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 W40K.rte: Imperium of Man [Standalone/Steam: R20.8b] 
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Post Re: Warhammer 40,000: Imperium of Man Compilation [R16 Out!]
It's a problem with the scripts and the velocity of rounds. If they're travelling at particularly high speeds, the round 'detects' its own impact too soon and promptly detonates ahead of target. I've tried a couple of fixes already, but mehman was been too busy to take a proper look at things last time I brought it up with him. :???:


Fri Dec 14, 2012 11:54 am
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Post Re: Warhammer 40,000: Imperium of Man Compilation [R16 Out!]
I got bored and coded it anyway. Currently the sprite is just the normal lasgun with the bayonet quickly edited off.

Image

M41 Pattern Automatic Lasgun
"The M41 was developed in response to concerns that the low rate of fire on older semi-automatic Lasgun models was detrimental to close-quarters combat performance. As a result, the M41 trades firepower for a significantly increased rate of fire. A portion of the power from the cell must also be used to operate the cooling systems, meaning the M41 manages fewer shots per cell compared to the older models."
- Ingame Description

Comparison Sheet: (NB: The M36 is the current semi-auto lasgun)



























Name Fire Mode Damage RPM Ammo Range Accuracy
M36 Rifle
Semi-Auto
Med-High
150
60
1500px
High
M36 Carbine
Semi-Auto
Med-High
180
40
1250px
High
M41 Auto
Full-Auto
Low
600
40
1000px
Med-High


Will probably nerf the M41's range, or buff the M36's.

-------------------------------------------------------------------

Ed: I've tweaked the Bolter scripts some more and hopefully fixed the aforementioned issues. Maybe. If anyone else wants to test it...

Download the following file;

Attachment:
File comment: Fix test~
BolterScriptTestFix.zip [21.68 KiB]
Downloaded 162 times


Place it in .../Cortex Command/W40K.rte/Scripts/Bolter/ then unzip it there, overwriting the existing scripts.

This also fixes a minor error in the Bolt Pistol's Kraken Bolt script.

-------------------------------------------------------------------

Ed2: So hey, I actually got around to messing with gravchute particles! I learned something exciting today:

Jetpack thrust logic seemingly defies normal logic. Add a bunch of slow, low-mass particles to a pack that uses a fast, high-mass particle as its main thrust generator? The jetpack will suddenly go from 'effective' to 'totally crap'! :???: Instead of augmenting the generated thrust, the slower, low-mass particles reduce it somehow!

But hey, here's a couple of WIP shots using some of the plasma particles as a test;

ImageImage

Whaddaya think? Lemme know.


Last edited by Arcalane on Tue Dec 25, 2012 11:07 am, edited 4 times in total.



Mon Dec 17, 2012 8:54 pm
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Post Re: Warhammer 40,000: Imperium of Man Compilation [R16 Out!]
You should add custom Imperium of Man preset orders, they're all zombies with Blunderbuss(es?) and i had to Do them manually.
They screw up my bases, i have to make them manually or else i will have to PURGE THE UNCLEAN zombies from my base.
And it's annoying.
So, pretty please, fix that...
Thanks.


Thu Dec 20, 2012 8:11 am
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Post Re: Warhammer 40,000: Imperium of Man Compilation [R16 Out!]
@ Above: There are loadout files already in the factions file in the main directory.
@ Arcalane: Particles look nice, but I feel like they should be a little dimmer, or just smoke balls. The Gaunt's Ghosts series has a book which mentions how the gravchutes work: there's the anti-gravity thingamabobs, and then powerful fans to propel the guardsman around.

EDIT: I'm also damn proud that my Elysians are becoming more prevalent. :D


Fri Dec 21, 2012 2:30 am
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Post Re: Warhammer 40,000: Imperium of Man Compilation [R16 Out!]
LocatingGoku wrote:
You should add custom Imperium of Man preset orders, they're all zombies with Blunderbuss(es?) and i had to Do them manually.
They screw up my bases, i have to make them manually or else i will have to PURGE THE UNCLEAN zombies from my base.
And it's annoying.
So, pretty please, fix that...
Thanks.


I did a long time ago. The thing is, there's no convenient system for loading up the loadout files based on factions enabled due to the way metagame loadouts work.

Open up Factions.ini inside W40K.rte and enable the Faction Loadout of your choice by removing the // from in front of it. Keep in mind you should only enable ONE loadout file at a time due to the way the mod is set up -- if you enable two or more then you'll get really weird stuff going on, like all orders being doubled/tripled.

If you want to disable a loadout or faction, just re-add the // in front of it.

-------------------------------------

Mingebag7 wrote:
@ Above: There are loadout files already in the factions file in the main directory.
@ Arcalane: Particles look nice, but I feel like they should be a little dimmer, or just smoke balls. The Gaunt's Ghosts series has a book which mentions how the gravchutes work: there's the anti-gravity thingamabobs, and then powerful fans to propel the guardsman around.

EDIT: I'm also damn proud that my Elysians are becoming more prevalent. :D


I've removed the glow 'spray' and only kept the 'core', along with the dust-on-impact effect, for now.

Also, if your gravpack is smoking or emitting great plumes of dust then you probably need to be worrying about that. Fans + dust do not mix. :P

-------------------------------------

No thoughts on the M41's stats, guys? :( It's about on par with a Coalition AR at the moment in terms of firepower, though the instant-travel and no-drop give it a pretty significant advantage over conventional boolet guns over longer ranges.


Fri Dec 21, 2012 12:05 pm
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Post Re: Warhammer 40,000: Imperium of Man Compilation [R16 Out!]
The M41 stats are kinda scary, I suppose it'll be like a weaker and cheaper version of the Hellgun.

