A crazy bearded modder who enjoys spaceships a little too much..
I have the intention of releasing a patch within the next week or two, updating the 3d assets. Things have been a little strained for me personally (again) so I haven't been able to work on the mod as much as I'd like!
I've spent the last week or so bughunting, non-stop. First of all there was the fatal ai bug that was not compatible with the new win conditions - meaning those win conditions are not included til 8.5, then there was the texture bug - where the engine failed to recognise the .rsh files so I had to get all the raw .dds files on the mesh itself, re-export then burn the .dds files as a .rsh file using the texture tool and then put them back on. That bug just randomly happened, there's no reason for it but having to re-export every single model took a very, very long time, especially when it's just me!
After 1.0, you'll see...
I did not foresee a number of issues with the AI, it did not adjust well to the custom win conditions so we had to make some major changes. This is all done now, I'll upload 0.8 tonight.
I'm going to repatch and repair the editions this week, so that should fix the problems with art assets.
We've got the race structure planned out entirely, and shall begin work on the models very, very soon - they are within the next batch of races to be released.
Thank you all for the kind words, it's greatly appreciated. We're starting progress again today.
I took a few weeks out because I lost three family members and a close friend. Check the incoming post for more details.
GW and FW are pulling support for all specialist games apparently, which makes me massively sad - but it will not impact development at all!
The plan is to have four game modes, to represent the scenarios in the tabletop game, along with some new ideas as well, from raiding missions to planet destruction.
It's for Dark Crusade, Soulstorm will be released later!
There's actually two of us! I handle the 3d, 2d, aesthetic and mapping while Gorb handles the code.
Yes, it's useful for our planned faction of the 'Rogue Traders', fleshing them out more so - and for 'dlc' style ship releases as well.
While I'm not too strict on asset modifications, please at least credit me when using my models.
Those models look like mine, please don't modify them without messaging me first.
Hello, sorry I only got around to replying to this! Your best bet is to use the BFG section of the Games Workshop website - I was fortunate enough to own a lot of the models. With the cruisers a good technique is to model a general hull and separate weapons, as the weapons are modular in the kit and by having them separate you can use them to maintain scale throughout all the vessels.
I've had an incredibly busy month, being Christmas, working 12 hour nightshifts every week til last week, where I spent it with my family - the good news, I have til February off, completely, no uni or work so I aim to get it done by then. Apologies again, but university and full time work is time consuming! There will be singleplayer of course!
In the future, yes, for now we want it polished with DC first.
Only in passing, I don't think I personally contributed enough to be noticed, ha! Gorb on the other hand, frankly he'd be best to answer that!
University deadlines appeared for myself, and Gorb found himself busy with work. We're still working on it though - currently, our expectation is 0.75 by Wednesday.
Did you place part 2 within Dark Crusade/bfg_mod/data?
It's based off of Battlefleet Gothic, a tabletop wargame designed by Games Workship, based in the Warhammer 40,000 universe. But there is a slight similarity between the two!
I think I should emphasise the 'beta' aspect of the mod, it is unfinished and I apologise to those who were confused. We're not some machines who mod every waking minute and this is why it took longer - in all honesty, we haven't been the same team throughout and because of that progress was strange and sparse - only recently have things really got moving. In my eyes this is a very different mod to the one we started years back, the idea is obviously the same, but we have a different team and a very accurate direction to go in.
Part two needs to go inside the bfg_mod folder - darkcrusade/bfg_mod, not just Dark Crusade. Any lack of objects is because of that!
AI is massively broken at the moment - I forgot to add that in the notes. For a better experience, try to play online. We'll see what we can do for AI this week!
A heads up - currently uploading the beta.
There would be, but I wasn't expecting my campus internet to be SO BAD.