News Update - 101107
First off I'd like to apologise for not posting any news since the release.
Basically since the release of 0.1 I've pretty much fixed most of the obvious coding bugs that I've listed on the forums.
I've still got to sort out some of the cosmetic bugs such as opening doors and chimney smoke fx.

When all of that's done I'm not sure if I should make a missile launcher team or perhaps a Leman Russ, but I'm leaning toward the launcher team,
feel free to post any ideas on the forum as it's a bit quiet these days. After that I'm gonna start on the Chaos faction, I've already got one building
modelled and I've got a good idea of what vehicles they should get in order to counter the Imperial Guard. Their infantry will probably be pretty easy
to do since I can just use the Guardsmen and chaosify them,
add a little blood here sprinkle some unholy icons there.

Oh and hope you like the new website look, it's the new site for both Only War 1 and 2 now. Anyways, until next time!

Emperor Protects.
November 7, 2010 by Boomerang Python

Boomer's Log - 2010-07-05
Right, I've decided I'm gonna release the first Alpha of the mod as is, not gonna tamper any more with it,
so within the next few days there will be a Only War 2 Alpha 0.1 uploaded to the site and made available to the public.

However, keep in mind that it will be reaaaaaaaally buggy and all kinds of glitchy. So if anyone does take it for a spin, remember to
post everything you encounter in the bug reports section of the forum: Bug Report

I'll post another one of these devlogs when I've uploaded the bugfest to the ftp.

Emperor Protects.
July 5, 2010 by Boomerang Python

News Update - 100322
Hello, you unfortunate followers of a slowly developing total conversion!

I'm finally getting around to posting some actual updates today, with sparkling new pics on top of that!

The state of the mod is that it's progressing really really slowly (curse you shiny new games!), however, I've got that map done that I was working on, man.. I didn't realise the amount of time it took making urban maps.. and it's not even particularly big either (1v1 map), now I'm just gonna try slapping it ingame and see if our massive imperial guard structures will fit in the zone I left open for building placement. And then I just might release a first version of this God-Emperor forsaken mod! (probably pretty unbalanced and buggy though).

And after that we'll see where I go, probably make some easy traitor guard/chaos units and add some kind of anti-tank infantry or a Leman Russ since there's currently nothing that can kill tanks except for the grenade launcher that you can upgrade your guardsman squads with (which is temporary obviously because they shouldn't be that good at killing armour).

And also, relating to the whole resource bit of the mod I thought I might mention that we're going without tiberium (obviously), and each faction will have a different type of building that generates resources or "Faith" as is the case with the Imperial Guard's "Shrines of the Ecclesiarchy". Chaos will have some sort of mobile taint generating deployable vehicle that spreads taint around it and weakens enemies who walk on the tainted ground (if we get that far), using the tiberium growth code.

Anyways, here's the pretty pictures of the Imperial Guard UI v0.9 (still a few buttons and cameos to replace) and at the same time it also shows a bunch of Basilisks both in deployed and undeployed mode (the second picture is the latest version of the UI (notice the slight difference in the button icons for structures and stuff).

Until the next update,
Emperor Protects.



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March 22, 2010 by Boomerang Python

Boomer's Log - 2010-01-19
Most graphical things are now sorted and ingame, so I've now moved on to the menus and commandbars and what not, which means lots and lots of tinkering..

After I've sorted this bothersome little task the only things left to do is change all the prices,
build times and locomotor speeds and such simple balancing things, and make one or two simple tiberium free maps.

Things are looking up, expect some sort of news post pretty soon with some screens of the beta Guard toolbar and more.

Emperor Protects.
January 19, 2010 by Boomerang Python

News Update - 090927
Good day, ladies and gentlemen.

You thought we were dead again didn't ya? To be honest I thought so myself for a while there, and when I say we I mean the mod, and when I say the mod, I mean the mod team, and when I say the mod team... uh I mean me? It's been a slow year, as you may have noticed, not much has been going on since the dawn of 2009, but from time to time I've been doing some random work (Only in death does duty end :P).

