View unanswered posts | View active topics It is currently Wed Jan 08, 2025 8:50 pm



Reply to topic  [ 1208 posts ]  Go to page Previous  1 ... 33, 34, 35, 36, 37, 38, 39 ... 81  Next
 W40K.rte: Imperium of Man [Standalone/Steam: R20.8b] 
Author Message
User avatar

Joined: Mon Jan 11, 2010 12:41 am
Posts: 78
Reply with quote
Post Re: Warhammer 40,000: Imperium of Man Compilation [R5 Out!]
Check out what I be working on (slowly...)


Attachments:
File comment: OOOoooh!
dreadnoughtwip.bmp
dreadnoughtwip.bmp [ 84.28 KiB | Viewed 5357 times ]
Fri Dec 30, 2011 4:40 am
Profile
User avatar

Joined: Thu Jul 08, 2010 10:24 pm
Posts: 185
Location: Big Applesauce
Reply with quote
Post Re: Warhammer 40,000: Imperium of Man Compilation [R5 Out!]
The colors seem pretty flat but the overall shape seems to be coming along nicely.


Fri Dec 30, 2011 5:11 am
Profile
User avatar

Joined: Sun Jan 28, 2007 10:32 pm
Posts: 1609
Location: UK
Reply with quote
Post Re: Warhammer 40,000: Imperium of Man Compilation [R5 Out!]
Interesting style and nice work so far, but I don't think it matches up with the rest of the modpack very well. Also the flamer on the fist arm looks... off. Most designs I've seen have it more right under the wrist, rather than back near the elbow.

On a sidenote, the first post wishlist is still being semi-regularly updated. I'm thinking some Imperium-themed bunker modules might be a nice addition at some point. :)

Last but not least... does anyone have any small suggestions for inclusion in the next release?


Fri Dec 30, 2011 5:40 am
Profile YIM
User avatar

Joined: Sat Oct 22, 2011 4:49 am
Posts: 826
Location: England
Reply with quote
Post Re: Warhammer 40,000: Imperium of Man Compilation [R5 Out!]
Viral Exterminus (as detailed explained in the Horus heresy books)
First comes the death killing virus cloud. Then comes the firestorm. :V

about the dreadnought, it looks.. Cell shaded / too cartoonie to suit the grim darkness of warhammer.


Fri Dec 30, 2011 2:24 pm
Profile
User avatar

Joined: Mon Jan 11, 2010 12:41 am
Posts: 78
Reply with quote
Post Re: Warhammer 40,000: Imperium of Man Compilation [R5 Out!]
Yeah, right now I am just trying to get everything nicely balanced with all the
Details, after that comes the dirt and grime.


Fri Dec 30, 2011 3:13 pm
Profile
User avatar

Joined: Wed Dec 13, 2006 12:10 am
Posts: 562
Location: Termina
Reply with quote
Post Re: Warhammer 40,000: Imperium of Man Compilation [R5 Out!]
Arcalane wrote:
does anyone have any small suggestions for inclusion in the next release?

make the Ultramarines eyes red like the models?


Fri Dec 30, 2011 7:33 pm
Profile WWW
User avatar

Joined: Sun Jan 28, 2007 10:32 pm
Posts: 1609
Location: UK
Reply with quote
Post Re: Warhammer 40,000: Imperium of Man Compilation [R6 Out!]
Exterminatus is not simple. :P

Eyes... that's even nitpickier than the Black Templar shoulderpads thing. Besides, all chapters have green eyes at the moment (except the Dark Angels, I think?) so I'd have to change all of them, on all of the helmets. I think not. :roll:

Anyway, since I can't think of anything small that needs doing, I'm not going to sit on this any longer. Consider it a New Year's Eve present. :)

Say hello to R6!

IMPORTANT EDIT: I just remembered I left a rather... unreliable homing script on the Krak missiles. You can fix it yourself by removing the ScriptPath line from the relevant entry in RPGKrak.ini, or just download the mod again, I've uploaded a fixed version.

