums/s34/Nethoras/orky_abode.png)


thats a screeny I made yesterday, Ihad trouble uploading it til now, its the start of the "armury" Ill try and put up some screenshots for the battle of orktown next  :P.
Title: Re: Warhammer 40000 mod 2nd version bugfix released!
Post by: Trooper5445 on August 10, 2007, 01:19:48 PM
The most rewarding part of modeling is seeing your stuff in a screenie. Thanks Nethoras. Also what's next on the list for models?
Title: Re: Warhammer 40000 mod 2nd version bugfix released!
Post by: Nethoras on August 10, 2007, 02:18:50 PM
no problem I owe you guys screenshots at the very least  :P, and for models, we nee dmore scene props, sorry, some orky streetsigns and other similar things ould be nice, a few more scrap piles would also be nice (large and small), I have a leman russ that could use defiling and being turned into an orky home  :lol:, but the most useful thing right now would be a store type thing, with a vendor window, if not that then I could use some more orky houses and workshops and similar, military buildings could also have a use.
Title: Re: Warhammer 40000 mod 2nd version bugfix released!
Post by: Trooper5445 on August 10, 2007, 08:33:47 PM
I have completed a basic orky signpost.


http://rapidshare.com/files/48243242/Sign_Post.wings    Rapid Share


Title: Re: Warhammer 40000 mod 2nd version bugfix released!
Post by: Nethoras on August 10, 2007, 09:10:43 PM
looks really good in all truth! :o any chance you could make me some more little orky scene props and such for ambient, you know banners, trophies, peices of scrap, grot vender stalls.... please  :D
Title: Re: Warhammer 40000 mod 2nd version bugfix released!
Post by: Trooper5445 on August 10, 2007, 09:28:03 PM
I'll try. And thanks.
Title: Re: Warhammer 40000 mod 2nd version bugfix released!
Post by: Catkill on August 11, 2007, 04:53:53 AM
Y does everyone like space marines so much there just bigheaded ork shoota's are infact more powerfull than there bolters
Title: Re: Warhammer 40000 mod 2nd version bugfix released!
Post by: Nethoras on August 11, 2007, 06:40:28 AM
just because big shootas are stronger than a bolter doesnt mean orks are better big shootas are stronger because they're an ork heavy weapon which is quite sad compared to the marine equivelent; the heavy bolter. I like marines, because teyhave a sweet-assed background and are cool as hell, they have to take trials before joining a chapter that are so painful that only about 15%of the applicants survive, they can crush a humans head with their bears hands (they cabdo it one handed), bolters shoot out fucking tiny missiles, THEY CAN SPIT FUCKING ACID, they dont have to eat for like 7 months, and they dont have to sleep for about 6, tactical dreadnought(terminator) armour owns, they have sweetass equpment, and there just awesome I cant even list the ways that they are awesome,

the coolest thing about your orks is that they grow from mushrooms  :-\ oh I forgot about how orks spit acid, oh wait thats astartes

 :D
Title: Re: Warhammer 40000 mod 2nd version bugfix released!
Post by: Elpolodiablo on August 11, 2007, 07:39:23 AM
lol ownd

Nice argument but spellzoring plz
Title: Re: Warhammer 40000 mod 2nd version bugfix released!
Post by: Nethoras on August 11, 2007, 08:36:38 AM
is that better.
Title: Re: Warhammer 40000 mod 2nd version bugfix released!
Post by: Trooper5445 on August 11, 2007, 10:48:56 AM
Alright I'm suffering from utter mod block. Can't think of how to model any thing. Do you have anything easy I can work on?
Title: Re: Warhammer 40000 mod 2nd version bugfix released!
Post by: Nethoras on August 11, 2007, 11:35:04 AM
what about a vendor house/ I need one, and they're simple, just like a normal house, but with a slit on one side, it would benice if you could make the interior (nothing fancy just a room) ,but if your block is that bad I can make it.  :) nvm I need walls the most, and they are simple, just make them out of awkward sheets of metal dug into the ground.
Title: Re: Warhammer 40000 mod 2nd version bugfix released!
Post by: Trooper5445 on August 11, 2007, 12:54:46 PM
Two Ork walls with flags. You can remove the flags if you don't like em but I think they had a nice touch specially if you figure out what ork tribe it is and use that as a texture.

First one   http://rapidshare.com/files/48373894/Ork_Wall.wings

Second one    http://rapidshare.com/files/48374078/Ork_Wall_2.wings

Screenies
Title: Re: Warhammer 40000 mod 2nd version bugfix released!
Post by: Nethoras on August 11, 2007, 01:22:13 PM
those are awesome, they line up perfect with the texture I cant wait until the seige of ork town is screeny ready.
Title: Re: Warhammer 40000 mod 2nd version bugfix released!
Post by: Trooper5445 on August 11, 2007, 01:24:44 PM
Thank you. So how is that Alpha coming?
Title: Re: Warhammer 40000 mod 2nd version bugfix released!
Post by: Nethoras on August 11, 2007, 01:48:06 PM
decent, I want to get the guard armour, and a new ork body in game before opening the closed alpa, theres still to many bugs and such for even alpha so I also have try my best to stabalize it.
Title: Re: Warhammer 40000 mod 2nd version bugfix released!
Post by: Trooper5445 on August 11, 2007, 01:53:15 PM
Also I have Vista so I can see if there are any Vista specific bugs. But yeah what is next on the modeling list?
Title: Re: Warhammer 40000 mod 2nd version bugfix released!
Post by: Catkill on August 11, 2007, 03:54:27 PM
Just to let u know i am still workjing or ur house the one ur drew- like im say in quite busy this weekend so expect it around tuesday
Title: Re: Warhammer 40000 mod 2nd version bugfix released!
Post by: Nethoras on August 12, 2007, 04:18:48 PM
goodly, I need many more orky props.
Title: Re: Warhammer 40000 mod 2nd version bugfix released!
Post by: Elpolodiablo on August 13, 2007, 12:24:30 AM
I have 20 peoples souls. Can I trade them for a alpha?

