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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 - 2010-02-24
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I'm currently working on a simple map for the mod without any tiberium in it, but It might be a bit on the tiny side..
I've sort of balanced out the units and buildings now, however, these will require some testing obviously..
After I've finished this map I'll probably sort out a few cameos and I think that's about it before I can release a first beta version to the public.
Emperor Protects.
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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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