W40K.rte: Imperium of Man [Standalone/Steam: R20.8b]
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Sgt Doom
Joined: Mon Aug 06, 2007 2:08 am Posts: 32
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Re: Warhammer 40,000: Imperium of Man Compilation [R10 Out!]
Out of curiosity, are the Death Korps soldiers' head armour (the ones with masks) meant to be nigh-indestructible? Seems the only way I can kill them quickly enough is blowing their legs off. Not that they should die as quickly as Ronin or the like, but their heads do seem to be about as armoured as those of a space marine, which is a bit odd.
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Mon Jun 11, 2012 12:13 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 [R10 Out!]
Mingebag7 wrote: Modified a marine backpack to make a grav chute prototype. Basically stripped it down, tried to straighten the knobs near the shoulders. As for actual code, simply making the jumps spit 2 jump particles out at around 8000 particles per minute seems to make a nice floaty effect. Hmm. Worked better than I expected, actually. Need to finetune it a bit more though. -- Sgt Doom wrote: Out of curiosity, are the Death Korps soldiers' head armour (the ones with masks) meant to be nigh-indestructible? Seems the only way I can kill them quickly enough is blowing their legs off. Not that they should die as quickly as Ronin or the like, but their heads do seem to be about as armoured as those of a space marine, which is a bit odd. They shouldn't be any tougher than normal Guardsman Helmets, but I suppose the gibwoundlimit may be rather too high, so I've halved that down to 10.
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Mon Jun 11, 2012 3:12 pm |
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Glowsticks
Joined: Sat Jul 10, 2010 5:19 pm Posts: 543
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Re: Warhammer 40,000: Imperium of Man Compilation [R10 Out!]
Speaking of Krieg Helmets, I just re-did the old ones cause they were horrible. Here they are, same dimensions and all.
Attachments:
redone.zip [3.35 KiB]
Downloaded 146 times
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Mon Jun 11, 2012 6:53 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 [R10 Out!]
Hmm. They still look rather flat, but it's a step up. Been busy fine-tuning plasma FX whilst I wait for more inspiration, and for a few other things. Made the damage/glow particles invisible and made the glows fade out, which has had an interesting effect on their appearance; - Pistol - Rifle - Cannon Looks nicer than the particle spray, at least.
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Tue Jun 12, 2012 3:46 am |
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Mingebag7
Joined: Thu Jul 08, 2010 10:24 pm Posts: 185 Location: Big Applesauce
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Re: Warhammer 40,000: Imperium of Man Compilation [R10 Out!]
Looks like it melts things now, instead of spraying things with particles. Great improvement.
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Tue Jun 12, 2012 4:28 am |
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Ricohusky
Joined: Wed Jun 13, 2012 7:04 am Posts: 1
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Re: Warhammer 40,000: Imperium of Man Compilation [R10 Out!]
Hey, is there anyway possible to get the latest version from somewhere else other than Box? I'd like to get it but it says "user is out of bandwidth" ^^;
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Wed Jun 13, 2012 7:11 am |
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Col0Korn
Joined: Mon Aug 24, 2009 5:13 am Posts: 1
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Re: Warhammer 40,000: Imperium of Man Compilation [R10 Out!]
Arcalane, it seems the new version is pretty popular; your bandwidth has already been exceeded could we get a mirror?
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Wed Jun 13, 2012 6:14 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 [R10 Out!]
..again?! God damn people! Watch this post, currently mirroring it to Mediafire again. I'll edit when it's done. I should also note the plasma effects look better in-game than they do there. Screenshots don't really do them proper justice. Ed: R10 Mediafire Mirror.
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Wed Jun 13, 2012 7:05 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 [R10 Out!]
Still toying with minor stuff whilst I wait for stuff with the laser sights, further inspiration, and so on. I figured out how to dupe the strikes system into doing 'walking'/advancing barrages (i.e. the shells go from left to right or vice versa, rather than falling at random), and made a demo cluster-mortar barrage. Four shells that each disperse into 12 bomblets (for a total of 48) shortly before hitting the ground. Credit to Kettenkrad's L-GED/General Industries for the airburst script. I'm thinking of taking the strikes system and making it into a standalone minimod seperate from the 40K recomp. Bomblets away!
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Mon Jun 18, 2012 6:41 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 [R10 Out!]
Putting the finishing touches on R11. Lascannon near-misses hurt allies again, Bolter explosions are no longer dangerous to the user/allies ('cept Inferno bolts) because I'm sick of seeing my troops shoot themselves in the legs, Terminators have been removed entirely to save a little filesize until such time as their sprites are replaced (Kettenkrad has sent me some basic stuff, but has been extremely busy lately), annnnd a bunch of other stuff in the main post upcoming changes list. Should be out soon, probably after my box bandwidth has refreshed! We'll see. Any minor tweak requests/ideas/whatever before I wrap this up?
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Mon Jun 25, 2012 9:49 am |
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SingularityGhost
Joined: Tue Apr 10, 2012 2:44 am Posts: 4
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Re: Warhammer 40,000: Imperium of Man Compilation [R10 Out!]
I remember an earlier version of this where i could access the imperial guard units. Now i can't. I see their bits in the file, but they don't show up in game. Do i need to do something to access them?
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Mon Jun 25, 2012 3:46 pm |
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KXZ501
Joined: Tue Mar 27, 2012 1:39 am Posts: 8
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Re: Warhammer 40,000: Imperium of Man Compilation [R10 Out!]
One minor question about the mod - how exactly do I use the attached/underslung plasma gun on the Bolter CombiPlasma?
I couldn't see an alternate fire option on the radial menu, last I checked.
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Mon Jun 25, 2012 6:17 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 [R10 Out!]
SingularityGhost wrote: I remember an earlier version of this where i could access the imperial guard units. Now i can't. I see their bits in the file, but they don't show up in game. Do i need to do something to access them? Edit Factions.ini, it should be pretty obvious what you need to do. ------------- KXZ501 wrote: One minor question about the mod - how exactly do I use the attached/underslung plasma gun on the Bolter CombiPlasma?
I couldn't see an alternate fire option on the radial menu, last I checked. Same way you use the lasgun/shotgun/grenade launcher bayonets; press F. If you want to change the keys for those, go into the Scripts folder, find the script in question (e.g.; BayonetShotgun.lua) and change the number of self.Key in Create(self). A = 1, B = 2, C = 3, and so on. The Lasgun is under the /Las/ folder.
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Mon Jun 25, 2012 7:08 pm |
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wooden
Joined: Sun Dec 19, 2010 10:53 pm Posts: 423 Location: UPLAND DRUUD
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Re: Warhammer 40,000: Imperium of Man Compilation [R10 Out!]
Whenever I try to download I get the error. The user hosting this content is out of bandwidth
Can someone shoot a mirror my way?
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Fri Jun 29, 2012 7:50 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 [R10 Out!]
Yeah, I ran out like... on the 15th, or something. There's a Mediafire mirror link in my post just above the Cluster Bomb demo.
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Fri Jun 29, 2012 8:06 pm |
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