The terminator librarian could be used somehow somewhere by itself or by pieces. I'll think of something. I still need to find some time to dedicate but at least I can keep the track on your progress. I hope to be able to take over once you get fed up.
Space Wolves Mod (Not Wolf Lords)
#121
Posted 13 October 2017 - 12:28 PM
#122
Posted 13 October 2017 - 12:59 PM
Anyway, I'm not sure this mod really needs anything else? Wolf riders aside. Fixing the force commander would be nice I suppose. I'm happy with this and barring feedback would happily upload and handover, or just handover.
It would be worth uploading it with unification and night lords so they at least work together again. I'm going to upload the Praetorians patch as well because no anti air is shit, regardless of ombres plans.
@ Roderick- Genuinely do you still want to retexture the Renegades stuff as if not I'm tempted to fix that audio issue and upload?
Glad you like it caeser. Balance seem acceptable?
#123
Posted 13 October 2017 - 04:12 PM
Yes I'm in. Before finishing October I'll be done with the renegades.
#124
Posted 13 October 2017 - 05:14 PM
Maybe wolves will go up first.
#125
Posted 13 October 2017 - 05:24 PM
Remember, there are TONS of AE warnings (of no consequence, but we MUST fix them).
I fixed ALL that I should fix, but left out those that are really silly.
Namely, 1] duplicate armour references, and 2] invalid armour references (those from UA) .
Need "scavenging" AE job...
Anyone coder interested??
#126
Posted 13 October 2017 - 05:27 PM
#127
Posted 13 October 2017 - 05:37 PM
Yeah, but duplicate references, or those made to inexistent types ... deny us perfection
#128
Posted 13 October 2017 - 05:50 PM
#129
Posted 13 October 2017 - 06:05 PM
Always fix what you cannot see otherwise you'll make the project cluttered and possibly prevent future fixes to be shrouded by the continued sins of the past.
In essence, keep on-top of those back-end issues so, going forward, it won't be a mess trying to troubleshoot new problems.
Shouldn't take long at all to fix those internal console errors.
Dawn of War Advanced AI Headquarters
Latest DoW Advanced AI Download!
#130
Posted 13 October 2017 - 06:54 PM
I'll do it, but it's pointless. I assume gambit is talking about designmessages.txt, which is hundreds of lines long with vanilla errors and maybe 50 lines of wolves errors.
In fact ALL the errors, barring the lightning claws weapon (deleted) are from them being clones of vanilla weapons. Really is pointless.
Edited by fuggles, 13 October 2017 - 06:58 PM.
#131
Posted 13 October 2017 - 06:57 PM
Hmm.. wasn't aware there were that many... there should be very few unless the project is calling many broken aspects of vanilla.
Note: for vanilla: there was a fix to correct all broken vanilla code so all debug logs + console had 0 errors. Unsure devs are running with that as they should otherwise your instances will be murky.
Dawn of War Advanced AI Headquarters
Latest DoW Advanced AI Download!
#132
Posted 13 October 2017 - 07:12 PM
It's all duplicate armour values in weapons, which exists in vanilla and the wolves clone weapons - I'll fix them because it's you guys.
Also these:
Loading error in event_manager_ext. Unknown modifier type(ability_laud_hailers_foeaura_event)., data:attrib\ebps\races\space_wolves\troops\wolves_servitor.rgd
Where again, the event is a clone of the code used in vanilla marines - no idea how to fix that. Marker errors is another one I can't fix.
In short, I'll minimise.
#133
Posted 13 October 2017 - 07:17 PM
Indeed.. Markers you cannot fix nor required. Its the other missing or invalid stuff like events, fx, art, and sound we can.
Dawn of War Advanced AI Headquarters
Latest DoW Advanced AI Download!
#134
Posted 13 October 2017 - 07:46 PM
If you can tell me how to fix the event error as above, then that will pretty much do it. All vanilla units have this issue too. I think I've fixed all legitimate wolves errors otherwise.
#135
Posted 13 October 2017 - 11:46 PM
All vanilla units have that issued fixed 6+ years ago.. when I run vanilla SS I get no errors at all.. anywhere EXCEPT for ones I cannot fix so when I test against all DoW1 mods I can quickly see what needs to be fixed knowing I am not also fighting background noise also.
My concern is STEAM taints the holy crap outta SS vanilla so my attrib is based off SS 1.20 CD/DVD so if you want that let me know to test. I know what to look for and how to fix it except, as mentioned, marker or general OE issues that only a modeler can do.
Where is this SW Mod project and all its updates so I have the latest? I can assist.
Fixing event errors requires you first open the .events file in something like Notepad and noting the path to all assets inside that is missing in the project.
Dawn of War Advanced AI Headquarters
Latest DoW Advanced AI Download!
#136
Posted 14 October 2017 - 05:58 AM
My concern here is that the file should go in bugfix rather than space wolves.
#137
Posted 14 October 2017 - 02:59 PM
Bugfixes would be good but does all projects require BugFixes? If not, what happens when SW Mod or any independent faction mod runs on its own? Having the same missing events, for example, in the project itself won't hamper any other mingling with other projects as such assets are essentially engaged/utilized when required for that project. If its vanilla issues that we fixed that is different: just need the single standard and we go with that so you do not ever have any background noise that would bias the back-end with false positives.
Dawn of War Advanced AI Headquarters
Latest DoW Advanced AI Download!
#138
Posted 14 October 2017 - 03:39 PM
#139
Posted 14 October 2017 - 03:43 PM
Agreed! There should be one common area as I've been using [where SS is installed]\DXP2\Data so there I have a custom \attrib and \scenarios folder that has all the vanilla fixes which remove the background noise.
- Roderick likes this
Dawn of War Advanced AI Headquarters
Latest DoW Advanced AI Download!
#140
Posted 14 October 2017 - 03:56 PM
0 user(s) are reading this topic
0 members, 0 guests, 0 anonymous users