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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 [R18? SOON™]
I like what you're doing here. Keep it up.


Sat Jul 13, 2013 10:02 pm
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Post Re: Warhammer 40,000: Imperium of Man Compilation [R18? SOON™]
Uh, stupid question but, how do i change the chapters? I don't have the time to go through 75 pages of comments to find it, so sorry to waste someones time.
Thanks


Sun Jul 14, 2013 3:15 pm
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Post Re: Warhammer 40,000: Imperium of Man Compilation [R18? SOON™]
Open Factions.ini just inside W40K.rte in a text editor and add/remove // to (un)comment the faction files you want to load.

As a side note you should enable only ONE of the loadout files, as those are standard metagame files. Using two at once will break the ordering systems. You can load/enable as many Chapters as you like, just make sure you only use one Loadout file.

Or you can leave the loadout files alone if you don't intend to play any of the chapters in the standard metagame.


Sun Jul 14, 2013 3:24 pm
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Post Re: Warhammer 40,000: Imperium of Man Compilation [R18? SOON™]
Ah, thanks. Had been looking forward to playing Space Wolves, then got sad when my dumb brain couldn't work out how :/
Thanks!
P.S Looking forward to R18!


Mon Jul 15, 2013 6:25 am
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Post Re: Warhammer 40,000: Imperium of Man Compilation [R18 Out!]
It is time, Brothers. Release Eighteen is upon us! The Imperial Guard and Adeptus Astartes stand ready to receive updated and improved armaments.

Download R18!
Pre-emptive Mediafire R18 Mirror!

R18: A Major Overhaul: resprites of just about every weapon ever!

New Weapons and Items:
××× Combat Shield for the Imperial Guard and Space Marines. Unlike the Storm Shields, the Combat Shield can be damaged by most small arms fire, and will eventually gib. It's still pretty durable though, and uses the same Ceramite material as Space Marine limbs/torsos.
××× Lasgun with Bayonet for the Imperial Guard. The standard/bayonetless version uses the current price/weight/etc. stats, whilst the version fitted with the bayonet is slightly more expensive, slightly heavier, takes a fraction of a second longer to reload, and is a tiny bit less accurate. The standard/bayonetless version effectively replaces the current lasgun in AI/loadout/mod support files; the bayonet version will still be available for player usage.
××× Autogun w/ Grenade Launcher for the Imperial Guard. Slightly heavier, slightly more expensive, no laser sight. Special attack fires the same impact-detonating grenade available to users of the Imperium Grenade Launcher, but at a lower velocity. Must wait 2.5s between grenade shots.
××× Plasma Cannon 'Incinerator' Mode. This three-shot alternate ammo fires a relatively slow-moving sphere of plasma that is unaffected by gravity; the intense heat radiated by this sphere simply melts through most obstacles. The charge lasts only a short amount of time before undergoing an explosive collapse. Incinerator shots are dangerous to all teams and can bounce off terrain.
××× Trajectory Guides: Portable ballistics cogitator assemblies have been installed on the Plasma Cannon and Grenade Launcher, allowing operators to predict the flight path/impact point of shots when using indirect fire. Note the guidelines are just that - they are not 100% precise.

Fixes and Tweaks:
×× Standard Bolter now uses curved 30-round magazines, Bolter CombiPlasma uses straight 24-round magazines. Ammunition availability/types are otherwise unchanged.
×× The Storm Bolter now requires two hands to wield effectively. The Off-Hand version is still in the code, but has been commented out. The Storm Bolter has been moved in the load order to better reflect its role as a primary close-quarters assault weapon.
×× It is now possible to switch the Standard Bolter to one-handed mode and actually use it one-handed as intended. Try it with Assault Pack equipped units using Combat/Storm Shields or melee weapons!
×× Switched the Lascarbine to use the correct 2H script now it can't be used one-handed. This should significantly improve its accuracy when sharpaiming.
×× Tuned/tweaked the underbarrel launcher code for the Autogun w/ GL and Bolter CombiPlasma to ensure they only fire one projectile as intended.
×× Heavy Stubber has been rebalanced a bit, as it was a little too good for the price tag. Reduced RPM by 150 (1200 -> 1050), increased Cost by 50 (125->175), increased Reload Time by 500ms (2250ms->2750ms). Every fifth round is now a slightly more deadly 'tracer'; normal rounds have been made slightly darker. This should place it about half way between the Ronin M60 and Coalition/Imperatus Gatlings in terms of power and role.
×× Braced mode has been (hopefully temporarily) disabled for the Heavy Bolter due to offset/positioning headaches.
×× Plasma weapons now properly explode with an actual plasma burst/blast of the appropriate size when gibbed. This includes the Combi-Plasma. Yes, this means Plasma Cannons will also create a lethal Plasma Core.
×× Added a 'proof of concept' for laser weapon effect changes. I may make more serious use of this later. For now, enjoy the ability to have your dudes shoot green beams instead of red ones.

