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The New Race in DOW SS! Beastmans!


Best Answer thudo, 10 May 2020 - 02:54 PM

Nice! Keep it interesting, gameplay-wise!

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#21 Добрыня Никитич

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Posted 16 May 2020 - 08:14 PM

Only Russian Language



#22 Kekoulis

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Posted 16 May 2020 - 08:50 PM

oh


ec-sig-early2.gif

Mankind has seen the light,the light of Slaanesh.


#23 fuggles

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Posted 17 May 2020 - 02:49 PM

I may try it anyway!

#24 fuggles

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Posted 18 May 2020 - 12:43 PM

Google translate provides - English UCS file

https://www.mediafir...stmans.ucs/file


Edited by fuggles, 18 May 2020 - 12:43 PM.


#25 Добрыня Никитич

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Posted 18 May 2020 - 04:33 PM

Thank You Brother!



#26 Добрыня Никитич

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Posted 18 May 2020 - 04:54 PM

https://drive.google...BknGkXmK3Tiq0lC


new Alpha Version Beastmans!!!!!
1.New Untis! (Wolf, bosses little beastmans, beast stupid, hound hell)
2. New balance!! (health Lord Beastmans)
Old 2050 health
New 1555 health
3. New Icons! (Lord Beastmans, Fantastic "Тварь" (I forget english)
Good Game!



#27 Добрыня Никитич

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Posted 22 May 2020 - 10:37 PM







New alpha Version in Beastmans
1.All units icon
2.New Texture in units
3. New models in structures
4. New Units (Wolfs, Hound Chaos (Hell), Hound)
Loved
Добрыня Никитич
​And Hello all brothers!!!



#28 thudo

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Posted 22 May 2020 - 11:59 PM

Keep it going good sir!


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#29 Добрыня Никитич

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Posted 07 June 2020 - 03:08 AM

https://yadi.sk/d/2r69ut9krMP8Ng
THE FIRST PUBLIC ALPHA VERSION NEW RACE, BEASTMENS
1.New Units!
2.Two way development!
 Full Beastmen or Beastmen with demons!
3.New Balance!
4.New Texture in new Unit!
Have a nice game!
 From Добрыня Никитич


#30 thudo

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Posted 08 June 2020 - 02:42 AM

Had a quick play through and ran the AeP tool to see how the attrib was built... my comments to fix your project on different levels.

 

1) For use in Soulstorm, the name "Beastmans" will cause issues with Dark Eldar and should be named after that otherwise your project will not work properly with Dark Eldar.

 

2) Please do not use use any upper case folder names in the project. It should all be in lower case so any folders like "\Beastmans" should be "\beastmans".

 

3) There are a small handful of weapon names for the units beastmans_beast_hell.rgd and beastmans_beast_stupid.rgd should be in lower case, please remove the capital "B" in their names so its lowercase. ie. for beastmans_beast_stupid.rgd under combat_ext this: weapon\\Beastmans_unarmed_warp_beast.lua should be this: weapon\\beastmans_unarmed_warp_beast.lua.

 

4) You beastmens.module needs to look as follows as the other parts are redundant:

[global]
UIName = Beastmens
Description =
Playable = 1
DllName = WXPMod
ModFolder = Beastmens
ModVersion = 1.0
TextureFE =
TextureIcon =

DataFolder.1 = Data

RequiredMod.1 = DXP2
RequiredMod.2 = W40k

5) Should not under your attrib this racebps\beastmans.rgd be this: racebps\beastmans_race.rgd ?

 

6) In your attrib keep all your names consistent.. so this structure\stone_beastmans.rgd should be structure\beastmans_stone.rgd or addons\beastmans_hq_addon.rgd should be beastmans_addon_hq.rgd. So in other words, keep our likewise names similar and clean/organized. And remember NO CAPS in any attrib name please (ie. beastmans_Cage of demons and hounds.rgd should be beastmans_cage of demons and hounds.rgd).
 

7) Under ebps\troops section you have a small handful of EBPS entities like beastman_big_lord or even big_evil_wolf. Should not those, for example be consistent names such as beastmans_big_lord or beastmans_even big_evil_wolf.

