News Update - 101107
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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.
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Boomer's Log - 2010-07-05
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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.
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Boomer's Log - 2010-05-29
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Hey folks
Been a bit ill lately so, not much has happened since last time, but I might be able to get it uploaded soon though,
need to do some test plays with someone first, the menu buttons can go screw themselves ..for now.
Stay tuned!
Emperor Protects.
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Boomer's Log - 2010-04-18
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The map now works and is ingame and all that, but i keep getting this crash to desktop bug every once in a while for no apparent reason, and sometimes it doesn't crash at all..
What's left to do is basically just some tweaking with some menu buttons that have been pissing me off lately.. and possibly make some simple cameos for the buildings too.
I'll keep you updated once I'm ready enough for a first super beta release.
Emperor Protects.
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News Update - 100322
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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.
 (Click Image for Larger Version)
 (Click Image for Larger Version)
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Boomer's Log - 2010-01-19
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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.
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News Update - 080823
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Yep, it's that time of the month now, news update time.
I've done loads of skinning, so we've got a bunch of things to show you this month, the months to come might be less visually beautiful in the new model department but we'll see what we can manage, we will likely be showing some more civilian props that will be in the map Cal is making right now.
At the moment I'm at hard work making new animations for the Basilisk since the original ones were completely psycho. (you have to agree that's a pretty damn good reason) And they should be done in a couple of days.
That makes the Imperial Guard basically done, in the model/texture department anyway but they still need hulks and craploads of 2D stuff sorted like a command bar and cameos.
Still can't tell you a certain date we'll be releasing our first uber-alpha version, but we're still getting there, slowly but surely. 
For now, enjoy these screenshots of the ingame Departmento Munitorum, Hellhound and Grenade Launcher guardsman.
Until next time, Emperor Protects.








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News Update - 080529
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Yes, yes we're still alive..
It's been like 2 months since we posted anything, but work has been done in the dark but it has been slow work, really slow, considering we have only one texture artist on the team right now and loads of models that are just waiting for a paint job, that's why I'd like to see any people interested in helping out email or pm me (you can find my email on moddb or on our forums)
Anyways, I did mention that work has been going on in the dark didn't I?
Well what's been done is we've gotten the Basilisk ingame albeit without any of it's fancy animations we've made (two guardsmen crewing it, doing crew stuff), ran into a snag when we tried to export it so we had to remove the crew for now until we can purge the filth that is keeping us from doing the Emperor proud.
We also decided to throw in a screenshot of the new improved normal map on the chimera treads.
Also we should have some space marine related news along with some more shots of the basilisk coming up in a couple of days..
So until then, enjoy these screenshots, Emperor Protects.


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