W40K.rte: Imperium of Man [Standalone/Steam: R20.8b]
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Arcalane
Joined: Sun Jan 28, 2007 10:32 pm Posts: 1609 Location: UK
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Re: Warhammer 40,000: Imperium of Man Compilation [R9 Out!]
If you were trying to link to something, you appear to have failed miserably? Fussing about with minor tweaks for now, trying out changes to the rifles. If anyone has any feedback for either side of the Longlas vs Marine Sniper Rifle faceoff, I'm all ears. I want them to be roughly on par in terms of pros/cons, so that they're both worth using, and both useful as sniping weapons.
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Thu Apr 26, 2012 6:52 am |
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Asklar
Data Realms Elite
Joined: Fri Jan 07, 2011 8:01 am Posts: 6211 Location: In your office, earning your salary.
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Re: Warhammer 40,000: Imperium of Man Compilation [R9 Out!]
I can't download the new version, it says something like you are out of bandwidth
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Tue May 01, 2012 7:49 am |
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Arcalane
Joined: Sun Jan 28, 2007 10:32 pm Posts: 1609 Location: UK
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Re: Warhammer 40,000: Imperium of Man Compilation [R9 Out!]
Looks like you people capped it out again! Give it a few more hours to roll over, it should be fine later today since it refreshes every month.
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Tue May 01, 2012 7:53 am |
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Waffle killer
Joined: Tue Dec 05, 2006 5:01 am Posts: 33 Location: Don't look behind you...
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Re: Warhammer 40,000: Imperium of Man Compilation [R9 Out!]
Referral link removed from post. [User was warned for this post.]
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Tue May 01, 2012 10:41 pm |
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LordVonKain
Joined: Sat Oct 22, 2011 4:49 am Posts: 826 Location: England
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Re: Warhammer 40,000: Imperium of Man Compilation [R9 Out!]
apologise for the Light Thread hijack, but did someone ask for Eldar's? Made this small template in like 15 mins, Based on the imperial guard template, Not keen on the Guardian Shurkian gun, or the Guardian head, but yeah. EDIT: shaded the head, and added a arm Back onto the mod itself, i've haven't been able to play it recently simply because of issues with life and my internet keep getting cutted off, (still job searching too) just curious, but have you got everything i've made / uploaded previously Arcalane?
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Wed May 02, 2012 2:05 pm |
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Arcalane
Joined: Sun Jan 28, 2007 10:32 pm Posts: 1609 Location: UK
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Re: Warhammer 40,000: Imperium of Man Compilation [R9 Out!]
Iiii think so, but my WIP/holding folder is a mess. If you want to reupload everything as a single package I'll grab it and take a look at everything when I get another opportunity.
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Wed May 02, 2012 8:55 pm |
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Asklar
Data Realms Elite
Joined: Fri Jan 07, 2011 8:01 am Posts: 6211 Location: In your office, earning your salary.
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Re: Warhammer 40,000: Imperium of Man Compilation [R9 Out!]
LordVonKain wrote: apologise for the Light Thread hijack, but did someone ask for Eldar's? Made this small template in like 15 mins, Based on the imperial guard template, Not keen on the Guardian Shurkian gun, or the Guardian head, but yeah. EDIT: shaded the head, and added a arm That sprite of yours looks very good. Very, very good indeed. I'd like to see the actor finished though. Anyway, talking about sprites, the new sprites for everything are... They are good, but they don't quite match CC style. I don't know much of sprites, that isn't my speciality, but I guess it's something like outlines. I suppose.
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Wed May 02, 2012 9:44 pm |
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LordVonKain
Joined: Sat Oct 22, 2011 4:49 am Posts: 826 Location: England
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Re: Warhammer 40,000: Imperium of Man Compilation [R9 Out!]
