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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 [R10 Out!]
I experience a lot of random crashes when using these guys in the campaign, generally right before build phase. Sometimes during attack phase. Also, occasionally when I'm defending and my brain is a Space Marine or a Commissar, I'll lose all my weapons.


Sat Jun 30, 2012 12:24 am
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Post Re: Warhammer 40,000: Imperium of Man Compilation [R10 Out!]
Hi i use mac and i use a program called cortool for my mods and when i run this it only lets me use scout marine, space marine and assault space marine not any of the other factions dont get me wrong i just want to see if this is a problem with cortool or mac.
This is a great mod it has great sounds and the heavy bolter may be the most deadly weapon in the game


Sun Jul 01, 2012 6:17 pm
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Post Re: Warhammer 40,000: Imperium of Man Compilation [R11 Out!]
Mingebag7 wrote:
I experience a lot of random crashes when using these guys in the campaign, generally right before build phase. Sometimes during attack phase. Also, occasionally when I'm defending and my brain is a Space Marine or a Commissar, I'll lose all my weapons.


Avoid using Autobuild as much as possible -- design and build all your own bases where you can. I've done what I can to minimize crashes, but as far as I can tell it's a problem with the metagame and custom Techs that is nigh-impossible to properly debug without proper error messages. :???:

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C4KSoldier wrote:
Hi i use mac and i use a program called cortool for my mods and when i run this it only lets me use scout marine, space marine and assault space marine not any of the other factions dont get me wrong i just want to see if this is a problem with cortool or mac.
This is a great mod it has great sounds and the heavy bolter may be the most deadly weapon in the game


Can I have that with more punctuation, please?

But seriously, open up W40K.rte/Factions.ini with a text editor and comment/uncomment (add/remove the //) the lines to enable/disable factions.

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Now that my bandwidth has refreshed, I'm getting R11 out the door.

Download R11!
Pre-emptive Mediafire R11 Mirror!

R11's most dramatic change is the temporary removal of Terminators until such time as their new sprites are completed, and the fact I moved loadouts to the main Factions.ini instead of loading them in the faction's own file.

I strongly recommend deleting any currently active versions of the mod and using this as a 'fresh' install just to be on the safe side.

Oh, there's also a beta of the Assault/Gravpack Guardsman. Let me know how that gravpack handles. It's still a WIP.

R11 Changelist:


Sun Jul 01, 2012 6:33 pm
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Post Re: Warhammer 40,000: Imperium of Man Compilation [R11 Out!]
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R11's most dramatic change is the temporary removal of Terminators until such time as their new sprites are completed


oh yes :grin:

Also, the new plasma weapons are great.


Sun Jul 01, 2012 8:43 pm
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Post Re: Warhammer 40,000: Imperium of Man Compilation [R11 Out!]
So I like the Assault Guardsman, but their exhaust is a bit too harsh, as in it flies a bit too fast. I would love an airbrake.


Mon Jul 02, 2012 1:02 am
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Post Re: Warhammer 40,000: Imperium of Man Compilation [R11 Out!]
I use The Unarchiver to open the wh40k and inside there is no Factions.ini


Mon Jul 02, 2012 5:59 pm
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Post Re: Warhammer 40,000: Imperium of Man Compilation [R11 Out!]
Mingebag7 wrote:
Quote:
R11's most dramatic change is the temporary removal of Terminators until such time as their new sprites are completed


oh yes :grin:


That's not a promise they'll be done any time soon, mind -- just that they're cut out for the time being.

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Mingebag7 wrote:
Also, the new plasma weapons are great.


I'm quite pleased with how they turned out. In the earlier stages of tweaking they had an interesting gravitational lensing-esque effect, but it looked a bit... plain and strange. At first I was worried they'd look too 'cloudy' and 'fluffy' when I added the randomization to their lifetimes and velocities, but I think it worked out okay in the end, and better suits them.

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Hellevator wrote:
So I like the Assault Guardsman, but their exhaust is a bit too harsh, as in it flies a bit too fast. I would love an airbrake.


I'm pinging around ideas for what to do with them -- like I said, the gravchute is very much a WIP. I was thinking...