Also: I am good at finding bugs (and exploiting them for my advantage)
Title: Re: Warhammer 40000 mod 2nd version bugfix released!
Post by: Nethoras on August 13, 2007, 08:15:40 AM
sorry we dont accept souls only bits of string.
Title: Re: Warhammer 40000 mod 2nd version bugfix released!
Post by: Quail on August 13, 2007, 11:27:40 AM
and no second chances.
Title: Re: Warhammer 40000 mod 2nd version bugfix released!
Post by: Trooper5445 on August 13, 2007, 12:25:04 PM
Anyhow in my Spare time (I have nothing but spare time aside from when I finally do my homework) I have made an Orkish sentry tower. I'm not sure if I like the Metal armored plates so you can deletes those if you wish. I recommend a rusty texture and maybe a way to get inside and use it as a Strong point.

http://rapidshare.com/files/48774763/Ork_Sentry_Tower.wings       Rapid share download link.

Title: Re: Warhammer 40000 mod 2nd version bugfix released!
Post by: Nethoras on August 13, 2007, 12:36:57 PM
although I already have a sentry tower i could always use more, ork villages are ramshakle and random so it will all look good, but i msotly need more more or less residential and commercial buidlings orky workshops would be nice, houses, stores, maybye even abunker type thing or 2 its all useful  :)
Title: Re: Warhammer 40000 mod 2nd version bugfix released!
Post by: Trooper5445 on August 13, 2007, 01:18:07 PM
Alright. I'm just going to build more boring Ork house. They are all Boxes. Seriously they are. Also I GOT DARK CRUSADE TODAY. INSPIRATION IS BACK.
Title: Re: Warhammer 40000 mod 2nd version bugfix released!
Post by: Quail on August 13, 2007, 01:19:54 PM
Oh ya? I JUST GOT FIRE WARRIOR TODAY!

(GO TOM BAKER AS NARRATOR! WOOT WOOT GO EX-DOCTOR WHO!)
Title: Re: Warhammer 40000 mod 2nd version bugfix released!
Post by: Nethoras on August 13, 2007, 03:02:35 PM
Dark crusade is fun as hell, Ive never been able to play fire warrior as ps2 is ghey. and I would only buy it if they made a game for it called "astartes" ;)
Title: Re: Warhammer 40000 mod 2nd version bugfix released!
Post by: Quail on August 13, 2007, 03:23:53 PM
Fire Warrior is also for PC (thats what I got)
Title: Re: Warhammer 40000 mod 2nd version bugfix released!
Post by: Trooper5445 on August 13, 2007, 11:22:42 PM
Tomorrow I'll have some boring boxy ork houses for you. After that I'll play Dark Crusade to see if I can get any inspiration for the Orks.
Title: Re: Warhammer 40000 mod 2nd version bugfix released!
Post by: Elpolodiablo on August 14, 2007, 02:32:50 AM
if they made a game for it called "astartes" ;)

I would kill for that game.
Or just one with guards men.
Title: Re: Warhammer 40000 mod 2nd version bugfix released!
Post by: Catkill on August 14, 2007, 03:29:41 AM
Trooper ur probaly better not making more houses after i have finished mine well have like 3, orks dont realy need that many houses they thrive on war and fight more than they rest. My building has beed prosponed again cause i cant figure out how to do a bit(ill try to work round) and maybe sometime ill whip ur asses on dow dark crusade cause orks rule
Title: Re: Warhammer 40000 mod 2nd version bugfix released!
Post by: Catkill on August 14, 2007, 04:07:03 AM
Take my double psot bk http://rapidshare.com/files/48899038/4_way_screen.-_ork_house.obj.html
Title: Re: Warhammer 40000 mod 2nd version bugfix released!
Post by: Nethoras on August 14, 2007, 06:28:41 AM
thats not entirly true orks, live very similar to tribal people in times of peace, and each ork his its own house, they are usually rather spartan living quarters, but just because orks thrive for war doesnt mean that they dont want a bed, its also where most orks carry our their buisness, so most orkish buildings are hybrids between homes and commercail/industrial buildings, a home is also a place to store the orks 2 most precious possesions, weapons and food, besides living quarters and work orks need somewhere to build their weapons during times of war, and when the waaagh comes through town, most houses are turned into workshops while the rest ares cannabalised for skrap material.  and somethings wrong with the file, all Im getting is a random board with jagged edges, and its missing several faces, try hitting combine before exporting, and selecting the object.
Title: Re: Warhammer 40000 mod 2nd version bugfix released!
Post by: Trooper5445 on August 14, 2007, 07:17:01 AM
I think I'm gonna make a mekboy House. I saw a model for that. So I have something to base it off of. I can also try to make some tents maybe for a feral Ork.
Title: Re: Warhammer 40000 mod 2nd version bugfix released!
Post by: Catkill on August 14, 2007, 08:13:03 AM
Try this 1 -  http://rapidshare.com/files/48939693/4_way_screen-_ork_house2.blend_Scene.obj.html
Title: Re: Warhammer 40000 mod 2nd version bugfix released!
Post by: Nethoras on August 14, 2007, 08:02:09 PM
thanks catkill, looks good,

 I finnally got ork town working btw, although its 100+ garrison lags the hell out of the game, especially when you attempt to put another sizable force against it, oh btw again, I finallygot around to texturing the astartes helm, Im planning on making at least 3 different mks, of helm, probably 5 depending on the work loadout I have, the marines are looking intense so far, Im also planning on making roughly 4-7 mks of armour which will be possible thanks to our new team member Lasserith, we finnaly have a full time rigger, every one let free a huzzah, because this will alow me to make many more armour meshes and such, which will increase the overall quality and speed of the mod, at this rate you'll be slaughtering muties in no time!
Title: Re: Warhammer 40000 mod 2nd version bugfix released!
Post by: Trooper5445 on August 14, 2007, 08:03:56 PM
Huzah for the rigger.
Title: Re: Warhammer 40000 mod 2nd version bugfix released!
Post by: Quail on August 14, 2007, 11:27:16 PM
No (HUZZAH!) until I see his work...
Title: Re: Warhammer 40000 mod 2nd version bugfix released!
Post by: Catkill on August 15, 2007, 08:02:23 AM
we going to get some screenies of ork town then? and hjowz that alpha coming. If i can find some rigging tutorials then i might be able to help if i understand it
Title: Re: Warhammer 40000 mod 2nd version bugfix released!
Post by: Trooper5445 on August 15, 2007, 10:06:40 AM
Alright bear with me here. I know this has been suggested before but I suggest we move this to the Major Mods area. The complaint before is that there really is no discussion but now many people (including myself) have posted comments on things that have to do little with modding. Also if we move to the major Mods we can have threads for each race with specific models that need to be completed and discussion on how they work and quests and such.
Title: Re: Warhammer 40000 mod 2nd version bugfix released!
Post by: Catkill on August 15, 2007, 01:46:42 PM
I think we should wait for alpha first then i think itd be a good idea to make chaos and ork playable
Title: Re: Warhammer 40000 mod 2nd version bugfix released!
Post by: Apollon-04 on August 15, 2007, 04:01:24 PM
I know everyone hates when someone does this, I usually do, but....