I'll get around to finishing the sprite off. I got a meeting today at Job Centre, so i'd probely finish it when i get back. even though i only spent like 20 mins on the whole template so far xD. as for the rest of my sprites, i'll most likely finish / Update them and fix them up before i'll put them into a package again. EDIT: Finished a Guardian up, fixed up the Shurkian catapult, as well as kept the old one for comparasion as well as differenices between concept art/ Model of the tabletop to the image of Dawn of war (top Gun is dawn of war, bottem is Tabletop) anyone whom wants this as a actor, feel free to save the image and make the required sprites yourself, i'm a tad too lazy at the moment to do it all as well as fiddle around with the different Bits and bobs.. Because i'm an lazy fat bastard. In other news, i may start on the eldar armory, and start up a warhammer weapon Thread in the Mod making. Since i'm just not gonna bother with coding the weapons or even get around to coding them myself, i would love to make my own warhammer mod but alas my time is very restricted and in a result. I cannot offer any time to do any Coding of any sort.
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Thu May 03, 2012 1:04 pm |
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Asklar
Data Realms Elite
Joined: Fri Jan 07, 2011 8:01 am Posts: 6211 Location: In your office, earning your salary.
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Re: Warhammer 40,000: Imperium of Man Compilation [R9 Out!]
This needs activities.
I'd like to fight against the Imperium. They could even use the remote designator, making a special one for the AI, which could be use another glow (like a red one), and upon entering the field, it could move towards your brain and use a different strike if the activity is against the Space Marines or the Imperial Guard and it's difficulty.
Man that would be great.
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Sun May 06, 2012 1:41 am |
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Arcalane
Joined: Sun Jan 28, 2007 10:32 pm Posts: 1609 Location: UK
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Re: Warhammer 40,000: Imperium of Man Compilation [R9 Out!]
I could've sworn I added activities to the wishlist. I agree, though. It's pretty simple to tweak One Man Army Extended to spawn other actors and weapons instead, so try fiddling with that in the meantime if you just want to shoot Marines/Guardsmen.
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Sun May 06, 2012 4:55 am |
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Asklar
Data Realms Elite
Joined: Fri Jan 07, 2011 8:01 am Posts: 6211 Location: In your office, earning your salary.
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Re: Warhammer 40,000: Imperium of Man Compilation [R9 Out!]
Mind if I give a shot to activities?
And probably including that thing of the enemy using strikes against your bunkers?
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Sun May 06, 2012 6:02 am |
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Arcalane
Joined: Sun Jan 28, 2007 10:32 pm Posts: 1609 Location: UK
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Re: Warhammer 40,000: Imperium of Man Compilation [R9 Out!]
If you want to try making it, then by all means do so. Don't let me stop you. Might need to host it as a seperate download though. We'll see how it turns out I guess.
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Sun May 06, 2012 6:12 am |
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Arcalane
Joined: Sun Jan 28, 2007 10:32 pm Posts: 1609 Location: UK
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Re: Warhammer 40,000: Imperium of Man Compilation [R9 Out!]
Activities are coming along nicely, but development will be a little slower as I've started getting stuck into modding Space Pirates And Zombies now that tools are out.
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Wed May 09, 2012 8:03 pm |
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The Gunslinger
Joined: Fri Jan 25, 2008 3:53 am Posts: 65
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Re: Warhammer 40,000: Imperium of Man Compilation [R9 Out!]
Some CortexShock related feedback: Could you place a readme of some kind inside the mod explaining how to enable Cortex Shock compatibility? I've been diggging among the .ini files and removing comment outs on Cshock related code, but not really getting anywhere.
Also, why do the Dark Angels get a discount on flamer weaponry in Cshock when their claim to fame is a buttload of Chaplains and copious amounts of plasma weaponry?
General Feedback: The Storm Bolter makes nearly every other weapon flat-out redundant. Accuracy is a non-issue thanks to a saturating ROF, the reload is quick and the ammo capacity is massive. The range limit is almost moot as it's significantly beyond the player's field of view. The big double-drum magazines are typically only seen on vehicle-mounted Storm Bolters, with even Terminators usually only using standard box magazines carrying ~40 bolts. Meanwhile you have the Heavy Bolter using an atypical drum magazine with a lengthy reload and a small capacity. I understand that the typical belt-fed arrangement is hard to sprite properly, but at least give the drum a decent capacity upward of 80-100 bolts to make up for the lengthy reload. The HB's rate of fire could be increased slightly too.
