Dawn of Warhammer 40,000: Firestorm Over Kaurava

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 Post subject: Melooo's Objective List for 3.6 release - DL link test
PostPosted: Mon Dec 28, 2009 5:33 pm 
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Well my objectives are these, put in order:

1- Finish Textures
a) Sword Brethren, All DONE
b) Castellan, All DONE
c) Marshall, All DONE
d) Techmarine, All DONE
e) Builder Techmarine, Tweak TC layers and stuff DONE
f) Apothecary, All DONE
g) Banner Bearer, All DONE
h) Company Champion, making TC DONE
i) Emperors Champion, making TC and retexture at least the Sword hilt which is ugly as hell DONE
j) Update Land Speeders texture whith Space Marines stuff DONE
k) Librarian "Force" Sword retexture, the sword texture is on the main librarian texture file. DONE
l) Griffon Crew Compartment texture DONE
m) Basilisk/Medusa Enclosed Crew Compartment texture DONE
n) Grey Knight Psycannon DONE
o) GK LR Redeemer weapons DONE
p) Chaplain tweak, raise texture quality DONE
q) BT Venerable Dreadnought DONE
r) Eldar Rangers Bionic eye and CC Blade
s) Hellhound, still needs camo
t) Bloodletters Face and weapons texture
u) GK land Raiders Extra Armour, Flesh?
v) Black Templars Power Axe

2- Finish Models
a) predator, copy Space Marines model and set the tracks textures to use the BT ones fixing the animation issue DONE
b) rhino, same as predator DONE
c) razorback, same as predator DONE
d) vindicator, same as predator DONE
e) land raider, same as predator + new extra armour DONE
f) land raider crusader, same as predator + new extra armour DONE
g) land raider prometheus, same as predator + new extra armour DONE
h) Finish Venerable Dread Model DONE
i) Space Marines Land Raiders Extra Armour DONE

3- Finish tooltips/ucs ranges
a) UCS ranges assigned DONE
b) Tooltips info DONE
c) Tooltips Grammar/Spelling check

4- Finish Icons DONE
a) Venerable Dread Icon still missing DONE
b) Space Marines techmarine builder Icon, needs revamp DONE

5- Self Made AI update DONE

6- Fix all those hidden bugs
a) neks CTD as mentioned above DONE
b) all those others pesky bugs that are still around

7- Release FoK DC 3.6 as a bugfree Professional final incarnation of the mod for DC

8- So long and thanks for all the fish...

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 Post subject: Re: Melooo's Objective List for 3.6 release
PostPosted: Wed Dec 30, 2009 5:15 pm 
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hmm, yes, we should add the new extra armour to this list.. shouldn't take long to do, since its a mesh replacement essentially. just name it the same and export is all it needs essentially :)

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 Post subject: Re: Melooo's Objective List for 3.6 release
PostPosted: Thu Dec 31, 2009 5:27 am 
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Do shadows count as animation issues? Many BT vehicles (and those of other races) don't have shadows, while some units do. It looks very odd.


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 Post subject: Re: Melooo's Objective List for 3.6 release
PostPosted: Mon Feb 15, 2010 11:45 pm 
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Well i might stick around a bit longer so, what i think is wait like 1 week or so for some more bug hunting/testing and then release 3.6 as is

Call it like BT expansion for 3.5 and the get started with all the Soulstorm fuss

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 Post subject: Re: Melooo's Objective List for 3.6 release
PostPosted: Tue Feb 16, 2010 4:47 am 
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It sounds like thudo isn't far off so.....

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 Post subject: Re: Melooo's Objective List for 3.6 release
PostPosted: Tue Feb 16, 2010 6:23 pm 
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Indeed, we've waited this long for AI, and a bit longer surely isn't going to hurt. All the more time to work on those little balance issues, as well.

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 Post subject: Re: Melooo's Objective List for 3.6 release
PostPosted: Fri Mar 19, 2010 12:16 am 
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Updated, The only untextured unit left is the Black Templar Venerable Dread
I appreciate all the tooltips feedback :D kudos to earwigger specially hehe
Im not sure if weapons should be included in the "deadline", since its a helluva of work there, there are so many weapons

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 Post subject: Re: Melooo's Objective List for 3.6 release
PostPosted: Sat Apr 03, 2010 8:41 pm 
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werent so many weapons after all :P tooltips for weapons are nearly done

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 Post subject: Re: Melooo's Objective List for 3.6 release
PostPosted: Sun Apr 04, 2010 7:32 am 
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Sorry I haven't been able to help with Tooltips recently... RL has been super-busy.