I think it's range should be nerfed quite a bit, if it has the same range as the M36 ans just as precise, it'll be like getting hit with an automatic sniper rifle, unless it was much, much weaker than the M36.


Fri Dec 21, 2012 7:25 pm
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Post Re: Warhammer 40,000: Imperium of Man Compilation [R16 Out!]
This mod is amazing but like everything its not perfect. I would only change a few things like adding terminators and making the stormbolter more like the stormbolter


Sat Dec 22, 2012 5:43 am
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Post Re: Warhammer 40,000: Imperium of Man Compilation [R16 Out!]
Pretty much - the M36 makes 4 damaging particles, the Hellgun makes 3, and the M41 makes 1.

The M36 damaging particles have a speed of 35-40px/s, a mass of 0.3, and a sharpness of 50. The M41's damaging particle has a speed of 105, a mass of 0.1, and a sharpness of 25.

That's less sharp and less heavy than a Coalition AR round, but the same muzzle velocity. The M41's advantage in terms of damage is that it doesn't have to fight air resistance on the way to the target. If you want a good example of how much an impact air resistance can make, take the Autopistol and start up Luringen's Firing Range with the enemies as Zombies/Culled Clones. The Autopistol's light rounds should tear zombies apart at close range, but too far and they'll just bounce off.

Anyway, I'm currently working on a script that means the longer you fire the M41 for, the less accurate it becomes - up to a certain maximum. That should help balance things out. ;)


Sat Dec 22, 2012 6:41 pm
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Post Re: Warhammer 40,000: Imperium of Man Compilation [R16 Out!]
Well, a tip then, if you want to make the script spread the shots the longer you fire, do it counting the shots fired, not with timers or other methods (I've seen many scripts that used timers, and they are a bit unreliable, specially considering that in your computer might be working great, but in the laggy computer of another user it'll be ♥♥♥♥).


Sat Dec 22, 2012 7:39 pm
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Post Re: Warhammer 40,000: Imperium of Man Compilation [R16 Out!]
One step ahead of you there. ;) That was my plan from the start.

Ed: All done! :)

Here's what happens when you forget basic but nevertheless very important division/multiplication;

Image


Sat Dec 22, 2012 7:52 pm
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Post Re: Warhammer 40,000: Imperium of Man Compilation [R16 Out!]
could you plz add terminators and or dreadnought plz i would love to see one in the future


Sat Dec 29, 2012 4:32 am
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Post Re: Warhammer 40,000: Imperium of Man Compilation [R16 Out!]
This is probably the most collaboration I've seen on any mod around here.

Just wanted to say good job.


Sat Dec 29, 2012 7:37 pm
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Post Re: Warhammer 40,000: Imperium of Man Compilation [R16 Out!]
I'm getting an instant crash to desktop as soon as Cortex Command loads the WH40K sounds folder. No other information is given; no text blurb on what specific path is broken, nada.

EDIT: Runtime error!

This application has requested the Runtime to terminate it in an unusual way.

It seems like it isn't a WH40K problem, though.


Sun Dec 30, 2012 3:23 am
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Post Re: Warhammer 40,000: Imperium of Man Compilation [R17 Out!]
Strange. :???:

--------------------------------------------

Rocco wrote:
could you plz add terminators and or dreadnought plz i would love to see one in the future


Dreads are probably not going to happen due to size and difficulty of deployment. Terminators are up in the air and the dude spriting them is busy.

--------------------------------------------

1st of a new month means bandwidth refresh, and that means new release!

Download R17!
Pre-emptive Mediafire R17 Mirror!

R17 is an array of minor fixes and tweaks, bringing the M41, a 'new' Grenade Launcher for the Marines, and some custom sounds to weapons that didn't have any before.

R17 Changelist:
×× Added custom/unique dry-fire (empty mag), reload-started, and reload-completed sounds to all conventional Lasweapons, no more default sounds!
×× Added custom/unique reload-completed and explosion sounds to the Vengeance Launcher.
×× Tweaked Vengeance Launcher explosion effects to be a bit closer to the ingame portrayal. Adjusted firepower as well; the VL's grenades have a tighter blast radius, but are much more deadly!
×× Hopefully fixed issues with bolter and sniper rounds not damaging targets properly.
×× Fixed a minor error in Bolt Pistol Kraken Bolts that meant they weren't fragmenting properly.
×× Tweaked muzzleflash lifetimes for las weapons.
×× Fixed explosive/inferno/hellfire bolts/frag shotgun rounds/lascannon beams not making impact noises.
×× Buffed Lasgun range to 1500px, Lascarbine and Laspistol range to 1250px.

'New' Weapons:
×× Added the Vengeance Launcher (Impact Variant), because the current one has a bunch of scripting on it that I don't want to mess with. It uses the non-gold-trimmed sprite, and fires grenades that detonate on impact.
×× Added the M41 Pattern Automatic Lasgun. Whilst weaker per-hit and shorter-ranged than the semi-automatic M36, the M41 has a much higher rate of fire. The M41 has unique beam/muzzle/impact effects.
××× Unlike the M36, the M41's accuracy deteriorates during prolonged firing due to thermal stress on its components. Soldiers are advised to limit themselves to short bursts to maintain an optimal hit-rate.


Tue Jan 01, 2013 3:35 pm
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Post Re: Warhammer 40,000: Imperium of Man Compilation [R16 Out!]
TheKebbit wrote:
EDIT: Runtime error!

.net framework?
That's the only time I've come into contact with that kind of error.


Tue Jan 01, 2013 11:01 pm
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