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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 [R6 Out!]
Zazix wrote:
Why would a commissar be a brain unit? The soldiers under his command would REJOICE at his death and probably improve their combat effectiveness(Unless he was Ciaphas Cain, but he's the exception, not the rule)


Uh, Commissars have been brain units for ages, it was one of the first changes I made to the recompilation. I did it to remove the IG from being dependent on the Space Wolves.

There are no other units available that can be used as officers for the IG.


Mon Jan 09, 2012 12:55 pm
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Post Re: Warhammer 40,000: Imperium of Man Compilation [R6 Out!]
Arcalane wrote:
There are no other units available that can be used as officers for the IG.



Hint Hint.

quite a big edit: it seems my life decide to be busy and full of ♥♥♥♥ which demotivated me to sprite and stuff as a result i doubt any chaos stuff will be done at all almost.


Mon Jan 09, 2012 2:34 pm
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Post Re: Warhammer 40,000: Imperium of Man Compilation [R6 Out!]
Arcalane wrote:
Zazix wrote:
Why would a commissar be a brain unit? The soldiers under his command would REJOICE at his death and probably improve their combat effectiveness(Unless he was Ciaphas Cain, but he's the exception, not the rule)


Uh, Commissars have been brain units for ages, it was one of the first changes I made to the recompilation. I did it to remove the IG from being dependent on the Space Wolves.

There are no other units available that can be used as officers for the IG.


What about a Lord General Militant? Or just a regular General?


Mon Jan 09, 2012 2:55 pm
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Post Re: Warhammer 40,000: Imperium of Man Compilation [R6 Out!]
:roll: Missing the point, guys.

Arcalane wrote:
There are no other units available that can be used as officers for the IG.


If there was another unit to use as a brain, I would. I'm no good at spriting more complex things like actors, especially humans/humanoids.


Mon Jan 09, 2012 9:39 pm
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Post Re: Warhammer 40,000: Imperium of Man Compilation [R6 Out!]
just so people know i was hinting Spriters to sprite stuff.


Mon Jan 09, 2012 9:41 pm
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Post Re: Warhammer 40,000: Imperium of Man Compilation [R6 Out!]
Hit another period of low inspiration for now, it seems. Mostly been busy with EDF: Insect Armageddon and a couple of other games to be honest.

Still, took some time out yesterday or so to use an AEmitter trick to massively improve the Marine Sniper Rifle handling. It no longer pushes the shooter back or 'resets' the zoom with each shot, making for much more comfortable long-range sniping.


Sun Jan 15, 2012 6:20 am
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Post Re: Warhammer 40,000: Imperium of Man Compilation [R6 Out!]
You should look into getting Mehman's premade actors shield script for the space marines, would probably be pretty cool.
Maybe add some effects like in Space Marine.


Mon Jan 16, 2012 5:08 am
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Post Re: Warhammer 40,000: Imperium of Man Compilation [R6 Out!]
i swear i been reading too much horus heresy, which leads to my request from both spriters and Arcalane (due to my pc having graphic card related problems i'm focus on fixing that else i'll do it myself)

But anyone mind doing some Pre-heresy space marine stuff? just for laughs / extra faction.


Wed Jan 18, 2012 1:59 am
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Post Re: Warhammer 40,000: Imperium of Man Compilation [R6 Out!]
THUNDER WARRIORS, HO!

As funny/ridiculous as it would be, I don't think it would really be worth the time and effort. :roll:

Also, regarding the SM shield thing; for Sergeants/Chaplains/other 'officers' I could maybe handwave it as Iron Halos, but there's no way the 'common' Battle Brothers/etc. would get them, there's simply no sufficient justification. The shiel-- sorry, "regenerating armour layer" was there purely for gameplay/balance reasons and doesn't fit in anywhere that I'm aware of.

ED: I now have the sounds from Space Marine at my disposal.


Wed Jan 18, 2012 7:54 am
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Post Re: Warhammer 40,000: Imperium of Man Compilation [R6 Out!]
Hey, I'm just curious... What is the first Warhammer game? I'm thinking of buying it, and I don't want to download like... the third game, and then like, I am in the middle of a war and I need to destroy some "Orkz" and no information about what is going on... So, I want to know what is the first one. Also, I would like to know what is the second, third etc...


Fri Jan 20, 2012 12:35 am
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Post Re: Warhammer 40,000: Imperium of Man Compilation [R6 Out!]
You mean video game?

then don't Bother the first warhamer 40,000 game was Space Hulk if i recall and that game was made YEARS ago like 1992 or something.

Although there also Rites of war, and Chaos gate, Both tactical Turn based games

There also Fire warrior which is the first warhammer 40,000 FPS that was around.