I'll try to take a quick look through for typo/language errors at some point in the next week.


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 Post subject: Re: Melooo's Objective List for 3.6 release
PostPosted: Sun Apr 04, 2010 2:36 pm 
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Thanks! :D

There is a french guy who wants to translate the tooltips to french, maybe we can make him internal tester so he can directly work with the completed stuff.

Also i've been pondering the idea of releasing an RC (release candidate), just to keep community interest, since there is no AI in sight and the rest of missing stuff are 2D art and Space Marines land raider new extra armour....and well it's been like 6months since last release.

Your thoughts?

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 Post subject: Re: Melooo's Objective List for 3.6 release
PostPosted: Sun Apr 04, 2010 3:20 pm 
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thud has said he's had most of it done for a while from his last few posts on the matter so bug him about it.

but yea if your confident enough with the release go for it. make sure the ai is Done, and no more changes to code.

then we get started on Soulstorm XD

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 Post subject: Re: Melooo's Objective List for 3.6 release
PostPosted: Mon Apr 05, 2010 2:12 am 
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FINALLY!

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 Post subject: Re: Melooo's Objective List for 3.6 release
PostPosted: Mon Apr 05, 2010 4:09 am 
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THUD. Man, it's been months. How is the AI coming?


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 Post subject: Re: Melooo's Objective List for 3.6 release
PostPosted: Mon Apr 05, 2010 10:17 am 
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We may have to move on with out it guys. We could release it at a later date as a IA patch :?

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 Post subject: Re: Melooo's Objective List for 3.6 release
PostPosted: Mon Apr 05, 2010 10:59 am 
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no. that's what we said last time and we still didn't release it. we move with it this time.

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 Post subject: Re: Melooo's Objective List for 3.6 release
PostPosted: Wed Apr 07, 2010 6:17 pm 
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Meloo, the effects you changed on the Heavy Bolters and stuff look awesome. Thank you. Thank you for making AoE weapons have visual cues to their actual effect radii too - this makes the game all that much more intriguing.


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 Post subject: Re: Melooo's Objective List for 3.6 release
PostPosted: Wed Apr 07, 2010 7:22 pm 
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Hehe you're welcome :)

Yeah i figured out that the circles that show on the models use the same distance measurement as in game ranges, so started editing all those events in the OE making them fit the circles of the proper radius...4.5 for small blast....7.5 large blast etc

Btw Big Mek's kustom force field FX has the actual size of its area of effect :D, units affected by it still get the circle marker around them though.

About Bolters and stuff, i think it was really needed, Bolt weapons got changed their shooting FX and tracers long ago but they remained with "machine guns" hit fx...so I played a bit with the autocannon hit fx and the result was this, which makes them look like actual Bolts that explodes at their targets :D

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 Post subject: Re: Melooo's Objective List for 3.6 release
PostPosted: Wed Apr 07, 2010 10:02 pm 
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piccies ;) i havent seen the game in ages :lol:

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 Post subject: Re: Melooo's Objective List for 3.6 release
PostPosted: Wed Apr 07, 2010 11:54 pm 
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It looks awesome.

Melooo do you think you could possibly give the same AoE treatment to infantry weapons like Missile Launchers and Grenade Launchers? Also, the weapon groups on Grenade Launchers.. a lot of times, in fact most of the time, I would prefer them to be firing Krak against infantry instead of Frag. Could the weapon groups be reformulated to fire Krak against Infantry 3 or higher armour, and always against independent chars (Heroes)? Frag is only really useful against paper troops and it often fires against SMs and does almost nothing to 2 marines, whereas a Krak round would have had a chance to kill a single marine, or at least in FoK, do some damage.

And, on the subject of weapon blast resizing... :)

Flamers and other template weapons - if it's possible and easy, could you make the flamer effects match the actual range/radius of the weapon? I know they fire a bit farther then the effect shows right now, and the super flamers on the Land Raider Redeemer are not represented properly.

