Jump to content


ZmajOgnjeniVuk

Member Since 04 Jul 2014
Offline Last Active Feb 04 2024 11:51 AM

#1102421 How would I add more than one vehicle to a squad without the game crashing?

Posted by ZmajOgnjeniVuk on 18 July 2019 - 07:03 PM

Thanks for the explanation and I love that there is a solution for this issue :D 




#1090746 Kill Team Gameplay Mode

Posted by ZmajOgnjeniVuk on 15 September 2018 - 07:03 PM

Sorry for the late response, TOO much to do with the projects (by the way, the new Dark Angels is out - probably our final version!)

 

No problem mate, take your time :) 
 

Well, I CAN transfer the experience points (or better its level) from one squad to the other, but this is COMPLEX... Still, doable.  :thumbsupcool:

 

Good enough for me, just something to keep in mind as we consider the option of giving player ability to "degrade" his squad so he can choose new weapons.
 

Well, I am generally distanced from those platforms  :p

Hey, I do not even have (ANY) social media network account (I especially disdain FB!!)

PMing keeps things slow, but really neat. Are you OK with that brother?

 

Of course man, no problem, thought actual conversation could speed things up, but no pressure :) If you like slow and neat, PMing it is :D

 

Strange... Please post the exact game report if you can.

Probably that is why you have issues with the KT game itself...

 

Can you tell me where to find it, I knew there is report somewhere but for life of me, I cant remember. 
 

This was simply a showcase, difficulty is waaay off  :p

 

Good to know, thought I was losing my edge :D 
 

It is the minimum distance a squad engages enemies... Player squads do not follow the same method as AI-controlled squads.

 

Can anything be done about this? Its rather annoying and I dont want to lose to Chaos :D 

 

I got tacticals, my brother got warp spiders, but yeah, the other configs may be under-powered.

 

Eldar AI always choose Banishes, and given the standard AI behavior, they went to cap points and lost time doing that. I think if we were all together, they would have been better, but Chaos Marines with Plasma guns destroyed them, they were the biggest issue.
 

 So, gimme sometime, I as STILL trying to perfect Survival. Dammit, in MP games it is STILL giving me de-sync errors, and I have reviewed the WHOLE code at least twice and fixed wherever seemed suspicious...

I will return to KT and LS as soon as possible. But not very soon  :ermm:

 

No problem brother, take your time, I should get back to the Paradise Lost map as well, have some more things to finish. It is good working with you but I get it that you work on many projects at the same time. 
You finish what you have to and then we can continue KT and LS.




#1090257 Kill Team Gameplay Mode

Posted by ZmajOgnjeniVuk on 07 September 2018 - 11:54 AM

@Fuggles

 

Further to my pm, yes there are scar commands that share Los. If your sbps is idle, check for enemies in a radius and if nearby share their Los with you. I was working on a scar map where a family had to escape a city being invaded.

The idea sounds good, but what happens when enemies share their LOS with you. Is that when they are able to engage you in combat? As far as I understand, thats the point of LOS system.

 

For toggles, something like fof which increases speed at the expense of accuracy and maybe reduces Los as aiming. With hardpoints management you could use a toggle to trigger an aimed version of your weapon which has a reload timer but more accuracy or damage.

 

We could do this, might add more interesting spins on the gameplay. I like the toggled weapon option, really like it. I presume when it comes to the UI and actual gameplay, it would work akin like Scout cloak ability worked in the original DoW?
 

You could use morale as ammo so when broken you have to get somewhere, or get someone to them. Or use energy/req as ammo. 

 

I am not really keen on merging ammo and moral, however, your idea is good and can be used for something else I think. We just need to find something that naturally fits the parameters you pointed out. Maybe certain abilities could become unusable while squad is broken, or every time when squad is broken, it losses some of its heavy weapons so player needs to upgrade them again?
I would rather use time spent in ranged combat as ammo. That way it is divorced from HP or morale, and resources, and is not influenced by them. Is it possible to do this? a feature which "measures" time squads spend in range combat and removes time, second by second, from allotted amount of seconds. Once the amount is zero, the feature prevents squad from entering only range combat, until amount is replenished via "ammo supplies" or something similar.