any idea when the alpha will be out for beta testers.
Title: Re: Warhammer 40000 mod 2nd version bugfix released!
Post by: Nethoras on August 15, 2007, 07:10:36 PM
@Catkill
chaos is already playable, orks... maybe later
@apollon: eventually
@Trooper
I've been all for this idea for a hile highlander isnt really into it, if you want this changed pm him a petition, but dont spam him please
@quaillover
screenies will come soon, Im typing this off of my freinds computer, my modding comps internet wont be fixxed until friday
@catkill (again)
read above

the mods coming along pretty good guys, thanks for all your support and such, I hope to get an alpha out soon, and bear with me on screenies and updates for a while, as my internet is down, I coul use some fort/castle-esque ork walls, similar to thos in dow, the seige of ok town isnt really all that great when the orks only defence is a couple of short corrugated fences.
Title: Re: Warhammer 40000 mod 2nd version bugfix released!
Post by: Highlander on August 15, 2007, 11:40:08 PM
@Trooper
I've been all for this idea for a hile highlander isnt really into it, if you want this changed pm him a petition, but dont spam him please
If you want a subforum, you should ask Winter, I'm not really the mod leader anymore.
Title: Re: Warhammer 40000 mod 2nd version bugfix released!
Post by: Trooper5445 on August 16, 2007, 12:22:53 AM
Would that mean if we all agreed we have your blessings to ask winter then?
Title: Re: Warhammer 40000 mod 2nd version bugfix released!
Post by: Highlander on August 16, 2007, 12:39:04 AM
It doesn't really matter, Nethoras is leading the mod, so if he wants to ask Winter, he can do that.
Title: Re: Warhammer 40000 mod 2nd version bugfix released!
Post by: Catkill on August 16, 2007, 03:45:40 AM
So whos doing the updated team list?
Title: Re: Warhammer 40000 mod 2nd version bugfix released!
Post by: Trooper5445 on August 16, 2007, 07:02:41 AM
Alright then thank you for clearing that up. I'll see what I can do to persuade Nethoras to make the move. (Just noticed 50 posts-Rank up.)
Title: Re: Warhammer 40000 mod 2nd version bugfix released!
Post by: Catkill on August 16, 2007, 11:35:21 AM

 the seige of ok town isnt really all that great when the orks only defence is a couple of short corrugated fences.


And whats rong with my fences lol if i have time i will try some stuff but im busy
Title: Re: Warhammer 40000 mod 2nd version bugfix released!
Post by: Trooper5445 on August 16, 2007, 02:02:25 PM
You want a fort do you? I shall see what I can do.
Title: Re: Warhammer 40000 mod 2nd version bugfix released!
Post by: Nethoras on August 16, 2007, 04:18:48 PM
nothing wrong with your fences catikill, its just that the orks get ownt so bad, whne thats their only defence,Ork town or Im thinking of renaming it wergzag, is a fortified city, the center of the ork trade market on the planet, so its the closest thing to ac apital the orks have. it needs to nigh impenetrable, when I managed to take it down with only 50 shock troopers, I also managed to take it down with about 10 marines with one casualty =p, I just want it to be like something that you must work your way up to attacking, although one cool thing I've got going on is a flanking force of orks, who will soon ride on warbuggies  :D,

for subforums, that may be a good idea, it might attract a bit more interest, and thus even more support, Im surprised how much has come out of this mod, its a tonne of fun now, and by the time its evena n alpha it will be phun as a rubber donky!

Im thinking of organizing the subforums according to progress on each specific chunk of the mod whether it be a particalar race, battle campaign, etc. Ill elaborate more later, I must go now.
Title: Re: Warhammer 40000 mod 2nd version bugfix released!
Post by: Trooper5445 on August 16, 2007, 04:52:16 PM
I just had an idea. Have the orks be enclosed on in a castle/fort with a gate. There is a gate house the player has to fight through (Which is heavily protected by barricades, and massive troop numbers.) Once the player gets in there is a destructible scene prop lever that when destroyed flips opening the gates. Comments, Questions, or criticism?
Title: Re: Warhammer 40000 mod 2nd version bugfix released!
Post by: Nethoras on August 16, 2007, 08:28:55 PM
so far, th fort is surrounded by destructible baricades in great numbers, but once I getmmore fortess-esque walls, something like that might be neccesary, Im even thinking of making it so the player has to drop a beacon, or possibly a teleport homer, from there there can either be orbital bombardment, drop pods, valkeries' (dropships), teleporting terminators (if I can make a usable mesh for them), something like that.... however your ideas good to trooper, maybye a demo charge migt be cooler tho...
Title: Re: Warhammer 40000 mod 2nd version bugfix released!
Post by: Trooper5445 on August 17, 2007, 10:03:58 PM
Alright then I want to say Nethoras can you PM winter asking for a spot on the Major Mods part. And what would you like me to work on Modeling?
Title: Re: Warhammer 40000 mod 2nd version bugfix released!
Post by: Nethoras on August 18, 2007, 07:50:49 AM
sure I'll pm winter, for models, hmmm ork walls please  :P
Title: Re: Warhammer 40000 mod 2nd version bugfix released!
Post by: Catkill on August 18, 2007, 08:53:00 AM
Hmm what do ork walls look like  got anything else and well let trooper do those P.S where the screenies
Title: Re: Warhammer 40000 mod 2nd version bugfix released!
Post by: Trooper5445 on August 18, 2007, 10:30:57 AM
http://us.games-workshop.com/games/40k/orks/terrain/walls/images/done.jpg   Like that?
Title: Re: Warhammer 40000 mod 2nd version bugfix released!
Post by: Nethoras on August 18, 2007, 04:23:19 PM
um...no I need tall castle esque walls, there was nothing wrong with the last walls, just they were to short to be wurzags only defence, something thats decently taller than a person, maybye oduble the hight, with parapets and room on top to walk around, please, Ill post some screenies tommorow, Im kinda busy today, my freinds are over and I just got the Gmod.
Title: Re: Warhammer 40000 mod 2nd version bugfix released!
Post by: Trooper5445 on August 18, 2007, 08:10:04 PM
So this http://onlywar.cncguild.net/screens/OrkFort.jpg scaled up a bit?
Title: Re: Warhammer 40000 mod 2nd version bugfix released!
Post by: Nethoras on August 20, 2007, 07:11:07 AM
sure that should work nicely, if you could make the walls modular that'f be nice, but if not meh.
Title: Re: Warhammer 40000 mod 2nd version bugfix released!
Post by: Nethoras on August 20, 2007, 12:14:04 PM
this is what happens when you forgo putting on deoderant