General:
×× Strikes; Earthshaker -> Bombard, Whirlwind -> Whirlwind Vengeance, Heavy Whirlwind -> Whirlwind Incendiary Castellan.
×× Added offsets to the fire deployed by incendiary support missiles, ensuring that the fire spreads better to cover the target instead of being bunched up at the point of impact.
×× New impact/wound sounds for light and heavy armour.
×× Black Templar Assault Marines have chapter-appropriate red shoulderpad trim.
×× Assorted housecleaning work both in terms of files and pieces of code, namely cleaning out a pile of old Thumbs.db files which are not necessary for more recent computers, and are autocreated on older ones.
×× Weapons and armour entry wound sprites changed to null images. They still take damage and will still break, they just won't be obscured/uglified/messed up by getting covered in obnoxious entry wound sprites. Any blood-emitting 'flesh' wounds will still appear.
×× Fixed laspistol/lasgun image filenames to stop referring to 'Gauss'.
×× Removed muzzle flare sprites from all Las weapons. They still make the radial glow effect, just not the red/blue flare.
×× Replaced Hellgun/Hellpistol firing sounds, made it loop like the flamer SFX.
×× Increased Hellgun/Hellpistol rate of fire and accuracy, added a medium laser sight to the Hellgun. Infinite ammo is meaningless when your gun can barely shoot straight.
×× Widow Hellgun recieved a rate of fire boost as well, made a tiny bit less accurate to compensate. No loss of per-hit damage.
×× Buffed Longlas damage slightly, nerfed the Hellgun/Hellpistol damage a little bit to compensate for their increased rate of fire.
×× Added some green and purple FX to the Glows folder as prep work for any inevitable Chaos-related shenanigans.
×× Buffed Marine ImpulseDamageThreshold values.
×× Beefed up melee weapon (chainsword, power axe, powersword) strength significantly. They are also made of the same 'material' as Storm Shields, ensuring they won't break in your grip when closing to engage the enemy. Attribute it to power fields and Space Marine super-reflexes. :wink:
×× Mostly fixed Krieg Actor legs. The feet are still a bit weird but it'll have to do.
×× Deep Strike 'craft' Impulse Gib Limit changed to 1, meaning instant deployment upon 'touchdown'. Actors will arrive in a disoriented (and often slightly injured) heap, so be careful when using it to teleport units into combat areas.
×× Replaced Shotgun and Sniper Rifle firing sounds with effects taken from Dawn of War II.

Bolter Overhaul Pt.2:
×× NEW WEAPONS: Stalker Boltgun, Bolter CombiPlasma
××× Stalker Boltgun: Increased view/aim range, superior accuracy, longer-ranged laser sight, increased muzzle velocity. 10 shots per mag, semi-auto only.
××× Bolter CombiPlasma: Integral plasma pistol (2sec recharge) triggered with 'F' key. Moderately increased cost and weight, marginally reduced accuracy, removed laser sight.

×× GENERAL CHANGES:
××× Bolt Pistol/Storm Bolter/Bolter/Stalker Boltgun all fire the same size shells, essentially making them (mostly) equal in terms of firepower.
××× Storm Bolters use open-sided box magazines now, similar to the Heavy Bolter. Purely visual.
××× Bolters eject smoking shells when firing. Looks pretty classy.
××× Replaced all Bolter firing sounds (inc. the Widow's Heavy Bolter) with effects taken from Dawn of War II. Much beefier.

×× AMMO CHANGES:
××× Kraken Bolt appearance tweaked, performance enhanced.
××× Storm Bolters can no longer use Kraken Bolts.
××× Added Inferno Incendiary and Hellfire Acid Bolts.
××× Bolter and Bolter CombiPlasma can use Inferno Bolts to spray a target/area with burning materials. Less effective on direct hits, but can hinder enemy movement.
××× Stalker Boltgun can use Hellfire Bolts to engage heavily-armoured targets that may be resilient to Standard or Kraken Bolts.


Sat Dec 31, 2011 6:51 am
Profile YIM
User avatar

Joined: Mon Apr 13, 2009 12:27 pm
Posts: 813
Location: Yogyakarta, Indonesia. A slice o' paradise.
Reply with quote
Post Re: Warhammer 40,000: Imperium of Man Compilation [R6 Out!]
You're outta Box's bandwith, Arcalane, we can't DL R6...


Sat Dec 31, 2011 9:28 am
Profile YIM WWW
User avatar

Joined: Sun Jan 28, 2007 10:32 pm
Posts: 1609
Location: UK
Reply with quote
Post Re: Warhammer 40,000: Imperium of Man Compilation [R6 Out!]
Whoops! :lol:

I've uploaded a copy to an old Mediafire account of mine; http://www.mediafire.com/?dze12m88i1s70a1

The box.net link should refresh once the 'month' officially ticks over. Nice job, guys.