@Gambit

You never responded to this
Gambit a point I wanted to raise with you. If I understood you correctly, by the way which you envisioned, squad takes a SP for 25 req/power and player can upgrade his squad with weapons he wants. I am interested is it possible to give player abilities to exchange weapons in the squad even after he chooses all possible upgrades, in essence making heavy weapon loadout more fluid and flexible? Maybe we could make this happen only under certain condition, like player can change weapons only if squad is nearby CL or something like that.
 

That is why I mostly do the coding.

I take care of a SOLID + strong + modular base, first.

And then YOU will decide wave composition, squad members, abilities, etc! Fear not, when the code is OK, I will ask you input and of course any change you need to be made.

Agreed, once you give green light for the code, then we will consider other features in the mode.
 

Soon!! Please give me a couple of days before starting, I will need to decide on ALL specifics needed on each map, so that you know exactly what to do.

Sure thing brother, when you are clear on all specifics we can talk here or in PM and start working on the map. 

 

Now, this you can do FROM NOW!!

I will need 3 space marines and 3 Eldar squads (for now), with WHATEVER composition you can think of.

Please include type, abilities, weapon upgrades, and ALL member list (and loadout for each member) per squad!

Im not sure I follow. 
This is how I understood development of this segment so far. One squad can have members belonging to 5 different types (no commanders/heroes). Player is able to choose members of his squad (this is where the existence of three starting squad kinda confuses me - why do we need option of three squads if player will be able to create his custom squad, I think we might had a misunderstanding here or Im not getting something). If you are asking me to list squads then I presume we are still in the creation process for the feature of custom squads? 

However,
SPACE MARINES:

Squad 1:                        Loadout                         Squad Abilities
Tactical                          Heavy Bolter                  Smite  

Tactical                           Flamer                          Weaken Resolve

Terminator                      H. Flamer                     Battlecry 

Scout                              Sniper

Scout                              Flamer

Scout                              Sniper          

Apothecary                     X
Terminator                      Assault cannon

Assault Terminator         X 
Assault Marine               X

Im unable now to finish the rest, but you take a look at this template and tell me if this is what you wanted. If yes, I will updated this message ASAP with two more SM squads and three pointy ears squad :) 




#1089861 Kill Team Gameplay Mode

Posted by ZmajOgnjeniVuk on 02 September 2018 - 07:56 PM

@ Gambit
 

OK, 99% they ARE accessible, I have just found the function (but not tested it - it MUST be working) It is the:

 Squad_AddLeaderAtIndex( squadID, leaderIndex )

I think we are OK :grad:

 

 

 

 

Glad to hear that brother :) I just hope the idea will prove the be worth all the hassle Im making you go through :)

 

Space Hulk
DEFINITELY GO 1024x1024!

In Space Hulk matches, there will be just a few squads spawned at a time, and only one AI enemy player, so it will be VERY light, the engine with the 1024 size map will actually feel conformable!

 

 

 

1024x1024 it is then. This will be fun 3:)
 


THAT is what I had in mind! Players will have a kill count, of course. It will be a COOP, but also a mildly competitive experience (the player with the most kills will be the "victor"). But we can start the squads at DIFFERENT positions, and have them join forces for large Tyranid Monsters. We could also set a time limit, where the players must clear the infestation. THERE ARE HUNDREDS of scenarios! 

 

I agree, there is bunch of stuff we could add. Lot of potential in Space Hulk gameplay mode.
 

OK, I have just seen the 1st post, and it is ...  :thumbsupcool:

Just some remarks:

 

I will code it, but I think a x5 speed is better. We need sometime to get them, so that NOT to get weapon upgrades IMMEDIATELY!

Ok, I agree, lets try it with 5x. I presume the capping speed from the first version you sent us is the standard capping time?
 

I would say max 9, for visual consistency  :thumbsuphappy:

How do you mean for visual consistency? I mean, if we go with custom squads, number of squad members doesn't really play any role, we could go with 9 or 10. Am I missing something?



#1089520 Kill Team Gameplay Mode

Posted by ZmajOgnjeniVuk on 29 August 2018 - 08:58 PM

For the sake of keeping everyone's ideas and suggestions on one place, I will paste Thuds and Kekoulis suggestions here.