(http://i148.photobucket.com/albums/s34/Nethoras/mutie_screenies_a.png)

as always suggestions and comments not only welcome but wanted.
Title: Re: Warhammer 40000 mod 2nd version bugfix released!
Post by: Apollon-04 on August 20, 2007, 02:36:49 PM
Body looks cool, but the shortsre horrible compared to it. The body is huge, and its like he has little chicken legs. I suggest fing that, and explaiing what the model is for.
Title: Re: Warhammer 40000 mod 2nd version bugfix released!
Post by: Nethoras on August 20, 2007, 03:02:04 PM
the legs are supposed to be screwed up its a mutant you see. the more abnormal and impossible looking the better. Im going too give these guys aporximatly 50 kg of equpiment and have their boots bending outwards to represent their legs buckling  :D.
Title: Re: Warhammer 40000 mod 2nd version bugfix released!
Post by: Nethoras on August 20, 2007, 03:05:50 PM
MOAR SCREENIES

(http://i148.photobucket.com/albums/s34/Nethoras/mutie_screenie_b.png)

btw his leg is bent sideways if you havent noticed which give hima an awesome shambly look when he moves :)
Title: Re: Warhammer 40000 mod 2nd version bugfix released!
Post by: Apollon-04 on August 20, 2007, 03:55:48 PM
Can you take any bigger sceens? Its kind of hard to see in those pics.


From what I can tell though, it looks awesome.
Title: Re: Warhammer 40000 mod 2nd version bugfix released!
Post by: Nethoras on August 21, 2007, 08:39:02 AM
I guess I could, but photobucket takes quie while if they are to big, and sometimes even crashes on me if the pic is  to big  ???
Title: Re: Warhammer 40000 mod 2nd version bugfix released!
Post by: Nethoras on August 21, 2007, 05:47:13 PM
until further notice this mod be dead, I'll give all you team members alphas I guess.
Title: Re: Warhammer 40000 mod 2nd version bugfix released!
Post by: Apollon-04 on August 21, 2007, 06:06:11 PM
Wait, why? As far as I knew it was going great, and now all of a sudden its dead? What happened??
Title: Re: Warhammer 40000 mod 2nd version bugfix released!
Post by: Quail on August 21, 2007, 10:21:14 PM
how about the testers who signed up before most of the team members even joined the forums?
Title: Re: Warhammer 40000 mod 2nd version bugfix released!
Post by: Highlander on August 22, 2007, 01:54:57 AM
Modding is very time intensive, especially when you're leading a project. There are a lot of reasons to stop it.

I like your work on the version. Those are great models you made (especially the orky ones), it's just a little bit unbalanced.
Title: Re: Warhammer 40000 mod 2nd version bugfix released!
Post by: Nethoras on August 22, 2007, 08:41:27 AM
sorry forgot to verrify, Im doing what buxtons doing, waiting for the next verision, theres no point in doing any work on the mod if its likely going to have to be redone, Im not going to do anything but models textures, etc until the faled .850 is out.

and on balance I know its rather unbalanced especially if you join a battle between heretics or rioters and about 12 deamon and wichhunter parties, Its rather confusing how so many inquisition parties spawn, but no heretics, I'm going to lower the number of men in a blood raven strike force, because for the most part at this point any battle (and I mean any) with those guys on your side and you win, or to balance I may simply add smaller 10 strong chaos marine forces, partly because the chaos war parties already have chaos marines (in meager amounts). the only things I've found that can step to marines are 3 times their number worth of tau (but they are easy to deafeat if you get your marines to melee them), 3.5 times their number worth of kroot (they managed to kill 2 and wound 3 of my marines :o ), 2.8 their number worth of slugga boyz, although this is only when the marines dont shoot hem down before they reach the line (which unless the terrain sucks than they always do) and this still only works against isolated pockets of marines about 10 astartes in tight order can take on almost anything, beast riders have taken a few of my marines before via lucky couched lance hits, but many a beast rider has been dispachted via a bolt to the head, or a quick stab of a combat knife long before his glaive is anywhere near astartes plate, chaos marines( duh), bloodletters are what I call the bane of marines so chaos players should most likely try to get as many as possible, although their main disadvantage is their lack of armour meaning that most of them get shot down before reaching the astartes line, and often the bloodletters axe doesnt kill in on hit leaving the blood letter open to a flurry of nanosteal... the imperium has a slight upperhand overall becauseof all their competant ranged troops, I plan on countering this with a semi competant ranged unit called an Illurki, these will simply be the ancient army of the chaos cults and tribes here, not the equal of a guardmen in equipment or skill, they use stubbers and chainmail, however their weak scattered fire is often enough to ensure that their melee bound bretheren reach the enemy line.
In all truth the only races that need to be balanced against each other for now are chaos and the imperium, because all the other races are just side dishes for now...