 

8) Like #7, there are some attrib names beastman_ or beastmans_. Which is it? Keep it all consistent.

 

9) Missing UCS entries which need fixing:

Spoiler

 

10) Missing art file on map load:

RENDER ANIM -- 'art/ebps/races/Beastmens_Woman/texture_share/hh_chaos_marine_unit_shared_01': Unable to open file!

11) Designmessages (attrib logic errors) which need to be cleaned up:

Spoiler

 

12) Missing Sound files:

Spoiler

 

13) Missing FX, events, etc:

Spoiler

 

14) The art folder needs to be consolidated so its ONE folder with everything in Beastmens\Data\art\ebps\races.. there is already a \Beastmans there so recommend everything goes there.. neat and clean.

 

15) Not sure on the music.. does not remotely fit the Beastmans theme.. should be more feral.. chaotic.. as currently it sounds too noble more fitting for the Imperium or Astartes.

 

16) Still missing game modes like HEROES, Annihilation, etc etc.

 

There is more to say re: the mod gameplay itself but will let others talk about that as I am far more on overall mod project QA and technical back-end cleanup.

 

I'll consider working on the AI if you are able to address all the above.. I'll even do HEROES coding also. :good:


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#31 Добрыня Никитич

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Posted 08 June 2020 - 03:16 AM

Ohhh .... f***, that is, now all these gross errors will prevent others from playing for the Dark Eldar?  Sorry for all these mistakes.  since I will be the first to make a new race, but still thank you very much.  And yet, how did you like my creation?  Which branch do you like the most?



#32 thudo

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Posted 08 June 2020 - 03:21 AM

Dark Eldar won't see souls appear properly as I recall but, otherwise, the name needs to be set beyond Dark_Eldar: all of this should have been common knowledge but sometimes we don't communicate this out to new mod devs.

 

I only tried one branch.. was not aware there was more than one.


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#33 Добрыня Никитич

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Posted 08 June 2020 - 03:29 AM

I’ll try to solve all the problems, BUT about the textures, there are textures that are the same in name, but they look different and I did it that way.  Regarding the balance, can you say?



#34 thudo

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Posted 08 June 2020 - 03:33 AM

- You can easily change the texture names by then changing the names in the WHM.. done that so many times. Not sure why you have same texture names for the WHMs.. best practise is to keep it all in one unified art folder so is neat and clean and allows you to organize and isolate it so if an issue down the road arises you can quickly fix it without needless clutter.

 

Balance? Not tested.. let others pipe up on that... I am more concerned with the back-end as what is balance or anything else when the project itself first needs to be hardened by being solidly clean and sustainable? ;)


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#35 Добрыня Никитич

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Posted 08 June 2020 - 03:35 AM

Can you give a link to the program so that I see all these errors?


Edited by Добрыня Никитич, 08 June 2020 - 03:36 AM.


#36 thudo

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Posted 08 June 2020 - 03:38 AM

You don't need a program.. did you not run your game with -DEV to unlock developer mode to see everything I see or check THIS Best Practice Guide to DoW1 mod building or even THIS for testing scenarios with your DoW1 project?


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#37 Добрыня Никитич

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Posted 08 June 2020 - 03:46 AM

Thank You!



#38 thudo

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Posted 08 June 2020 - 03:48 AM

Cool man.. once you are all sorted release the next Alpha.. I would worry too much on artmessages or soundmessages (except for missing FX or events) but those two links I sent should now help you ensure quality.

 

Once you have AI and HEROES + added new more appropriate musical scores then this faction mod will really shine. :xcahik_:


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#39 Добрыня Никитич

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Posted 08 June 2020 - 03:54 AM

Well, how do you like the idea that I add these Beastmen to this game?


Edited by Добрыня Никитич, 08 June 2020 - 03:54 AM.


#40 thudo

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Posted 08 June 2020 - 04:00 AM

Its kinda close to the long existing Chaos Daemons Mod but I leave it to you to make the gameplay more unique. It has potential. <^_^


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