Thud:
 

Cool! AI should support it although it will always want to build an LP on a point except obviously Crits
Still.. AI could support it as you are "granting" updates to your squads based on what you cap
This only impacts Squads like Marines... so basically its INSTA-CAP so long as close to a cap point, no LP building. Based on what you cap, you get X,Y,Z attribs or buildable heroes? 

Kekoulis:

My suggestions:
1.)Skull probe is not useless.I suggest having either the Critical Point or the Relic give to the squad that captures it infiltration.Thus the Skull probe becomes useful.The other races can get something similar.
2.)The Strategic point can give the random upgrades.But I recommend that the Relics either give more powerful versions of the weapons or the heavier stuff.
3.)No HQ can be achieved I think,if you set the ''extermination'' or the ''take and hold'' winning condition.I remeber in the RAGE mod they ahve a custom win condition without the need of an HQ?



#1089519 Kill Team Gameplay Mode

Posted by ZmajOgnjeniVuk on 29 August 2018 - 08:43 PM

Hello everyone.

So, after talking with Thudo over at Discord, he suggested I show the rest of you my idea for a gameplay mode that occurred to me few days back. I would like to hear what you have to say about it, from gameplay point of view, from technical point of view and anything else. 

Without further delay, the idea:
 

A couple of days back an idea for a DoW playing mode came to me so I wanted to share it with you to see what you think about it and to hear would it be possible to implement it.
Idea would be to change the way game is played completely and turn it from RTS into something, well, something else.
Skirmish would start as usual, player chooses a map, chooses a race and loads the map. For purpose of this explanation lets say player choose Space Marines.
Upon start of the skirmish, player would be offered a choice of what unit (emphasis on single unit) he would like to control. The game mode would use only infantry and heavy infantry, no vehicles or other relic units.
Given he chose Space Marine race, player can choose any of SM infantry and heavy infantry squads except the obviously useless in combat such as servitor or servo-skull. Player chooses tactical marines squad.
This is the only unit player has and controls, so there is no base building, domain expansion or army creation, just one unit.
Now, once the game starts player is free to wander the map and capture SP, CL and relics and every time player captures:
1. STRATEGIC POINT -  heavy weapon load out changes
Example: Player in our imaginary skirmish takes his first SP with his squad of tactical marines and it instantly receives, lets say, plasma guns, or heavy bolters. Every time player captures a SP weapon load out changes, so if the squad first got plasma guns, there is chance it will receive again plasma guns as weapon upgrade given that weapon upgrade would be random, but it would also have a chance to get either heavy bolters, rocket launchers or flamers.
I would be interested to hear would it be possible to upgrade the whole squad with heavy weapons instead of only standard 4 marines?
2. CRITICAL LOCATION – squad receives one ability out of three possible. One squad can have three abilities at any given time. Squad has chance to receive any ability which belongs to the race squad belongs to, in case here, tactical squad could receive any ability found within SM race, such as Word of the Emperor, Orbital strike and etc.
3. RELIC – in this moment I don’t have some clearly defined role for Relics, maybe it could add a hero, one from race hero rooster, or something else. It is open to suggestions.

Capturing of SP, CL and Relics would be instant, there would be no listening post/equivalent addons and given the fact player would control only one squad, even small requisition income would be enough to reinforce squad which suffered casualties. Reinforcement would be done as usual. The point of instant capture and no add-ons would be to direct player towards more aggressive play and constant move, where SP are seen as more of weapon appropriation points and not just resource providers.

Point of the game would be to win by wiping out all other squads on the map, and now that I think of it, I guess this could be a play somewhat resembling kill-team behavior. Maybe even the name of the playing mode could be Kill Team.

Problem I can see currently is the issue of race HQ. I would presume no skirmish can start without present hq but that creates the issue of it being attractive as a target to enemy given its stationary nature.
I would like to know is it possible to remove HQ from the map completely. The way I envisioned the gameplay, player would have only that one squad (and maybe 1 additional hero) on the map, no other squads or buildings.
Or there is an option to make HQ able to garrison units and be used as a structure for deep striking. Deep strike ability would be available as soon as unit goes into the HQ. Or, if making HQ garrison-able is a problem, maybe the deep strike ability could be given to the squad but would became usable only when unit is very close to the HQ.

