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Dev Diary: Clockwork, 02/01/2022
UA 1.89.4
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"image by: Yharnam"
Dev Diary: Clockwork #3
Alright... so an update on my status with update that is separate from the patches. So all in all what has been happening is when I get a unit done, I get tacked on with more wish lists of additions to the already functional units which means I backtrack and fix it up with something extra. I wish sometimes that we could stay on task and get the basics out but that is alright. All in all the infantry are almost done just missing some fx and the ogryns which I am modeling right now.
Other than that while I was waiting on other things I am also working on vehicles as well:
(not done yet)
like in this image ^ I have ported a couple things and was able to assemble the disassembled tank from the files (they were located in different locations). Do not know what will be in store for the future but I will see about making vehicles functional. This is only one of a few that are portable there will be a couple that I may need to make from scratch as well. But the good news is I am moving from one category to another. The downside with all the unforeseen changes to what I should add to them has delayed the update a bit.
The other news is school started again and that is going well.
Also, I was originally going to nix custom buildings from the update but due to help from one individual in the community he has taken up the task of making the rough models of the custom buildings. I will still have to refine, texture, and whatnot but this is good news for players as while he is working on buildings I can work on everything else. Essentially custom buildings should be back on the table.
Also because of the new free time I have had time to make this.. It is really easy for me to make and hopefully it will be cool when it is finished. I had fun making it in 30 minutes.
In other news I was having a hick-up with fx as I have never done them before for this mod. Looked up some tutorials online and updated the "clockwork codex" respectively. As it seems though I have talked with someone who specifically works with fx in dawn of war 1 and has recently been gracious to help teach me and help me with them. So overall I do not think they will be a huge problem for me to figure out like previous roadblocks.
As for the Clockwork Codex which was the side project that has helped quite a few people that I have met while it is still in an unfinished state, has come a long way since its inception of an idea. I have quite a few of the tutorials built up and some are in depth. Some are referenced with citation and accreditations. It is still not ready for a public release but can still be helpful for those that want to start modding. If someone does not like the codex they are more than welcome to make their own, the more material out there to make new devs the better in my opinion.
If you for some reason want a private version of the codex you would have to message a moderator or me in the UA discord to have access as there is no release exactly yet. I am having a good time modding in my free time.
CONCLUSION:
The krieg update will be delayed further than my initial estimate I gave Cylarne. There will be more content in the krieg update than my initial estimates. Codex is going well and if you want one you can ask for an unfinished copy. Just know some information is still missing. If you are a dev for something and want to contribute to the codex you are more than welcome to write up a tutorial to add to it. Otherwise this is the totality of what I 'can' tell you about so I hope you enjoyed this dev diary. I may make more dev diaries, depends on how busy it gets and the reception of these if they are even helpful.
-Clockwork
`"If someone does not like the codex they are more than welcome to make their own, the more material out there to make new devs the better in my opinion."`
Why are you current UA developers so hostile and condescending to people?
Both here on the website,your past articles and especially on your server.
This is highly unprofessional from a team that claims they are the opposite.
If you can't continue developing the mod to keep your many promises or feel forced,you do not have to keep on then.Better than attacking the fans.
As for the models showcased,nothing really new to the known Leeman Models aside those weird applied textures.
And the city scape you show in Blender which is completely irrelevant to the mod itself,it is not much of an accomplishment when a quick google search has many results for free 3D cityscapes exactly like yours.Applying a Blender material is trivial to anyone who has watched the basic tutorials on Youtube...
A lot of the knowledge on how to mod was lost when I arrived. So I am very sorry that you do not see any wins compared to previous progress. I thought I would share. As for the codex, there is little to no information on how to mod dow as it is scattered and confusing. As for the condensation, should I put a smiley face next to the text? as my emotions seem to be lost in the article. :D
You just confirmed what that guy calls you out for. lol
Imagine admitting you are emotionally unstable just to explain why you wrote something that you should have not.But what else to expect from the same people who reeeee'd in public because they did not get in Top10?
This whole thing should have been really a personal blog or at best,a blog at the generic DOW blogs section.Not advertised as a big update to a mod when hardly anything is actually related to it.Unless adding some leaves to the Leeman nowadays counts as a big dev update,just like the fog in Kingdoms of Elyria.
update? its a dev diary.
`"If someone does not like the codex they are more than welcome to make their own, the more material out there to make new devs the better in my opinion."` - that's not really condescending though. Given that writing unfortunately cannot always convey the emotional intent behind the writing unless you want to add it in explicitly or add smilies and emojis everywhere, it reads to me as 'if people aren't happy with the codex, they can make their own, since the more material available to potential new devs, the better'. In that case, it's a very laudable thing to say, and I'm grateful for this game's vibrant modding community given its age.
This guy has been the most helpful person I have found in this modding community. As someone new to modding Dow I can tell you it is difficult to get started and his Clockwork codex is VERY useful. I do not think he is trying to be condescending or rude in anyway. You however are being incredibly rude yourself though.
Hi, I like the diary, the thing is also people are taking free time out to work on these projects, it could be worse it could eb completely dark, no news or anything. Thanks for the post, non aggressive from what I read, keep up the good work
That all looks pretty damn awesome. Just one question I'm guessing the buildings are then supposed to be implemented in maps old or new and whatnot, so would it be possible to keep the buildings clipthrough for units or at least titans/titanic units? While I get that some maps are simply not intended for it others are hampered because of bad or bulky obstacle placement. I don't know how complex something like that would be so maybe this is all bogus. The most I did with the map editor was add spawns, change their placement or add resource points.
the image in the post that contains the buildings was a prototype idea (i included non material and material applied for visual aid) for an animation scene made in blender. The "map" you see in this dev blog is not a map for in-game.
I see thanks for the clarification. So is this animation intended for UA or is it just an experiment on the side?
it was an experiment on the side initially. No idea if it will make it at the end of development but would be really cool if it did. This dev diary doesn't necessarily have to be about ua, its just about what I have been working on.
can you guys by chance make it to where you can play the campagin i tryed following tutorials but due to me haveing a windows 11 i can't do them
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