EDIT: forgot to not ethat mutants seem to be the bane of almost every mid to low level imperial unit, veterans and higher can step to them, but anything lower just gets ownt,
Title: Re: Warhammer 40000 mod 2nd version bugfix released!
Post by: Nethoras on August 22, 2007, 08:52:17 AM
sorry for double posting, but here be the alpha to the power of negative 17,

http://rapidshare.com/files/50239516/Officio_assassinorum.zip (http://rapidshare.com/files/50239516/Officio_assassinorum.zip)

I was going to only ahnd it out to team members alpha testers etc, but I decided that anyone who takes the time to check out the thread should have acces to this, thanks for all your support, I hope I dont lose you guys in the gap between now and v .850, I heard that it will be out in a few weeks, hopefully a few doesnt mean 8  :lol:
Title: Re: Warhammer 40000 mod 2nd version bugfix released!
Post by: Trooper5445 on August 22, 2007, 02:09:29 PM
I'll be there when it happens. Thanks for the Alpha though.
Title: Re: Warhammer 40000 mod 2nd version bugfix released!
Post by: Nethoras on August 22, 2007, 03:45:33 PM
decided to continue work, I didnt research properly, theres still enough time that modding wont be a waste, s the mod is back on... oh and any comments on the alpha?
Title: Re: Warhammer 40000 mod 2nd version bugfix released!
Post by: Apollon-04 on August 22, 2007, 03:57:39 PM
It was fun, but Im going to be blunt here. Very unbalanced, and very unfinished. The last version had about as much stuff. You just added a bunch of oversized weapons. I mean oversized. THeyre huge, and they hurt like crazy. The only normal ones are bad. Im still playing it though.

Honestly, its a really really fun mod. Im going to go look at the resource, so I can see all of the items.


Are the Tau still in this mod?
Title: Re: Warhammer 40000 mod 2nd version bugfix released!
Post by: Highlander on August 22, 2007, 04:56:46 PM
Just a note: The scene of the town where you start really lacks. And my PC is not very old. And I love the new light sources (these blue things).
Title: Re: Warhammer 40000 mod 2nd version bugfix released!
Post by: Trooper5445 on August 22, 2007, 09:25:03 PM
The alpha was so awesome. I loved the underhive. Questions though. Couldn't find out how to get employed my the IG and some loot issues. I love the guns firing large clips as it allows you to operate on horseback well. I can just run around and pour automatic fire on them and then dismount and clean up.
Title: Re: Warhammer 40000 mod 2nd version bugfix released!
Post by: Nethoras on August 23, 2007, 06:39:38 AM
@ everyone
you'll note I said alpha to the power fo negative 73 theres still crap floating around from beta testing, I just thought I would release this alpha because everyones been wating for so long, and I felt like an ass hiding the mod away.

@highlander, whats lacking with the underhive?  its unfinished, as in I need to finish the trainstation and put working dialougue into many places, but I added tonnes of stuff in there, please explain whats wrong and Ill keep it in mind for future scenes, and those blue things are called biolumes, as the name implies they use bioluminescant energy to light places up, the reason they use these is because a decent quality one with no leaks will last for several malenia, and for their life span are reasonably cheap.

@appolon
??? theonly awkardle large weapons i can really think of were the ork weapons (which will look better with new orks themselves) the exodus rifle (the first gun I ever made and have been to lazy to re-do :|) the bolter (meh marines are strong enough), and  the heavy bolter (its heavy)... I added a lot of weapons, try playing as the 1337 4553|) |3374 tester class theres quite a few weapons in there, but still not all of them, In all truth I think I added well over a hundred, correct me if Im wrong, but this mod has more origianal items than almost all the other mods I've played since .800 came out... oh and if your going to surf the index there are a lot of crappy meshes from when I started modding this, Im sure you can tell which they are. if you want to test out more items go into module items and copy some of the items into game menus under the 1337 character, if you dont know how to do this go learn python.(wait you're working galactic merc, right? you should know this) and what do you mean by the normals ones are bad ugly, weak, what?


Title: Re: Warhammer 40000 mod 2nd version bugfix released!
Post by: Highlander on August 23, 2007, 07:45:00 AM
I meant lagging, not lacking. Sorry.  :lol:
Title: Re: Warhammer 40000 mod 2nd version bugfix released!
Post by: Nethoras on August 23, 2007, 07:56:42 AM
oh yeh I noticed that myself, thats why in the future the underhive will be split into small chunks connected by passages (once I figure them out).
Title: Re: Warhammer 40000 mod 2nd version bugfix released!
Post by: Apollon-04 on August 23, 2007, 02:58:03 PM
The guns that seem at least normal sized for a marine, barely hurt anything. The guns need to be balanced out kind of too. Theres a shotgun with like 97 accracy, and a carbine wth like 48 accuracy.