Deepstrike ability would be really useful in a team vs team gameplay and in free for all situation could speed up game more. In case HQ gets destroyed, player squad would not be removed from the game.
 
So, what do you think? Is this doable? This way of playing seemed interesting to me as you don’t have to fuss about resources, base, army building, just pure combat as making it with what you receive on random. Does this seem as something interesting and fun to you as well?


I OVERALL DESIGN I
(Agreed so far and suggestions)


1. Player controls only 1 squad (AGREED)


2. There is a HQ in game for purpose of squad choice but is removed once player has chosen his squad (AGREED)


3. There is no SP and Relic add-ons (AGREED)


4. SP, CL and Relics are capped instantaneously or at 5x of normal capping speed (TBD)


5.  Entire squad is upgraded with weapons after capping SP, not just 4 members


6. Squad will have 10 members max (AGREED)


7. Providing player with ability to compose his own squad

 

8. Capping SP grants weapons upgrade (AGREED)

9. Capping CL grants new ability (AGREED)

10. Capping Relics grants a hero or something else, open to suggestions

11. All squads have deep strike ability for purpose of make game even faster, recharge time 30 seconds.

12. Squads keep their vanilla stats

13. There are only three abilities per squad

14. After capping 3 CL and getting 3 abilities, capping CL for a 4th time means one of the abilities will be swapped randomly for some other 

15. Leveling up (AGREED - already within Unification)

16. Weather effects (AGREED - already within Unification)

17.  Issue of ammo feature - as explained in more detail in post #5 of this thread

18. Last Stand with squads (AGREED)




This is not the final list of features, suggestions are welcome 


FUTURE PLANS

(by Brother Gambit)

So let's short this out. I will post the BIG plan, but note that it is only a SUGGESTION!!!
 

1] We make the Kill-Team win condition. And PERFECT it. Then...
 

2] We proceed with Last Stand. This is MUCH more complex. Within our skills of course. But probably.. "Without" our free time!
 

3] We proceed with the DoWDOTA and Space Hulk Win Conditions.
 

NOTE: Last StandDoWDOTASpace Hulk will require SPECIFIC maps! They will be Map-Based, like Survival ModeKill-Team can perfectly use the existing Skirmish maps of the game.




 




#1089483 Svarog Sector Maps

Posted by ZmajOgnjeniVuk on 29 August 2018 - 11:33 AM

Radius is just used for scar to detect proximity of stuff by if it's in the marker or not. You can apply a modifier to make weapons range change, but you would need either a new weapon or you always spawn a turret different to the players race - ig turrets for marines etc.

So, if I understood you correctly, Im stuck with range of vanilla HB turrets? If so, thanks for the clarification Fuggles. So in esence, markers I would place under each turret could be used to detect enemies and spawn the turret itself?

 

Well, this is a job of the coder, so that to fix whatever may be "off", on the spot :grad:

No way!! You will be throwing yourself against a totally new world, .... Unfathomable the odds to survive... :p

 

 

It seems it is me or Fuggles the ones to do it. You can also ask brother Kasrkin, if he is not busy at the time he may be the guy!.

 

Right, so I guess nothing to do now but go back to my next map project :) while you get some time to give this attention. And thank you brother, I don't really like unfathomable odds of survival :D 
I will talk with Kasrkin, ask him to follow the thread if nothing else. 




#1089211 Svarog Sector Maps

Posted by ZmajOgnjeniVuk on 25 August 2018 - 08:49 PM

SCAR requirements for

"GARDENS OF THE SAINT"

1. CONTROL SHRINE: On one of the pictures, you will see a structure named Control shrine. Its a custom object hiding a critical location. Control of this critical location provides control of all turrets at the same level where the critical location is placed. Given that CL can be in three modes, behavior of the turrets at that level will be the following:
Untaken CL - turrets are not active and are not shown on the map.
Taken CL - Turrets belong to a player who took the CL, appear once enemies enter the detection zone (marker circle with proximity of 25 shown in one of the pices), engage enemies and their fire can be directed by the player.

CL in process of being uncapped - If already taken by a player, critical location can be captured by other players and if done during combat, and as soon as controlling player banner is removed, turrets disappear from the map until CL is capped.