And last but not least, BT Sword Brethren Ranged squads say they use the special ammo that Sternguard Vets use in the tooltip, but the impact effects of their bolters look exactly like a default bolter at every range. So, do they have the special ammo with no effects, or is that tooltip wrong?


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 Post subject: Re: Melooo's Objective List for 3.6 release
PostPosted: Thu Apr 08, 2010 5:23 am 
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a) Well these arent exactly weapon groups, missile and grenade launchers are a single weapon with different AP against different armours

b) i can try

c) No, sword brethren do not have specialized ammo as sternguard, i just copy-pasted their fluff description, will change it asap.

Horus wrote:
piccies ;) i havent seen the game in ages :lol:

TBH it would require a video, cause screenies don't quite capture that too well

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 Post subject: Re: Melooo's Objective List for 3.6 release
PostPosted: Fri Apr 23, 2010 7:25 pm 
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Ok i think fok 3.6 is around 90% ready

Just need to test more to spot any bugs/glitches, BT ven dread texture and icon, BT chaplain retexture and BT apothecary specular maps......with that we should be DONE :P

Oh and GK LR redeemer weapons textures too xD

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 Post subject: Re: Melooo's Objective List for 3.6 release
PostPosted: Sat Apr 24, 2010 4:07 am 
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The Inquisition Razorback weapons and all Inquisition Heavy bolter mounts on vehicles are not textured, fyi.

Also, and forgive me because I do not have the Inquisition codex, does an assassin require you to have an Inquisiotor Lord first in the codex?


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 Post subject: Re: Melooo's Objective List for 3.6 release
PostPosted: Sat Apr 24, 2010 5:00 am 
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I'll get onto those GK vehicle weapons now, also half way through the chaplain already, will send you a pic mel so you can inspect/suggest before I upload it. maybe Baz can do the dread?

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 Post subject: Re: Melooo's Objective List for 3.6 release
PostPosted: Sat Apr 24, 2010 1:49 pm 
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Earwigger wrote:
does an assassin require you to have an Inquisitor Lord first in the codex?
yeah it requires an Inquisitor, although not necessarily Lord.

Fleshp0int wrote:
I'll get onto those GK vehicle weapons now, also half way through the chaplain already, will send you a pic mel so you can inspect/suggest before I upload it. maybe Baz can do the dread?
well i think baz is already working at it, cool :D can't wait to see BT chappy goodness.

Ninja :P

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 Post subject: Re: Melooo's Objective List for 3.6 release
PostPosted: Sat Apr 24, 2010 1:49 pm 
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Quote:
Also, and forgive me because I do not have the Inquisition codex, does an assassin require you to have an Inquisiotor Lord first in the codex?


any inquisitor.

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 Post subject: Re: Melooo's Objective List for 3.6 release
PostPosted: Sat Apr 24, 2010 4:56 pm 
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yes i have the BT ven dread fully texture but need to give it a BT good ness and TC. then ill post something ;)

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 Post subject: Re: Melooo's Objective List for 3.6 release
PostPosted: Mon May 10, 2010 8:37 pm 
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Ok i gonna compile and clean what we have right now and upload it to megaupload as a RC in rar format with a password.

Since whats only left is AI and textures, those can be added for the final 3.6 public release without much trouble. (to do list has been updated)

The idea i have is making this release exclusively for forum members, either by creating a exclusive thread with link and pass only visible to forum member or or by mass PM....im more inclined by the first option hehe.

That way the rest of bughunting, glitchfinding, etc will be easier IMO.

Opinions?


Oh and megazogg, how are we with those army color schemes?






Then the Soulstorm port, Gorb i'll need your help with the gamescreen.screen, apparently it has to be redone from scratch for Soulstorm....the idea is keep the same we have but all the coding has to be rewritten and distance values adjusted to fit with the Soulstorm differences.

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 Post subject: Re: Melooo's Objective List for 3.6 release
PostPosted: Tue May 11, 2010 12:37 am 
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Quote:
The idea i have is making this release exclusively for forum members, either by creating a exclusive thread with link and pass only visible to forum member or or by mass PM....im more inclined by the first option hehe.


while i support the idea, it has one major drawback of which anyone can supply said password or even re-upload the file and not use the forums in the end.