Deep Strike Changes:
×× Increased failure chances for the Deep Strike; 1-100 random number as before.
1-3; Off target X+Y, full velocity
4-8; On target, full velocity
9-14; Off target X, full velocity
15-20; Off target X, safe velocity
21+; On target, safe velocity
×× Deep Strike X/Y inaccuracy now varies by +/- 125px, rather than steps of 25px multiplied by +/- 3.

Mod Support Updates:
×× M41 now available in UL2.
×× Fixed Hellgun cost in UL2.
×× Combat Shield added to IG in UL1/UL2. No research cost, will be used by the AI.
×× Added M41 to primary/main weapons list in UL1 and Warfare.
×× Removed Flamer from Warfare primary/main weapons list.

ED: MINOR FACTION FILES UPDATE
I found some stupid oopsies I'd left in the UL1 premades, and fixed a couple of other minor hiccups in the Warfare/UL2 config files. I've also added autoweapon-only variant factions for those of you who want to use (or fight against) the autoweapons instead of lasweapons.

Option 1) Place the above file inside W40K.rte and unzip, preserving folder structure. It should ask if you want to overwrite existing files -- do so.
Option 2) Unzip it wherever the hell you want.

Then just move the faction files over to the UL1/UL2/Warfare/Void Wanderers/etc. faction folders, overwriting the existing files, and you should be set.


Fri Jul 19, 2013 10:54 am
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Post Re: Warhammer 40,000: Imperium of Man Compilation [R18 Out!]
I like the look of things better on this version than the others.
Now that I'm posting I'm gonna take the chance to ask...
WHAT'S THIS? A HANDSOME W40k MOD WOEFULLY UNDERPOPULATED BY TERMINATORS?
A LARGE INFLUX OF BEEES 'OUGHTA PUT A STOP TO THAT!
(Go watch DR. BEES)
Seriously now, put the storm bolter and assault cannon to some lore accurate use...

Also, the lasgun doesn't work.


Thu Jul 25, 2013 5:19 am
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Post Re: Warhammer 40,000: Imperium of Man Compilation [R18 Out!]
Yeah, it looks like I FUBAR'd the test script a bit. You can pop open Lasgun.ini in W40K.rte/Weapons/Weapon Index/ and change line 4 by removing 'Test' from 'LasgunTest.lua' so the top part of the file goes form;

Code:
AddDevice = HDFirearm
   PresetName = Lasgun
   Description = The backbone of the Imperial Guard. Semi-automatic, high capacity, fairly good accuracy, and effective against infantry and light armour.
   ScriptPath = W40K.rte/Scripts/Las/LasgunTest.lua


to;

Code:
AddDevice = HDFirearm
   PresetName = Lasgun
   Description = The backbone of the Imperial Guard. Semi-automatic, high capacity, fairly good accuracy, and effective against infantry and light armour.
   ScriptPath = W40K.rte/Scripts/Las/Lasgun.lua


Which should work, though changing mags with the pie menu won't do anything. I've already (properly) fixed it for the next release.

As for Terminators... sure, just let me pull sprites out of my ass! :roll:

I've asked Major to work on another project for me that'll hopefully bring some useful materiel to the next update, so it's not just bugfixes, tweaks, and minor features. Not telling what just yet... up to him if he wants to post WIPs here or send them straight to me.


Fri Jul 26, 2013 2:01 pm
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Post Re: Warhammer 40,000: Imperium of Man Compilation [R18 Out!]
So, This is going to only be the Imperium of man from now on?


Fri Jul 26, 2013 11:16 pm
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Post Re: Warhammer 40,000: Imperium of Man Compilation [R18 Out!]
Arcalane wrote:
Yeah, it looks like I FUBAR'd the test script a bit. You can pop open Lasgun.ini in W40K.rte/Weapons/Weapon Index/ and change line 4 by removing 'Test' from 'LasgunTest.lua' so the top part of the file goes form;

Code:
AddDevice = HDFirearm
   PresetName = Lasgun
   Description = The backbone of the Imperial Guard. Semi-automatic, high capacity, fairly good accuracy, and effective against infantry and light armour.
   ScriptPath = W40K.rte/Scripts/Las/LasgunTest.lua


to;

Code:
AddDevice = HDFirearm
   PresetName = Lasgun
   Description = The backbone of the Imperial Guard. Semi-automatic, high capacity, fairly good accuracy, and effective against infantry and light armour.
   ScriptPath = W40K.rte/Scripts/Las/Lasgun.lua


Which should work, though changing mags with the pie menu won't do anything. I've already (properly) fixed it for the next release.