2. TURRET BEHAVIOR: As soon as enemies enter zone marked by the white circle (with proximity 25) turret appears instantly at the predetermined position and engages enemy. Turret will continue to fire upon the enemy either until it is destroyed or until enemy retreats. After enemies retreat, turret remains at its position for next 15 seconds and if enemy does not return during that period, turret disappears. If it was damaged during the combat, once it disappears it will be instantaneously repaired. However, if it was destroyed, it will be replaced by another turret after 90 seconds. Turrets should be excluded from the player buildings so that a player can make standard turrets (6 per HQ). Turrets used in the map are Space Marine faction turrets. 

3. TURRET UPGRADE: After 15 minutes from game start, all turrets upgrade from heavy bolter turrets to missile turrets.

4. NO BUILD ZONE: Code which prevents building structures within certain zone {COMPLETED: I had this part of the code from previous maps}  
 
This is it for the the Gardens of the Saint. I believe I have covered everything, though it has been awhile since I opened this map. If you have a solution for some of the issues above, either paste it below of send it to me via PM. 

This is one of the best maps, from aesthetic perspective, I have done so far and I hope we will be able to finish this so you can enjoy it.

All the best,
ZmajOgnjeniVuk

Control shrine and radius of turret detection and reaction to enemy presence 
GotS_6.jpg
Overall map - five levels have turrets, every level has 20 turrets which cover entire length of that level
GotS_5.jpg
Map detail 1
GotS_4.jpg
Map detail 2
GotS_3.jpg
Map detail 3
GotS_1.jpg
Map detail 4
GotS_2.jpg




#1089209 Svarog Sector Maps

Posted by ZmajOgnjeniVuk on 25 August 2018 - 08:12 PM

I can possibly have a look tomorrow, but I do not have map editor, I don't think - didn't dark40k do one?

You will need to have named all your capture points into numerically increasing egroups. Any patrol routes will need to be defined by markers with a decent radius of 15 or so, again numerically named. Stuff can be given random orders but it will be dissatisfactory.

I believe you are thinking of the other issue we spoke of, the wandering servo-skulls.

The Garden of the Saint will not be featuring that, but something else.

I use the vanilla one, dont know about this version dark40k did. First time hearing about it actually.




#1088889 Svarog Sector Maps

Posted by ZmajOgnjeniVuk on 22 August 2018 - 02:08 PM

Ok, so you might notice that my last post was in May this year and in rather optimistic way it announced that map "Gardens of the Saint will soon be here". Ahem, as you can see, that is yet to happen. Thing is, the map is finished, has been for almost three years now but I needed someone to SCAR code certain features of the map. I tried reaching out to people I know have experience in SCAR code, however, many of them are busy with RL preoccupation and have other priorities, which is understandable. From what I could gather, DoW 1 community has very few SCAR coders presently. 

In the meantime, while I was searching for a coder, I have almost finished another map and have planned starting on the new map featuring Tau enclave. Also, during this time, I have found out how to make custom decals (Oh Joy :D) and have been plundering all the codices I could get my hands on for artwork which could be turned to decals. I would say I have more than 150 custom decals so far ready to be used and they will be released with the Gardens of the Saint. I have been also messing with the 3DMax and idea of creating some new custom scenery. 

However, the issue of SCAR coding remains and thus, after talking with some of other folks here and upon their suggestion, I decided to ask for help in the same thread where I post my maps. I didn't want to start a new thread and complicate matters and wanted everything on one thread for purpose of clarity. So, starting from Gardens of the Saint, I will be posting as precise and detailed as possible description of what I want SCAR to do in my maps, followed with pictures for purposes of clarity and I was hoping those who can would be willing to help out. 

With the earlier experiences, I presume there are really low chances of finding a single person to work on the SCAR, so instead I am hoping that after reading what SCAR is supposed to do for certain map, you guys could jump in, maybe copy/paste a part of the code you have already made for some other project but which you see could be used in my maps as well, maybe some of you could take upon themselves to create a part of the code, or something else so that in the end I could basically "frankenstein" the code and make it work. For example, I already have part of the code for No building zones, which was first used in Myrmidon Prime and later reused in other maps.  