I played as the l337 thing, and the items were cool, but after surfing the resources, I think you should add all of the items. Even if they're not great, they add variety.
Title: Re: Warhammer 40000 mod 2nd version bugfix released!
Post by: Nethoras on August 23, 2007, 04:40:52 PM
pretty much all the items have been added, the only ones left out are some of those crappy daggars, I only put civilian weapons in shops, so you have to pillage the rest from units or later on when I get around to the rank system from your commander. and for the carbine with 48 damage do you mean the leeman turin, because thats the only carbine I can think of and last time I checked I had its accuracy on about 80-something, Ill check into that and fix it if neccesary, the civilain guns will be much more useful later on when Iget the story finished(well started  :lol:) and you dont start in the military, the lasguns are actually quite useful you just have to hit something more than once,  the shotgun meh, its low range so accuracy doesnt really count anyway... if you want to test the balance of the civilain guns try them out on the rioters (or vigilantes if your chaos) because thats the calibre of most of the enemies you'll be facing before you join the military. please note at this point the mod is just for screwing around, I havent really taken anything seriously in it, so dont worry about balance and suchwhen teh time comes the beta testers will take care of that...
so beyond weak guns what units  and weapons would you like added/ changed, and does anyone have any ideas for a story line, I want something that isnt generic, I was thinking of four paths you could follow "greed,honour(or duty),piety, or evile (chaos), each one would be chosen by your decisions and would end you up in different places, Im going to make the first part you walking down a street above ground, and you'll come across 4 different things for each path,each one leads you into the underhive, firstwill be an old freind voxing you telling you that he needs help down in the underhive or he will die (honour), another wil be some guy who asks you if you'll kill the dude who just voxxed you because he has some variety of archeotech that the guy will pay you 10 000 dinars for, and he has a 500 denar bounty on his head (yeh I wrote that right{greed}) , so you can choose to go down into the underhive, and do as you wish, stay up and kill the guy who just told you to kill you're freind and steal the money, and run off (the authorities chase you and you are stuck as a renegade for the rest of your life), or do nothing, in this case a train runs you over, just cos thats awesome you die.... from there if you chose to go down you will have to navigate your way to your freind, and will get other quests along the way, and will be temped to other paths, once you find the guy you can either save him or kill him, if you lran off with the money you will be repeatdly tempted by daemons and such who will try and get you to join chaos if you refuse several tiems (they will pop out of nowhere on the overworld map) you will teleport to the middle of chaos territory where they will ask you again to join , if you refuse they will slowly start mutating you, each time you refuse they will warp you more and more until you are a shambling peice of crap, if you accept they will either revers the mutations or enhance them depending on how mutated you are and you will be on the chaos side....

yeah so thats the idea so far, Im going to lay off the military spects and such until Im done the story line, then I will work on the rest, any suggestions, more paths, oppertunities to join them etc.... I still havent figured out a way to include piety, perhaps as the train is about to run you over you can choose to pray to the emperoro for deliverance or curse the emperoror for ending your life, if you pray to him something happens to stop the train... what that is idunno....
Title: Re: Warhammer 40000 mod 2nd version bugfix released!
Post by: Apollon-04 on August 23, 2007, 06:34:49 PM
Well, Ive been playing it a lot now. It is really really fun, it just needs some work, but hey, its a beta.


As I asked before, are the tau stil in the mod?

And, as for weapons, Id like more kasrikin (not sure how to spel) weapons and armor.  Also,a lot of weapons and armor are positioned wrong. For exmple the militarty kasrikin cam armor, is ot positioned right.

All in all, its very fun mod though. Id like access to all items though. May I please have the source so I can do this? Or is that asking too much?


Also, how did you get the ammo to appear as armor? I understand modeling it as armor but i dont understand how it will appear with some armor/weapons, but not all. Ive figured out at it only appears for guns that use that ammo I think, but sometimes, even with guns that use that ammo, it doesnt appear. It is a very nice feature though.
Title: Re: Warhammer 40000 mod 2nd version bugfix released!
Post by: Nethoras on August 24, 2007, 07:16:57 AM
its the ixmesh ammo, just change it to your selected accesory and spend 4 hours plus trying to align in properly :D as for kasrkrin, they need to be done, for now they are just normal guard with better stats and a hellgun, their armour is slighlty more protective, I have replaced the basic flak armour mesh so once thats rigged I will make a ksrkrin variant although I guess you found my experemennt with ixmeshes, that was just a test and will not be used, tau are still in the game just wait a while, the source is all there along with some other stuff, =p, you can screw around with the stuff in the mdo, but please dot use it in other mods, this isnt open source yet, Ill release it to other modders when I have  a good release finally


btw: its not  abeta its an alpha, =p which will be moar uber in .850 XD
Title: Re: Warhammer 40000 mod 2nd version bugfix released!
Post by: Lord.Bedham on August 24, 2007, 07:21:59 AM
I have played the Alpha and its great fun! But there are some negative things es well. Its impossible to get imperial armor helmets or space marine things. With the Space Marine armor its make sinn, but i want to start as a man of the Empire not as a gang or a rughe rider :-\. And the bades thing is thath the Inqisition is totaly overpowert they are so many they kill everything! If only this point woult be correktet it woult be a super mod!

I have not found quest, are there some quests? If jes where?
Title: Re: Warhammer 40000 mod 2nd version bugfix released!
Post by: Mormakar on August 24, 2007, 10:46:03 AM
Sorry. I know that I shouldent ask for a new release. But it seams like u have done sooo much now and it was some time sins u released the current version. So can you PLEASE make a new version to download. This is my favorite mod and I would be sooo happy if u did this.

thanks for a great mod! :D
Title: Re: Warhammer 40000 mod 2nd version bugfix released!
Post by: Nethoras on August 24, 2007, 11:27:55 AM
@mormaker, is english your first language? And I just released an alpha a few pages back, you can download that if you wish.

@lord bedham
the reason you cant buy guard and space amrine armour is because in the future you will start off as a civilian you will only be able to get military weapons via the military once you join them, or you can of course steal them, no quests: read the post above yours Im trying to implement a story line, so quests and such are my next project, Im also going to remove military troops from taverns and make them only available via your commander.
all in all I released this as I was in the middle of converting it from sandbox to storyline, so its quite awkward, it was mistake that I cant really fix...

I could use a scene maker or two, its quite easy with the ingame editor, scene disigns for the underhive and just city scenes would be coolio to.

Quote
if anyone wants to turn this into a sandbox version just run it by me and Ill release it, I would make a version that was more sandboxxy but it took me like an hour to get all the 'itp_merchandise' tags out of the itm tuples, and Im not willing to do the reverse,but if someone is tell me.

http://rapidshare.com/files/39758464/An_m_b_Renaissance.zip (http://rapidshare.com/files/39758464/An_m_b_Renaissance.zip)
Title: Re: Warhammer 40000 mod 2nd version bugfix released!
Post by: Lord.Bedham on August 25, 2007, 01:48:59 AM
How can i join the military :?:
Title: Re: Warhammer 40000 mod 2nd version bugfix released!
Post by: Mormakar on August 25, 2007, 07:28:59 AM
hehe. no its not... I'm not so good at English.. :-[  Sorry that I missed that download... I checked some on that download site and it had not bean updated there.
Title: Re: Warhammer 40000 mod 2nd version bugfix released!
Post by: Nethoras on August 25, 2007, 08:35:53 AM
you cant in this version, sorry thats my next project, I can try for a patch I once its done I guess, but I cant do any work this weekend.


