Page 2 of 8
Re: [MOD - WIP] SPACE HULK by Leki
Posted: Tue Oct 29, 2013 9:59 pm
by Mutman
Test is great I havent found any bug or anything similar, no problems, running smoothly, models are beautiful, keep it on!

Re: [MOD - WIP] SPACE HULK by Leki
Posted: Tue Oct 29, 2013 11:21 pm
by Isaac
Leki wrote:It's simple.... For example imagine no wardens in LoG 2 => no footsteps sounds for marine in LoG 2 scene and sound error in console line etc. Insteed of my older assets I'm going to make my SH (and all new as well) files 100% independent. In other word, "only thing" I wanna update for LoG2 is assets definition script (rewrite it to components), but I don't want to touch the rest as looking for new vaw files is...
Wait... this is an LoG2 mod? [worse... and LoG1 mod that plans for LoG2 compatibility?] Aha... That's what I was missing.
Is there any [engine] information out about LoG2? I thought Petri said there were several incompatibilities between engines ~months ago; do we know if LoG2 will have even the least bit compatibility with the LoG1 engine? I'd not imagine crafting LoG1/2 indifferent mods ~~Only the assets for LoG2 mods at this point; and later see what the new methods are once the game ships. ~~That is unless you've had talks with AH about the specifics.
My suggestion was only for LoG1 functional usage.

While I can envision them striving to retain the old workflow...still, I'd not raise an eyebrow to learn that the entire methods for LoG1 were completely scrapped in LoG2.
***** But on the other hand... If they plan mod compatibility, why would they remove past assets? I'm recalling Fallout:New Vegas, and how they included most of the FO3 assets in the game resources ~which was a pretty cool thing to do, given the size of that game. In AH case, LoG was only about a 400MB install; I'd assume they would keep the old assets in place and available for mods if they expected old mods to be used [converted; I really doubt they that will be able to run unchanged].
Re: [MOD - WIP] SPACE HULK by Leki
Posted: Tue Oct 29, 2013 11:54 pm
by Leki
It's LoG 1 mod... I hope, I will finish it until Christmas...
...but I would like to prepare assets as close as possible for LoG 2, doesn't matter if for transfer mod to LoG 2 engine, or to create sequel or something. I would like to share them as a W40K asset pack for Log1 and Log2 as well... And I have prepared sources for every single object in my mod so I dont care about engine features - just give me GMT2 and export scripts...
Atm I make skin for the decoration assets objects, animation nodes, nodes for particle emitters etc, and I export them with that nodes allthoug LoG1 cannot use it... Well, If I want, you can use them for example as "fake trapdoor" or "monster in idle" LoG 1 object to animate them... But they are ready in some way for LoG2 - to just add animation component to the object script definition...
So I will probably use them as "static decorations" for LoG1 and animated decorations in Log2. Anyway, that's the reason why I asked AH for LoG script definitions etc early access 
But I cannot count on AH that they will keep old assets etc in LoG2, so I'm going to make my W40K asset pack independent, which means, I must solve warden sounds an put them into my chaos marine sound folder
Re: [MOD - WIP] SPACE HULK by Leki
Posted: Tue Oct 29, 2013 11:56 pm
by Leki
Mutman wrote:Test is great I havent found any bug or anything similar, no problems, running smoothly, models are beautiful, keep it on!


Re: [MOD - WIP] SPACE HULK by Leki
Posted: Wed Oct 30, 2013 1:54 am
by bongobeat
works well, decors and monsters are beautiful! nice work!
I found a little bug (if it is one):
when you put all bolters in inventory and change the shooting mode, all bolters are changing of shooting mode.
Re: [MOD - WIP] SPACE HULK by Leki
Posted: Wed Oct 30, 2013 5:30 am
by odinsballs
once i get my current exterior pack with skysystem out, i'd be more then willing to make an attempt at whooping up some futuristic-apocalyptic exterior props so them boys can go and play a litle planetside. just a suggestion though

Re: [MOD - WIP] SPACE HULK by Leki
Posted: Wed Oct 30, 2013 10:23 am
by Leki
bongobeat wrote:I found a little bug (if it is one): when you put all bolters in inventory and change the shooting mode, all bolters are changing of shooting mode.
Ahaa! Confirmed and solved. Thanks m8!
Re: [MOD - WIP] SPACE HULK by Leki
Posted: Wed Oct 30, 2013 10:57 am
by Leki
Re: [MOD - WIP] SPACE HULK by Leki
Posted: Wed Oct 30, 2013 11:14 am
by Asteroth
I would love to make decorations. The interesting and frightening things I could make...
Ok, warhammer 40k isn't horror. But it's grim enough to work for me.
Of course I still have no computer. But I actually should have one soon. (Well, yes I said that once before. So it is far from a sure thing.)
Re: [MOD - WIP] SPACE HULK by Leki
Posted: Wed Oct 30, 2013 4:56 pm
by odinsballs
i painted and made quite a bit of them miniatures and made the tabletop battlegrounds by hand, as a hobby for quite some years, so
i will come up with some varied props and stuff, also i advice the skysystem , i tweaked it so that conflicting crashes caused by monsters no longer happen. so this might be of interest for your project too, tis more fun to run around planetside under a sky then a skybox isnt it
any specifics on what exact worldtype your aiming for i.e. world time period, technical level, rural, or forge or hive world. that kinda thingy's?