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 Post subject: Re: Melooo's Objective List for 3.6 release
PostPosted: Tue May 11, 2010 12:59 am 
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yep i know that some people will "leak" the pass, but I don't think it will be the rule and im not worried about that. They would still have to DL the final version to get the remaining textures and AI.

:O the mod is ~3GB uncompressed, in the rar its ~700MB that's gonna take some time to upload hehe

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 Post subject: Re: Melooo's Objective List for 3.6 release
PostPosted: Tue May 11, 2010 5:42 am 
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I think it's a great idea. Any word on the AI? :D


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 Post subject: Re: Melooo's Objective List for 3.6 release
PostPosted: Tue May 11, 2010 11:38 am 
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we need to move to Soulstorm.. when we do ill be back full time atm im just takeing my time with stuff :)

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 Post subject: Re: Melooo's Objective List for 3.6 release
PostPosted: Tue May 11, 2010 2:29 pm 
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any feedback on the RC would be apreciated, things as if its works correctly without problems, rar is not broken etc

Baz well i intend to move the mod to Soulstorm right now...if it doest take me much time. I remember that we are still missing the BT ven dread texture :P oh and you're working on the eldar rangers too right?

The missing AI and textures don't need us to be stuck with DC anymore, any other code bug that shows in the public testing can worked in directly on the RC rgds before the final release.

Earwigger wrote:
I think it's a great idea. Any word on the AI?

That would be better answered by Thud :P

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 Post subject: Re: Melooo's Objective List for 3.6 release
PostPosted: Tue May 11, 2010 3:01 pm 
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if that rc is intended for public, then it needs to go in a public section.

let me know when you've moved the coding over and ill bomb out on Soulstorm goodies once more.

also...

a little Dark Eldar thing i did a while back.

http://dawnofwar.filefront.com/file/HHD ... des;111669

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 Post subject: Re: Melooo's Objective List for 3.6 release
PostPosted: Tue May 11, 2010 3:03 pm 
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yep i know just wanna be sure that everything is ok (ei Downloads fine, rar isn't corrupt etc) before posting it in the public section, ive already created a restricted section that only forum members can access

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 Post subject: Re: Melooo's Objective List for 3.6 release
PostPosted: Tue May 11, 2010 3:29 pm 
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don't worry Melooo i wont let you down im on a go slow atm but rest asured i will kick back in as soon as svn is updated to Soulstorm then we will move. o yea the eldar scouts are just about done but still needs a little work. anyway its good that it going otu now.

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 Post subject: Re: Melooo's Objective List for 3.6 release - DL link test
PostPosted: Tue May 11, 2010 8:58 pm 
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Remember to announce it has no working AI.

Otherwise there'll be posts all over here and RN QQing about it.

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 Post subject: Re: Melooo's Objective List for 3.6 release - DL link test
PostPosted: Tue May 11, 2010 9:13 pm 
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hmm yes the AI sad it could not be here on time.. :?

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 Post subject: Re: Melooo's Objective List for 3.6 release - DL link test
PostPosted: Tue May 25, 2010 8:11 pm 
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any volunteer to make RC4530 mirrors?

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 Post subject: Re: Melooo's Objective List for 3.6 release - DL link test
PostPosted: Wed Jun 02, 2010 5:03 am 
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Can't believe we still have no AI. : /

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 Post subject: Re: Melooo's Objective List for 3.6 release - DL link test
PostPosted: Wed Jun 02, 2010 11:57 am 
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Rocktoberrrr
Yo.

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 Post subject: Re: Melooo's Objective List for 3.6 release - DL link test
PostPosted: Sat Jun 05, 2010 5:22 am 
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sup huws eet goooing?

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 Post subject: Re: Melooo's Objective List for 3.6 release - DL link test
PostPosted: Sat Jun 05, 2010 12:28 pm 
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Let's not derail a topic, m'kay? Take a note out of Moshy's book and make a thread about it if you've returned from some form of exile ;)

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 Post subject: Re: Melooo's Objective List for 3.6 release - DL link test
PostPosted: Fri Jul 30, 2010 6:40 pm 
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Can we make the meltagun for storm troopers better? The muzzle in particular is horrid.
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