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Cinematic Battles

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#41 Moreartillery

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Posted 02 July 2020 - 05:05 AM

In response to your idea's

1) yes

2) yes

3) several mods do this already but I don't see a good reason to limit player choice like that. I intend to add the emperors children, world eaters, and thousand sons mods so adding marks of chaos would be redundant.

4) I have no idea how to do that if its even possible.

 

5) don't start changing tons of things on a whim. Choose one task at a time, let me know you're going to do it, and only change files related to that task. When you're done upload only the files you made/changed to your google drive, then I'll download and test them in the current build.


Developer of the Cinematic Battles mod.

https://www.moddb.co...nematic-battles


#42 KebaxKapak

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Posted 02 July 2020 - 05:27 PM

In response to your idea's

1) yes

2) yes

3) several mods do this already but I don't see a good reason to limit player choice like that. I intend to add the emperors children, world eaters, and thousand sons mods so adding marks of chaos would be redundant.

4) I have no idea how to do that if its even possible.

 

5) don't start changing tons of things on a whim. Choose one task at a time, let me know you're going to do it, and only change files related to that task. When you're done upload only the files you made/changed to your google drive, then I'll download and test them in the current build.

1/2) Cool
3) Ok as you want and really cool if you manage to add those races. Could you tell me how to add races ? If I know how to do it I could help you maybe
4) my bad, neither do I
5) Yeah, in fact I already started modding it deeply, but I'll download the original version again and I'll make the new modifications there and send you the specific files



#43 KebaxKapak

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Posted 08 July 2020 - 09:51 AM

I have some questions about your mod, first concerning the planes gameplay :
the ai is able to maintein their planes in the air, making them turn and go back to their place without having to land.
But when I play the planes can only jump like assault marines or other "flying" units.
It's not a problem but I was wondering I it wasn't a bug.

Then it's about the scale of units, I noticed that when you put a cultist next to a renegade the cultist looks like a giant. It's not a problem when you play, you really have to zoom to notice it but well, if I could change that and make their sizes match a bit more why not doing it

 

Same thing for the orks, I could try rescaling them, because they are hulks to the guards (in the fluff they are normaly human sized and maybe a bit smaller because of the way they stand bended) and then send you the files so you can add the corrected size in your mod if you are intrested



#44 Moreartillery

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Posted 08 July 2020 - 12:22 PM

The ai planes can't turn in the air, its impossible.

 

Changing the unit scale is easy, read the relevant section of the object editor tutorial. There is a map called scale test that you can use to compare the units, open it with the mission editor. Don't change the spacemarines, chaos, or guard I've scaled them already. Upload the .lua files when your done.


Developer of the Cinematic Battles mod.

https://www.moddb.co...nematic-battles


#45 KebaxKapak

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Posted 08 July 2020 - 10:28 PM

The ai planes can't turn in the air, its impossible.

 

Changing the unit scale is easy, read the relevant section of the object editor tutorial. There is a map called scale test that you can use to compare the units, open it with the mission editor. Don't change the spacemarines, chaos, or guard I've scaled them already. Upload the .lua files when your done.

 

Well I though I saw it happened, but maybe they quickly landed and I didn't pay attention, sorry so

Yeah I saw the scale test map, very cool, you did a fine work man ! Cool to see all the units too

Thanks man !



#46 KebaxKapak

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Posted 13 July 2020 - 11:15 AM

Hey man,
I made conscript and veteran untis/squad/lazguns, tell me if you want the files for the cinematic battle mod I'll put them on the google drive.
You'll have to re-edit the hp value in their ebps and the armour damage of the weapons, but the rest match with you mods standards
conscript load out : 10-20, no upgrade, no leader / requirement max squad 20
veteran load out : 10-12, 3 upgrade, no leader (but I intend to create a veteran sergeant) / requirement max squad 2 (But I know you'll change the requirements :p)

Tell me if you have other ideas of untis/weapons/squad I could make



#47 Moreartillery

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Posted 08 October 2020 - 04:15 PM

Update 1.6 is here! It adds the excellent thousand sons race mod, major changes to the economy, AI improvements, and bug fixes.

 

Preview video:

 

https://www.moddb.co...or-dark-crusade

 

As usual full patchnotes are on the moddb page.