One thing you should not expect from me is coding. This does not come from place of arrogance or anything similar, but simply from work, family, other obligations and fact I never knew how to code. I would be willing to do the repetitive work within the map (for example, placing and name indicators which delineate space covered by the no_building_zones) of course, so in essence I need help with the code itself. In the next couple of days I should have clear description for what SCAR should do in Gardens of the Saint. 

Thanks in advance.

All the best,
ZmajOgnjeniVuk   




#1085668 Dawn of war Remastered UPDATE

Posted by ZmajOgnjeniVuk on 28 June 2018 - 09:21 PM

Have you ever tried Dow: Pro? That was always the hardcore competitive balance mod, at some points obnoxiously so. On the off chance you did get to make anything official I would rather the engine was expanded and new races added, admech or imperial knights.

 

But anyway, casually chucking in 'HD models and textures' like that rather seems to undersell the amount of work involved. UA are good, but not fans of infantry and synch kills, which is why they have built a truck load of tanks. I'd love them to finish the centurion, or dragon knights for instance. The majority of your changes would take about a day in corsix.

 

Keep going, see what happens.

Fuggles hi, 
I was randomly going through the thread and saw you mentioned centurion. 
If you are referring to SM Centurion exo suit, I have finished one for my now dead mod. When I say, finished, I mean the 3D model is done, however, it has no textures. You can find it here if you are interested.
https://www.moddb.co...ls-pack-release
Cheers




#1083783 Requesting 30/40K Voice Script Writers and Actors / Actresses

Posted by ZmajOgnjeniVuk on 21 May 2018 - 08:03 PM

Thudo, are you still in need of voice actors? I would be interested in helping you out if you need help on this issue.




#1083177 Svarog Sector Maps

Posted by ZmajOgnjeniVuk on 08 May 2018 - 07:05 PM

Greetings to everyone, just wanted to announce a new map which should be soon here, "Gardens of the Saint", 4vs4 with 6-7 height levels, a lot of defensive structures and I would say, probably my most detailed map so far. I took a lot of time, most of it was ready back in 2015 but I did not have a SCAR coder for it. It will be placed in Svarog Sector as well and I do hope you will enjoy.  




#965847 Svarog Sector Maps

Posted by ZmajOgnjeniVuk on 10 July 2014 - 12:51 PM

1. Dangerous Waters 4vs4

 

Dangerous_Waters_Screenshots.jpg

 

http://www.moddb.com...angerous-waters

 

2. Mandragore 4vs4

 

Mandragore_Screenshots_01.JPG

 

http://www.moddb.com...dons/mandragore

 

3. Myrmidon Prime 4vs4

 

Myrmidon_Prime_Screenshot.jpg

 

http://www.moddb.com...prime-dowss-map

 

4. Avet Alpha 4vs4

 

Avet_Alpha_Screenshot.jpg

 

http://www.moddb.com...dons/avet-alpha

 

5. Shape of Things That Were 4vs4

 

Shape_of_Things_That_Were_Screen.jpg

 

http://www.moddb.com...that-were-dowss

 

6. Gardens of the Saint 4vs4

 

Gardens_of_the_Saint_Screenshots.jpg

 

https://www.moddb.co...-saint-svarog-7

 

7. Paradise Lost 4vs4

 

8. Walls of Pobeda 4vs4

 

9. Beacon of Martyrs 4vs4

 

Beacon_of_Martyrs_Screenshots.jpg

 

https://www.moddb.co...og-11-dowss-map

 

10. Peruns' Hammerfall Void Colonies 

11. A House Divided 4vs4

 

12. Eternal Forests of Lesnik 4vs4

 

Eternal_Forests_of_Lesnik_Screen.jpg

 

https://www.moddb.co...ss-map/#7491689

 

13. Hidden Intent 4vs4

 

Hidden_Intent_Screenshots.jpg

 

https://www.moddb.co...intent-svarog-7
 

14. Boldly They Stood 4vs4

Boldly_They_Stood_Screenshots.jpg

https://www.moddb.co...og-14-dowss-map

 

15. Seeds of Subversion 4vs4

 

Seeds_of_Subversion_Screenshots.jpg

 

https://www.moddb.co...og-10-dowss-map

 

16. Highway of Heroes 4vs4

 

Highway_of_Heroes_Screenshots.jpg

 

https://www.moddb.co...rog-9-dowss-map