heres the alpha mormaker, (for those of you who already dl'd its the same thing)
http://rapidshare.com/files/50239516/Officio_assassinorum.zip (http://rapidshare.com/files/50239516/Officio_assassinorum.zip)
Title: Re: Warhammer 40000 mod 2nd version bugfix released!
Post by: Trooper5445 on August 25, 2007, 12:07:59 PM
Alright hate to be obnoxious but once again I must pester you. We really need to get this moved to Major mods. PM Winter.
Title: Re: Warhammer 40000 mod 2nd version bugfix released!
Post by: Nethoras on August 25, 2007, 04:09:16 PM
ok I'll ask  ;)
Title: Re: Warhammer 40000 mod 2nd version bugfix released!
Post by: Catkill on August 26, 2007, 07:27:51 AM
Alphas great not quite what i expected - especialy ork town i was looking forward to that but the texturs look a bit weird 2 bright for orks anyway great mod. anyone know if there a western mod jsut seeing the small western type pistol i think it be a good idea to do one.
Title: Re: Warhammer 40000 mod 2nd version bugfix released!
Post by: Trooper5445 on August 26, 2007, 09:22:27 AM
Yes there is a big western mod on TW. Anyhow the Orky town seemed fine to me but I disagree with something. All the choppas were priced at 1 for selling. Now I know they aren't' the best weapon but they are better than a wooden club no?
Title: Re: Warhammer 40000 mod 2nd version bugfix released!
Post by: Nethoras on August 26, 2007, 12:26:45 PM
I beleive that was to represent the fact that no merchants are going to be buying shards of sharpened metal for anything other than scrap, I did that on certain xenos tech, and weapons just because of the large xonophobic feeeling of 40k, and the fact that mainstream merchants dont want to risk the attention of the inquisition, I want to add an npc that pays you well for xenos tech, and possibly give you the option of equippping guardmen with pulse rifles, although then the inquis gets pissed...
Title: Re: Warhammer 40000 mod 2nd version bugfix released!
Post by: Catkill on August 27, 2007, 09:41:30 AM
Okay if ur keeping on going then so am I where am i needed ? emm.. tutorial wedsites for dubbing and texturing anywone no-ofence nethoras but some of the textures u had on my odjects werent as i had pictured.
Title: Re: Warhammer 40000 mod 2nd version bugfix released!
Post by: Nethoras on August 27, 2007, 09:53:42 AM
yes the textures for orks are mostly placeholders in all trruth, if you're willing to make new ones be my guest, most of mine were just pics from the interwebs... I couldnt get the feeling I wanted, and thus just made everything rusty, I couldnt really think of anything better,
Title: Re: Warhammer 40000 mod 2nd version bugfix released!
Post by: Catkill on August 27, 2007, 10:17:13 AM
Okay... emm got a tutorial for that id like it if i can paint it in 2d if that makes sense i can get detail that way but i need a tutorial cause i suc - tools i have  Photoshop and blender
Title: Re: Warhammer 40000 mod 2nd version bugfix released!
Post by: Catkill on August 29, 2007, 09:18:42 AM
SO what am i modeling .., yes im bored
Title: Re: Warhammer 40000 mod 2nd version bugfix released!
Post by: Nethoras on August 29, 2007, 05:36:28 PM
anything you wnat really, I cant really continue the mod until I fix up this error that I cant figure out, I'tell you when thats, done however Im not very motivated to fix it right now as I have some modders block, so I'll try to fix it soon, right now theres a lot in my life, so yeh...
Title: Re: Warhammer 40000 mod 2nd version bugfix released!
Post by: Apollon-04 on August 29, 2007, 05:44:51 PM
What kind of error is it? Maybe I can help.
Title: Re: Warhammer 40000 mod 2nd version bugfix released!
Post by: Nethoras on August 30, 2007, 08:49:36 AM

"unable to find object:mnu_castle_attack_walls, and I know that t exists, I've tried renaming it and all the jump to menu's that would go to it, but then i get a new error,

it also says illegal identifier:mnu_castle_attack_walls,
Title: Re: Warhammer 40000 mod 2nd version bugfix released!
Post by: Elpolodiablo on August 31, 2007, 03:51:43 AM
Capital letters. It happens some times.
Title: Re: Warhammer 40000 mod 2nd version bugfix released!
Post by: Nethoras on August 31, 2007, 08:03:23 AM
:lol: I never even thought of that, I shall check into that post haste thanks.
Title: Re: Warhammer 40000 mod 2nd version bugfix released!
Post by: Nethoras on September 03, 2007, 07:08:13 AM
if anyone cares Im done with this mod, sorry, I found a new one, have a nice day. 

http://z11.invisionfree.com/The_Firstborn_Mod/index.php?act=idx (http://z11.invisionfree.com/The_Firstborn_Mod/index.php?act=idx)

EDIT: thanks to all those who suppported me along the way.
Title: Re: Warhammer 40000 mod 2nd version bugfix released!
Post by: Catkill on September 03, 2007, 10:20:20 AM
I would come with u if u need a modeller
Title: Re: Warhammer 40000 mod 2nd version bugfix released!
Post by: Apollon-04 on September 03, 2007, 07:05:18 PM
Well, nethoras, I have to say Im a bit dissapointed. It seems to me you've quit modding due to lack of attention to your mod. You had a great mod so far, and I really think you should keep going with it.


