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Kasrkin84

Member Since 04 Sep 2013
Offline Last Active Dec 21 2021 06:58 PM

#1110757 UCS Ranges for all Projects

Posted by Kasrkin84 on 06 August 2020 - 08:28 PM

Maybe you could add the vanilla UCS ranges to the list, for future reference?

 

Engine: 300 - 34536

W40k: 35000 - 503527

DXP2: 550000 - 4900740

DXP2_VO: 5000100 - 5500000




#1108101 Questions about modding weapons

Posted by Kasrkin84 on 25 April 2020 - 04:56 PM

They'll work fine. The difference with the Steam versions is that they have had the old Gamespy multiplayer stuff ripped out and replaced with Steamworks. They also disabled LAN play as well, which is annoying as hell. No other changes that I'm aware of - nothing that will affect mods anyway.




#1104790 Scar script questions

Posted by Kasrkin84 on 17 November 2019 - 10:53 AM

AFAIK you can only use Scar to assign hotkeys to SGroups (i.e. squads) and EGroups (i.e. buildings), but not abilities.




#1103852 Cinematic Battles

Posted by Kasrkin84 on 23 September 2019 - 08:43 PM

Skirmish uses WTP textures, but campaign uses RTX and (sometimes) RSH textures. Different sets of texture files. That's why they look fine in one game mode but not the other.


#1103323 Community Map Assets pack and why we need it

Posted by Kasrkin84 on 30 August 2019 - 08:27 PM

I feel this is an appropriate place for this link: https://www.moddb.co...-mission-editor


#1102203 How do I add custom sound files for a unit?

Posted by Kasrkin84 on 09 July 2019 - 11:55 AM

You're missing the required "_default.fda" and "_default.rat" files. Look at other speech folders to see what I mean. Just copy and paste these files over into yours.




#1101931 I'm very new to modding and need help with some animations for an ability

Posted by Kasrkin84 on 28 June 2019 - 07:34 PM

Is there anyway to make the mad dok replace his slugga for a power klaw without touching modeling tools such as editing its hardpoints (already tried)?

 

Pretty sure there's not. Unless the mad dok has a power klaw in its model file already, which I very much doubt (although even if it did, it would probably be used as a replacement/alternative for its choppa rather than its slugga).




#1100272 Paid Mod project

Posted by Kasrkin84 on 05 May 2019 - 12:32 AM

I very much agree with Gambit on this one. I am involved with DoW modding first and foremost for my own satisfaction (I don't use the word "enjoyment" as far too often that is very much not the case :p), and the idea of doing this for any kind of material reward would just sour the whole thing for me. In any case, between RL stuff and my ongoing work on the Strongholds mod I wouldn't have any time for what you're talking about. Best of luck with your endeavours though. :)




#1095864 How to use a mod with the vanilla/WA campaigns?

Posted by Kasrkin84 on 09 January 2019 - 11:00 AM

The Dawn of Skirmish AI will always return an error if any of the players in a game are set to "npc_race". You can fix this by changing them to something else, like "space_marine_race".

 

EDIT: At least, this is the case for the Soulstorm version. I can't say for definite if this is also the case in vanilla DoW.




#1095779 How to use a mod with the vanilla/WA campaigns?

Posted by Kasrkin84 on 06 January 2019 - 08:37 PM

For vanilla Dawn of War you'll need to edit data/scenarios/sp/dawnofwar.camp so that the line ModName = "W40k" is changed to whatever your mod is called (i.e. the name of your .module file). You will also need to copy the Movies folder from W40k into your mod's folder.

 

Some elements of the WA campaign (specifically the frontend menus and the mission loading screens) are hardcoded to only work properly when using the WXP "mod" (i.e. the unmodded game), so editing data/scenarios/sp/wxp_disorder.camp and data/scenarios/sp/wxp_order.camp to change ModName = "WXP" to your mod might not work 100% for these elements. You'll also need to copy the Movies folder from WXP into your mod folder.




#1083441 Alien Hunters - Deathwatch Development

Posted by Kasrkin84 on 14 May 2018 - 02:03 AM

If the tech progression is tied to their opponents' race(s), would this not mean that the Alien Hunters would potentially become more powerful in an 8-player FFA compared to a 1v1, as they would have a wider variety of researches available, especially if every player chose a different race?

 

Also, how will this system work if your opponent is a human faction (Imperial or Chaos)?




#1081564 Space Wolves Mod 0.75 (Not Wolf Lords)

Posted by Kasrkin84 on 04 April 2018 - 08:46 PM

BUT the old Renegade Guard and especially the old Space Wolves projects, cause severe issues when combined with other mods...

Is there any chance of releasing our current RG and SW... SOONish??

From what I've seen, BOTH are ready for the players.

 

I thought Renegade Guard was released onto ModDB a couple of weeks ago? http://www.moddb.com...3-for-soulstorm




#1079456 Basics of Modding DoW1: The files

Posted by Kasrkin84 on 09 March 2018 - 06:04 PM

There's also two more types of textures: WTP and RTX.

 

WTP are uncompressed, multi-layered textures that allow team-colouring for use in skirmish/multiplayer.

 

RTX are compressed, single-layered textures (basically a compiled version of a WTP with a specific colour scheme) that can be assigned to a player in a game via SCAR, or are used in skirmish/multiplayer when team-colouring is turned off.




#1078707 Survival Discussion

Posted by Kasrkin84 on 28 February 2018 - 03:33 PM

Brother Kekoulis, do you have time to see the Valkyrie model?

If no, I will create an ability, but this is quite time-consuming :p

So, in case it is a "simple" model fix (the textures may be responsible, I will check.)... I would go with that!

 

I've tried a texture replacement on the Valkyrie, but it doesn't seem to help. The problem is definitely with the animations "flyby_left", "flyby_center" and "flyby_right".




#1078508 Dawn of War - Soulstorm [screenshot mumbo-jumbo thread]

Posted by Kasrkin84 on 25 February 2018 - 09:18 PM

Never really used replays before, so I couldn't say for sure.

 

I suppose you could try adding it to a key binding in autoexec.lua and seeing what happens.