If you mean Out of the Dawn of war series? (which is roughly the 10th video game around) then dawn of war gold. but i would say get Dark Crusade.


checking of Wikipedia list of all the warhammer games made



There isn't really a "first" game that explain much, if you want to know the story behind warhammer i suggest you read the Novels, Starting with Horus heresy really (since that explains the 31 Mileium which leads to horus betraying the emperor thus birth chaos space marine)

and then move onto a number of other Novels.

honestly warhammer 40,000 have one of the best Lore related stuff in anything i know so it's really worth reading up on it. right i'm nearly finished on my 6th Hours heresy book about the start of the dark angel(also known as the first legion) And how Caliban was mostly like a Knightly order like holy roman empire Knightly orders and such.


Fri Jan 20, 2012 3:06 am
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Post Re: Warhammer 40,000: Imperium of Man Compilation [R6 Out!]
Next update is coming along... slowly. I've been restructuring the actors, so the next release will probably be a while longer yet. Drop Pods are already converted but most of the work is in moving and renaming files and maintaining consistency.

So, whilst I'm sorting that out, your thoughts on Assault Packs gibbing/exploding, guys?


Wed Jan 25, 2012 10:17 pm
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Post Re: Warhammer 40,000: Imperium of Man Compilation [R6 Out!]
Finished moving and renaming sprites. Now for the really fun part; (re)coding it all. :roll:

If I don't make it, tell my wife "Hello".

Ed: Guardsmen and Korps converted! That just leaves Scouts and Marines. :)

Ed2: Scouts converted, only Marines left now. Did the Drop Pods a couple of nights ago it seems... on the home stretch!

All Marines done!


Fri Jan 27, 2012 7:10 pm
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Post Re: Warhammer 40,000: Imperium of Man Compilation [R7 Out!]
No? Nothing?

Well, okay, how about... it's that time again! R7 is here!

DRIVE ME CLOSER, I WANT TO HIT THEM WITH MY SWORD!

R7 Changelist:
×× Overhauled Flamer Weaponry to shake off the shoddy port job. Reintegrated the initial actor-igniting code since I still haven't heard back from Darlos.
××× Fire will 'bounce' and deflect off just about everything. In theory, this should help when clearing bunkers. In practice, you will set yourself on fire a lot. Have fun!
××× Inferno Bolts now ignite their targets instead of making a burning patch of stuff. Obviously if you fire at your feet you'll set yourself on fire, so be careful.
×× Renamed the module in the shop from "40K" to "The Imperium of Man". That was long overdue. :lol:
×× Incorporated UniTec Grenade Belt scripts for the Frag and Melta grenades. Prices increased to compensate for the essentially infinite supply.
×× Improved Marine Sniper Rifle handling by using a modified version of the shotgun scatter emitter; no more snapping back to the actor between shots!
×× Replaced all Bolter firing sounds... again! :roll: Also included are reloading sounds and empty mag clicks, at long last.
×× Replaced all Plasma firing (inc. CombiPlasma Plasma Pistol) and reload sounds, and gave their sprites a little overhaul. They buzz angrily when out of ammo too.
×× Storm Bolter only fires one shot per trigger pull now, but has an increased rate of fire and mag size is doubled, so no performance is lost.
×× Smoking spent shells make nice bouncing and rattling noises when they 'gib' into the stationary spent shells.
×× Reduced ejection velocity on bolter shells a bit, so they won't fly quite as far.
×× Reduced Bolter and Bolter CombiPlasma rate of fire a bit, decreased particle spread to compensate.
×× Reduced the amount of particles made by ejecting shells.
×× Reworked all Bolter and Shotgun ammo icons to use a style almost identical to the stock mode/ammo icons. Made custom icons for bounce/sticky/impact grenades in the Launcher.
×× Added Findude's Bounce/Reflect script to the Bouncy Grenades that the IGL fires. Halved projectile lifetime because otherwise hilarity ensues! These things are lively now.
×× Replaced the sound played by plasma grenades and sticky launcher grenades when they adhere to their targets.
×× Restructured Drop Pods.
×× Restructured Guard Factions.
×× Restructured Marine Scouts, Space Marines, Assault Marines and Sergeants.
×× Sergeants are no longer Brains. They're still a little tougher than normal Marines though, and may get buffs in the future.
×× Chaplain is now a universal Brain and is loaded after all Chapters.
×× Lowered (literally) the Imperium Shotgun's Sharpaim Y value.
×× Added CortexShock support for all Space Marine factions! No IG factions done yet.
××× This is a little tricksy though. First things first, you have to enable the chapter of your choice in Factions.ini - that's business-as-usual.
××× Next up, you need to open Index.ini and uncomment the line that includes CShock Index.ini
××× Finally, you need to go into the CortexShock folder, open the CShock Index.ini, and uncomment the chapter of your choice again.
××× Of course, you also need to make sure the faction is in the Factions.cfg of CortexShock, but I shouldn't need to explain that part.
×× A bunch of other things I probably forgot!


Sat Jan 28, 2012 6:17 pm
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Post Re: Warhammer 40,000: Imperium of Man Compilation [R7 Out!]
AWWWWWWWWWWWWWWWWWWHHHHHHHHHHH YEEEEEEEEEEEAAAAAAAAH.


Sat Jan 28, 2012 8:04 pm
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