Meanwhile the other weapons are fantastic. The meltagun could be slightly shorter in range, it's current threat radius is pretty significant. The plasma weapons have the right BFG feel to them except for the armour-piercing properties. Coalition units can take several plasma bolts thanks to their armour soaking up most of the sharp particles emitted on impact compared to dummies and Ronin which are easily one-shotted. Plasma weapons' calling card is their ability to ignore armour.
Flamers are pretty much the perfect way to shoot down craft. The flames have some kind of mass to them, making the craft drop from the sky like a stone. They can easily be dropped into -HP without physical damage and neatly gib on impact with the ground. No deadly debris! DarkStorm have a similar trick with their cryo weapons.
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Mon May 14, 2012 8:50 am |
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Arcalane
Joined: Sun Jan 28, 2007 10:32 pm Posts: 1609 Location: UK
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Re: Warhammer 40,000: Imperium of Man Compilation [R9 Out!]
The Gunslinger wrote: Some CortexShock related feedback: Could you place a readme of some kind inside the mod explaining how to enable Cortex Shock compatibility? I've been diggging among the .ini files and removing comment outs on Cshock related code, but not really getting anywhere. I explained it over in the CortexShock thread here. ----------------- The Gunslinger wrote: Also, why do the Dark Angels get a discount on flamer weaponry in Cshock when their claim to fame is a buttload of Chaplains and copious amounts of plasma weaponry? 1) One chapter needed a flamer discount. 2) Another chapter already had a high-tech/plasma discount. ----------------- General Feedback: The Gunslinger wrote: The Storm Bolter makes nearly every other weapon flat-out redundant. Accuracy is a non-issue thanks to a saturating ROF, the reload is quick and the ammo capacity is massive. The range limit is almost moot as it's significantly beyond the player's field of view. The big double-drum magazines are typically only seen on vehicle-mounted Storm Bolters, with even Terminators usually only using standard box magazines carrying ~40 bolts. Meanwhile you have the Heavy Bolter using an atypical drum magazine with a lengthy reload and a small capacity. I understand that the typical belt-fed arrangement is hard to sprite properly, but at least give the drum a decent capacity upward of 80-100 bolts to make up for the lengthy reload. The HB's rate of fire could be increased slightly too. Don't forget the Heavy Bolter ammo is, per hit, more powerful than any other Bolter weapon. The Storm Bolter also lacks ammo flexibility. Still, I think I'll drop the SB cap by 20 and up the HB by 20, plus increase the SB's spread range. Remember that the HB is much more accurate over long ranges, so you don't need to hose out that entire magazine just to kill one guy or a dropship - a couple of well-placed shots can do the trick just as effectively. ----------------- The Gunslinger wrote: Meanwhile the other weapons are fantastic. The meltagun could be slightly shorter in range, it's current threat radius is pretty significant. The plasma weapons have the right BFG feel to them except for the armour-piercing properties. Coalition units can take several plasma bolts thanks to their armour soaking up most of the sharp particles emitted on impact compared to dummies and Ronin which are easily one-shotted. Plasma weapons' calling card is their ability to ignore armour. I haven't had any trouble with Coalition goons soaking plasma shots, but I'll take a poke at applying shaped-charge based logic to plasma shots to see if that helps with the particle deflection issue, which I admit I do need to fix so they can reliably punch through doors and such. What's really happening is that most of the particles are being deflected away when spawning, when they'd normally cut through and damage something. It's a weird CC physics engine thing that happens sometimes. ----------------- The Gunslinger wrote: Flamers are pretty much the perfect way to shoot down craft. The flames have some kind of mass to them, making the craft drop from the sky like a stone. They can easily be dropped into -HP without physical damage and neatly gib on impact with the ground. No deadly debris! DarkStorm have a similar trick with their cryo weapons. What's probably happening is that the craft is rapidly dropping below 0 HP, at which point the engines cut out completely regardless of the flame mass. Failing that it's possibly some kind of bug with the dropship AI perhaps thinking it's colliding with the flames or something, as the flame effects have a 'mass' of 0.01. I don't think it's entirely unreasonable in any case. Promethium burns pretty hot, so there are plenty of ways to explain the 'bug'.
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Mon May 21, 2012 9:54 pm |
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