Just my opinion.
Title: Re: Warhammer 40000 mod 2nd version bugfix released!
Post by: Nethoras on September 04, 2007, 07:07:45 AM
 :lol: cant say my ego isnt a large part of it, its just nice to be part of a mod team, not most of it, it just seemded to daunting, and i lost interest, anyone want to carry it on have fun, its just Im not into it right now, depending on the new gadgets that come out next v I might try this again. its nice to be part of a team in which you have your role and dont have to worry aboiut the rest of the mod, I get to make models (my true hobby) and when I feel like it a texx, everything else is taken care of, witht his mod I had to do the models python textures coordinating it just got to be to much, meh.
and sure catkill, they seem to be in need of modellers talk to zombiedragon deathreapa he's the lead dev.
Title: Re: Warhammer 40000 mod 2nd version bugfix released!
Post by: Trooper5445 on September 04, 2007, 02:38:13 PM
Damn. I liked this mod. Now I need find a new mod. I feel so alone.
Title: Re: Warhammer 40000 mod 2nd version bugfix released!
Post by: Apollon-04 on September 04, 2007, 02:39:35 PM
*cough* Galactic Mercenary *cough* cough*
Title: Re: Warhammer 40000 mod 2nd version bugfix released!
Post by: Lord.Bedham on September 06, 2007, 03:09:51 AM
NOOOO. I loved this mod and its massive Warhammer battles. Im not going to be a Galactic mercenery! :(
Title: Re: Warhammer 40000 mod 2nd version bugfix released!
Post by: Quail on September 06, 2007, 04:18:04 PM
If you love this mod so much, why don't you take over the development?
Title: Re: Warhammer 40000 mod 2nd version bugfix released!
Post by: Apollon-04 on September 06, 2007, 07:31:16 PM
If you love this mod so much, why don't you take over the development?



 :lol:

Thanks for the put down Lord Bedham.C'mon, Galactic Mercenaries arent that bad.
Title: Re: Warhammer 40000 mod 2nd version bugfix released!
Post by: Quail on September 06, 2007, 09:44:02 PM
I do what I must
Title: Re: Warhammer 40000 mod 2nd version bugfix released!
Post by: Winter on September 07, 2007, 07:40:59 AM
Hm. I was just about to set up a new forum for this mod, but I guess it doesn't need one now. A shame.
Title: Re: Warhammer 40000 mod 2nd version bugfix released!
Post by: Lord.Bedham on September 08, 2007, 03:30:15 AM
If you love this mod so much, why don't you take over the development?


I would if i could :'(. But i have no idea of making a mod, how to model or somethink else. And if somebody love a mod he dont have to make it himselv :). I just like it so mutch.

"Thanks for the put down Lord Bedham.C'mon, Galactic Mercenaries arent that bad."

Sorry Quail for putting you down. It was not against yourselv.
Title: Re: Warhammer 40000 mod 2nd version bugfix released!
Post by: Apollon-04 on September 08, 2007, 07:55:36 AM
I hope you mean me too, right? Im kind of the one who started Galactic Mercenary. (though Quail was one of the people who encourad me to do it.) Quail does do all ofthe beautifl music and concept art for the mod though.
Title: Re: Warhammer 40000 mod 2nd version bugfix released!
Post by: Conscript on September 13, 2007, 04:06:46 PM
You left us for a mod for DoW?
Title: Re: Warhammer 40000 mod 2nd version bugfix released!
Post by: Nethoras on September 14, 2007, 07:22:57 AM
yehp, more flexible, and much easier, instead of trying to put the entire world of 40k into a medievial game, I'm jsut putting my fave guard regiment into a game that is actually designed for 40k, ah-sides, DOW has always been one of ma favourite games, (besides those nurffed marines...)
Title: Re: Warhammer 40000 mod 2nd version bugfix released!
Post by: Apollon-04 on September 15, 2007, 10:14:15 AM
How come in the thread on taleworlds, you changed the title to say the mod was just on hold till the next version, when in fact you said it was dead?
Title: Re: Warhammer 40000 mod 2nd version bugfix released!
Post by: Quail on September 15, 2007, 11:35:29 AM
to keep interest up for the mod probably...(though I hope he does continue when the new version comes out)
Title: Re: Warhammer 40000 mod 2nd version bugfix released!
Post by: Nethoras on September 15, 2007, 08:48:53 PM
because as I said, I may pick it up when 850 comes out, or hopefully someone else will pick it up, I dont know what ot call it but at this point I have no inquiry to pick it up.
Title: Re: Warhammer 40000 mod 2nd version bugfix released!
Post by: Lasserith on September 17, 2007, 06:35:18 AM
If anyone picks it up, I'm always up for UV mapping. I didn't die or anything just was waiting for .850 :D
Title: Re: Warhammer 40000 mod 2nd version bugfix released!
Post by: Mormakar on September 20, 2007, 11:07:01 AM
Have you fixed this great mod to v.890 soon :p And it's no version .850 Lasserith!
Title: Re: Warhammer 40000 mod 2nd version bugfix released!
Post by: Apollon-04 on September 20, 2007, 02:28:22 PM
The mods dead for now. Thats why its in the board Dead/hibernating mods.  ::)
Title: Re: Warhammer 40000 mod 2nd version bugfix released!
Post by: Conscript on September 21, 2007, 08:50:40 PM
I hope he takes this back up soon, i love the new beta.

Although I can't figure out how to to get good armor and weapons. The vendors don't offer anything good..
Title: Re: Warhammer 40000 mod 2nd version bugfix released!
Post by: Nethoras on September 24, 2007, 03:19:39 PM
vendors dont sell anything cos I was in the middle of implementing "standard issue" and the mod is resartign and i n coordination, if you want to join up you can do so, but you have to be really serious about a role, however I only want 3 or less modellers (not including myself) unless we can get enough good texturures to cater to them all just in case your wondering...
Title: Re: Warhammer 40000 mod 2nd version bugfix released!
Post by: Apollon-04 on September 24, 2007, 03:34:23 PM
uh gramers and speling plxz? Thx? bI!

=

Um, grammar and spelling please? Thanks.
Title: Re: Warhammer 40000 mod 2nd version bugfix released!
Post by: Trooper5445 on October 08, 2007, 05:27:38 PM
I believe I have the right to re-join as a modeler. Of course I'm far busier now with school but I have learned much and honed my craft. So why less frequent models should be better.
Title: Re: Warhammer 40000 mod 2nd version bugfix released!
Post by: Reykjavikdragon on February 09, 2011, 07:58:24 AM
With the Permision of Highlander if he grants it, Who would be willing to help me restart this mod and update it?
Title: Version .808
Post by: MaceKron on August 09, 2011, 06:08:32 PM
When i install version .808 this mod still won’t work, nor will the actual game.