Developer of the Cinematic Battles mod.

https://www.moddb.co...nematic-battles


#48 Moreartillery

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Posted 29 November 2020 - 04:23 PM

@gambit I've added some stuff for the thousand sons to my animations pack.https://www.moddb.co...arys-animations

 

thousand sons disk_rider: added flag capture anims, added new death anim, added jump actions

thousand sons predator: added missing sponson tracers and chaos auto cannon tracer

thousand sons turret: added aim vert animation, firing fx, build and death animations and fx.


Developer of the Cinematic Battles mod.

https://www.moddb.co...nematic-battles


#49 Kekoulis

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Posted 29 November 2020 - 08:48 PM

@gambit I've added some stuff for the thousand sons to my animations pack.https://www.moddb.co...arys-animations

 

thousand sons disk_rider: added flag capture anims, added new death anim, added jump actions

thousand sons predator: added missing sponson tracers and chaos auto cannon tracer

thousand sons turret: added aim vert animation, firing fx, build and death animations and fx.

Things I have fixed a long time ago and Gambit possesses them already. ;)


Edited by Kekoulis, 30 November 2020 - 05:51 PM.

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#50 Gambit

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Posted 30 November 2020 - 09:04 AM

Huge pack though!!! :thumbsuphappy:


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#51 Moreartillery

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Posted 30 November 2020 - 04:50 PM

 

@gambit I've added some stuff for the thousand sons to my animations pack.https://www.moddb.co...arys-animations

 

thousand sons disk_rider: added flag capture anims, added new death anim, added jump actions

thousand sons predator: added missing sponson tracers and chaos auto cannon tracer

thousand sons turret: added aim vert animation, firing fx, build and death animations and fx.

Things I have fixed a long time ago and Gambit possesses already. ;)

I should have guessed. When is the next release?


Developer of the Cinematic Battles mod.

https://www.moddb.co...nematic-battles


#52 Gambit

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Posted 01 December 2020 - 12:41 PM

You mean, for Thousand Sons, brother Moreartillery??
Well, Unification will be released around holidays time (although I need to speed up the pace to make it in time).

Thousand Sons, (as well as Tyranid Swarm and Ultramarines) will come after that, there is no plan yet. In fact, AdMech and TyrSwarm are the fist candidate mods to "finish", after the Unification release.

 

These are draft plans, of course.


-In search of Papasmurf...

#53 Moreartillery

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Posted 27 January 2021 - 06:58 AM

I keep getting a fatal scar error on the soulstorm IG stronghold. It happens if I destroy the marspatterns after killing the convoy spawn points. I didn't change the scar file and I don't remember this being an issue in the vanilla game either buts its been a long time since I played it without mods. Is my memory just bad or has this bug always been around?

-- Log file for all error messages related to the Scar --

game over
 *ALERT: Error setting state for objective '3950179' - objective already in state '2'
  Lua             ScarUtil.scar                  Ln  863 (Util_ObjectiveComplete)
  Lua             DATA:Scenarios\SP\stronghold_imperial_guard.scar Ln 1875 (Rule_DestroyMarsPatternCommand_Objective)
Could not execute rule: Rule_DestroyMarsPatternCommand_Objective
FATAL Scar Error while running rules - Execution has been paused.

 


Developer of the Cinematic Battles mod.

https://www.moddb.co...nematic-battles


#54 Gambit

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Posted 27 January 2021 - 04:01 PM

Hmmm....

Brother Kasrkin is the Campaign SCaR expert...

If he is not available, I will look into it, at some time in the future :thumbsuphappy:


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#55 Moreartillery

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Posted 28 January 2021 - 02:37 AM

On further investigation its caused by scarutil.scar, specifically this part.

--? @shortdesc Marks the specified objective as completed
--? @extdesc Use this function to complete an objective with the sound
--? @result Void
--? @args Integer titleid
function Util_ObjectiveComplete( objectiveTableTitleId )
	Objective_SetState( objectiveTableTitleId, OS_Complete )
	Sound_PlayStinger( "stinger_completeobjective" )
end

Commenting this out fixed the issue but this function is exactly the same as vanilla so I don't understand why.


Developer of the Cinematic Battles mod.

https://www.moddb.co...nematic-battles


#56 Zenjoz

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Posted 06 April 2023 - 02:34 PM

Thank you.





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