Sat Dec 31, 2011 10:01 am
Profile YIM
User avatar

Joined: Sat Oct 22, 2011 4:49 am
Posts: 826
Location: England
Reply with quote
Post Re: Warhammer 40,000: Imperium of Man Compilation [R6 Out!]
the exterminus is easy if you think about it, Just have a Gas that after X amount of time explode into fire (For Viral one) as for other Exterminus just have large nuke that ends everything else :V


EDIT: and since it's a new year i decide to put hold on All projects i have (steampunk vampire green dummies) and just focus on Chaos and imperial Guards but mainly chaos.
Hopefully by the end of Jan i'll have a normal chaos marines and Rubric marines.But first, doing the Rubric marines (cause i'm a tzeentch ♥♥♥♥♥♥ :V)

out of curiousness how should we do chaos, as in keep it in this topic or start a new topic? (i mean the starter few, i.e just one actor and one set of guns obviously once i make a few more chaos units i'll move to a topic of my own.)


Sat Dec 31, 2011 9:29 pm
Profile
User avatar

Joined: Sun Jan 28, 2007 10:32 pm
Posts: 1609
Location: UK
Reply with quote
Post Re: Warhammer 40,000: Imperium of Man Compilation [R6 Out!]
All of which would probably be laggy as all hell on most systems. :-( Can't really win either way.

Don't think I've seen any good implementations of smoke or gas in CC yet either.

As for Chaos... I'd say start a new topic right off the bat. Wait 'til you have at least a couple of actors and some guns to show for it and then release them.


Sun Jan 01, 2012 6:02 am
Profile YIM
Data Realms Elite
Data Realms Elite
User avatar

Joined: Fri Jan 07, 2011 8:01 am
Posts: 6211
Location: In your office, earning your salary.
Reply with quote
Post Re: Warhammer 40,000: Imperium of Man Compilation [R6 Out!]
The gas grenade of the Wermacht, S.A.W.s gas grenade and the gas bomb of the Air Support mod, those are great explosive gas bombs.


Sun Jan 01, 2012 7:45 am
Profile
User avatar

Joined: Sun Jan 28, 2007 10:32 pm
Posts: 1609
Location: UK
Reply with quote
Post Re: Warhammer 40,000: Imperium of Man Compilation [R6 Out!]
The Gas Bomb is Wehrmacht, and the SAW is more of a fuel air grenade... pretty nice, but not really the same effect.

In any case, both the Gas Bomb and Gas Grenade cause ridiculous amounts of lag, even on my fairly powerful rig. I do not think they would be worth implementing at the current time, especially not in a form designed to purge a significant portion of the map, nevermind a grenade or bomb format.

But...

Image

Good news everyone! My box.com bandwidth has refreshed, so the main link works again! :lol:


Sun Jan 01, 2012 2:22 pm
Profile YIM
User avatar

Joined: Mon Oct 25, 2010 5:51 am
Posts: 1198
Location: Sydney
Reply with quote
Post Re: Warhammer 40,000: Imperium of Man Compilation [R6 Out!]
Arcalane wrote:
In any case, both the Gas Bomb and Gas Grenade cause ridiculous amounts of lag,


Only cause they're large glows. You could sacrifice looks and just use MOSP/Rs instead. They'd be a pain to sprite though.


Sun Jan 01, 2012 2:36 pm
Profile
User avatar

Joined: Mon Jan 02, 2012 12:00 am
Posts: 6
Reply with quote
Post Re: Warhammer 40,000: Imperium of Man Compilation [R6 Out!]
I love this mod! My only questions/complaints are the lasguns refract and generally f-up when close combat, is this a bug or on purpose, also the Sergeants, are they more powerful or just for variety?


Mon Jan 02, 2012 12:17 am
Profile
Display posts from previous:  Sort by  
Reply to topic   [ 1208 posts ]  Go to page Previous  1 ... 33, 34, 35, 36, 37, 38, 39 ... 81  Next

Who is online

Users browsing this forum: No registered users


You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum
You cannot post attachments in this forum

Search for:
Jump to:  
Powered by phpBB © 2000, 2002, 2005, 2007 phpBB Group.
Designed by STSoftware for PTF.
[ Time : 0.042s | 15 Queries | GZIP : Off ]