I've decided to 'reboot' the mod, so I started by just recoding the mod from scratch, even though I had no idea how to code cnc3, but it's coming along fine, ran into a few bumps and stuff but most of it got solved. Currently working on coding in the blasted Basilisk animations that I just cant seem to get working for some reason, also at the same time trying to make it able to deploy with a button press. I've also had big issues trying to do something as simple as add resource generation to a building.

With this reboot I've decided to scrap Necrons as a playable faction because they're just too damn slow and the CnC3 maps are just too damn large and open for them to really work (seeing as they're slow as um well a bloody turtle or something). And instead of Necrons we'll have Traitor guard/Chaos who are much more exciting, and to be fair, easier to balance and easier to play around with.

You will probably see an increase in activity as the end of the year gets closer, for now, have a look at this wip screenshot of an Imperial Guard base (ignore the tiberium, commandbar and crazy hellhound :P), second up are some civilian props and random imperial stuff taken in worldbuilder (hence the freaky shadows... i hope), the third pic is a wip sneak peek at a traitor guard hellhound tank which I'll probably name a Cerberus tank (color scheme is temporary).

Until the next update,
Emperor Protects.



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September 27, 2009 by Boomerang Python

News Update - 080709
Alright so it's been a "couple" of days and well the space marine i wanted to show you still isn't
ingame nor has the basilisk crew been fixed yet this is mainly due to an unfortunate turn of events
leading to the purchase of Super Smash Bros. Brawl (best game ever btw.)

Needless to say work has been somewhat stalled because of it.. it should pick up some speed
in a few weeks tho.. (hopefully.. i repeat.. awesome game ^_^)
So yeah we didn't manage to put it ingame yet but that doesn't mean we can't show a render to you.

Also i mentioned I'd post some more Basilisk pictures and for what its worth here they are
(again without animated bits mind you). And as a bonus I decided to slap in a render of some
of our Civil models aswell.

Shouldn't be too long before the next update.. but until next time, enjoy these screens and..
Emperor Protects.


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July 9, 2008 by Boomerang Python

News Update - 071012
Alright, since the release of the SDK we've not actually accomplished too much, our main coder and mapper has smashed his computer and is getting a new one at the end of the month, and our secondary coder has turned violently ill with some ravaging virus from the north pole!

However, that leaves me with these 2 improvements to previous models/skins that i've been working on lately,
we're also working on the Wraith anims which might get done this weekend.. So we might have some extra goodies for you by then.

Anyways, here's the two new improved versions of the Necron Warrior and the Imperial Guard Guardsman.

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Until next time, Emperor Protects.
October 12, 2007 by Boomerang Python

News Update - 070902
The Necron Wraith is now ingame, with fully functioning normal maps.


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September 2, 2007 by Torn

Torn's Log
Wraith ingame with normal maps:

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September 2, 2007 by Torn

News Update - 070723
ROOT - MUNITORUM - NEWS UPDATE ----------------- LOADING
------------------------------------------------- 20%
------------------------------------------------- 50%
------------------------------------------------- 80%
------------------------------------------------- 100%.... DONE

UPDATE RECEIVED - VISUALS ONLINE.
------------------------------------------------------------------
Thought for the Day: In war victory is one part planning and nine parts faith.

Latest reports from our heroic agents beyond the frontlines tells us that the Greenskins have started bringing out armoured vehicles to the frontlines,
these facilities must be destroyed so that we can regain the edge against the foul xenos scum.

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This is the mentioned facility that has been rolling out heavy armour the last couple of weeks.

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Here are two variants of the crude warmachines the orks have started using in the field.

If you encounter any of these two targets, you must engage and destroy them or face the consequenses of heresy.


Emperor Protects.

UPDATE END.
------------------------------------------------------------------
July 23, 2007 by Boomerang Python

 
 
 

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