As for Terminators... sure, just let me pull sprites out of my ass! :roll:

I've asked Major to work on another project for me that'll hopefully bring some useful materiel to the next update, so it's not just bugfixes, tweaks, and minor features. Not telling what just yet... up to him if he wants to post WIPs here or send them straight to me.

Hey no need to be rude, I called your mod handsome after all...
So yeah I'll check on that fix and let you know.
ShadowFireLance wrote:
So, This is going to only be the Imperium of man from now on?

viewtopic.php?f=61&t=29688

EDIT

Yeah I can see the lasers now (my enemies can feel 'em too!), both lasers are different, red's more powerfull but you have to reload often, and green has a lot of ammo but deals less damage... and it's red...


Sat Jul 27, 2013 6:05 am
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Post Re: Warhammer 40,000: Imperium of Man Compilation [R18 Out!]
LocatingGoku wrote:
Hey no need to be rude, I called your mod handsome after all...


Sorry, but Terminators and other questions like that have come up so often it just gets tiresome to answer. :roll:

----

LocatingGoku wrote:
Yeah I can see the lasers now (my enemies can feel 'em too!), both lasers are different, red's more powerfull but you have to reload often, and green has a lot of ammo but deals less damage... and it's red...


You're trippin', son. :lol: The contents of the magazine actually have zero effect (beyond magazine size, which should be identical) on what comes out the barrel. Without the scripting, the guns would do nothing. They shoot an invisible 0-sharpness, low-mass MOPixel that only collides with terrain, for the sole purpose of allowing the AI to figure out how to aim. The scripts run a bunch of fancy checks and stuff, then draw/place/emit particles to suit the beam origin, path, and impact point. You can thank CaveCricket for that fine piece of coding, by the way.

Basically my Test script does a couple extra checks to see what the name of the magazine is, then it spawns the appropriate flare/beam/impact particles. It's not particularly elegant, but that's what happens when you slap something together on a whim at 4am because you can't sleep.


Sat Jul 27, 2013 2:35 pm
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Post Re: Warhammer 40,000: Imperium of Man Compilation [R18 Out!]
Arcalane wrote:
You're trippin', son. :lol: The contents of the magazine actually have zero effect (beyond magazine size, which should be identical) on what comes out the barrel.

But but green lazorz kill the dummy brain in two shots, and the red laser kills it in one shot!
But then I checked on my own brain and noticed it really was the same.


Sat Jul 27, 2013 9:33 pm
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Post Re: Warhammer 40,000: Imperium of Man Compilation [R18 Out!]
I got that part, I'm actually interested in the Chaos Space marines, personally. Can I have permission to re-sprite these guys for Chaos?


Sun Jul 28, 2013 8:31 pm
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Post Re: Warhammer 40,000: Imperium of Man Compilation [R18 Out!]
Go for it. You're welcome to reuse scripts/code/SFX/etc. for making their weapons as well.


Mon Jul 29, 2013 12:42 am
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Post Re: Warhammer 40,000: Imperium of Man Compilation [R18 Out!]
ShadowFireLance wrote:
I got that part, I'm actually interested in the Chaos Space marines, personally. Can I have permission to re-sprite these guys for Chaos?

Oh ♥♥♥♥ yes!
BLOOD FOR THE BLOOD GOD
SKULLS FOR THE SKULL THRONE
(If you make daemons or anything like that you're awesome)


Wed Jul 31, 2013 6:32 pm
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Post Re: Warhammer 40,000: Imperium of Man Compilation [R18 Out!]
Daemons are about horrifying to code. >.< Xenomorphs alone are giving me trouble.

Anyways, Arcalane, I do believe you'll be happy to hear how awesome your mod is;

So, I'm playing Massacre on Mt.Idunt, and have two Black Templar assault marines. So, I'm fighting down at the bottom against Colation forces, trying not to get killed, when I see craft pieces start falling, and I get him out of the way.

Looking at the craft, I see two heavy transports, one missing it's engines, and one shattered, three light Colation soldier bodies, and the other Black Templar free falling with it, shooting the brains out of a Heavy Soldier. It was amazing.

Just to let you know how awesome your mod is. 8)


Wed Jul 31, 2013 10:25 pm
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