1) some kind of script on the actor that stops you from exceeding a certain height above the ground whilst using the gravchute; if you try to use it above that height, it 'safely' brings you back towards that altitude. You can use this to decelerate whilst falling, as is the original purpose of the gravchute. You can tap it for a quick 'long jump' and then glide back down again too.

2) a pie menu toggle on the actor that activates a similar 'hover' mode, lifting them a set height above the ground. If they're above that height when it's activated, then it slows their fall until they reach that height.

What'd be really nice is if somebody could cook up some Elysian Drop Trooper-styled sprites (esp. the helmet, maybe the lasgun as a replacement for the carbine sprite?), and I'll make the Assault Guardsman into an Elysian Drop Trooper. Because any other name sounds really awkward to me, for some reason.

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C4KSoldier wrote:
I use The Unarchiver to open the wh40k and inside there is no Factions.ini


I don't have a mac, so I'm afraid I can't help you much. You might have to install the mod manually to be able to edit the Factions file. :???:


Mon Jul 02, 2012 6:18 pm
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Post Re: Warhammer 40,000: Imperium of Man Compilation [R11 Out!]
Arcalane wrote:
1) some kind of script on the actor that stops you from exceeding a certain height above the ground whilst using the gravchute; if you try to use it above that height, it 'safely' brings you back towards that altitude. You can use this to decelerate whilst falling, as is the original purpose of the gravchute. You can tap it for a quick 'long jump' and then glide back down again too.


I can help you with that, it shouldn't be hard at all.

Arcalane wrote:
2) a pie menu toggle on the actor that activates a similar 'hover' mode, lifting them a set height above the ground. If they're above that height when it's activated, then it slows their fall until they reach that height.


And on this too, but I think that the pie menu could get a bit cluttered with an extra slice in the cases in which the actor has a Boltgun equipped or something.


Mon Jul 02, 2012 8:28 pm
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Post Re: Warhammer 40,000: Imperium of Man Compilation [R11 Out!]
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Avoid using Autobuild as much as possible -- design and build all your own bases where you can. I've done what I can to minimize crashes, but as far as I can tell it's a problem with the metagame and custom Techs that is nigh-impossible to properly debug without proper error messages.
Update CC to the latest point release; it resolves most of the Autobuild bugs, which are related to Metafight code re-loading the Loadouts.


Mon Jul 02, 2012 8:37 pm
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Post Re: Warhammer 40,000: Imperium of Man Compilation [R11 Out!]
Asklar wrote:
And on this too, but I think that the pie menu could get a bit cluttered with an extra slice in the cases in which the actor has a Boltgun equipped or something.


It's that or a key toggle. :???:

'sides, Guardsmen aren't really supposed to be using Boltguns!

I'd say go for #1 first, then think about #2. Possibly have some way of toggling the flight ceiling (basically, a hybrid of both options) with a keypress or piemenu option instead?

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xenoargh wrote:
Quote:
Avoid using Autobuild as much as possible -- design and build all your own bases where you can. I've done what I can to minimize crashes, but as far as I can tell it's a problem with the metagame and custom Techs that is nigh-impossible to properly debug without proper error messages.
Update CC to the latest point release; it resolves most of the Autobuild bugs, which are related to Metafight code re-loading the Loadouts.


Figures. I updated my own copy a while back and I'd already ironed out all of the issues I could find, so with any luck it should be fine now.

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You people used up ~10% of my 10gb box bandwidth in ~1 day! :roll:


Mon Jul 02, 2012 9:02 pm
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Post Re: Warhammer 40,000: Imperium of Man Compilation [R11 Out!]
I found out how it can work for mac, You have to go to the SpaceMarines.ini and take away the // in front of the names of the factions

it wasnt working earlier for some reason line 2 only had 1 /


Mon Jul 02, 2012 10:29 pm
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Post Re: Warhammer 40,000: Imperium of Man Compilation [R11 Out!]
...next time, you might want to mention you're using the ancient, un-updated version.

Please go back and read the entirety of the first post before asking for any more help with this mod. :roll:


Mon Jul 02, 2012 10:49 pm
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Post Re: Warhammer 40,000: Imperium of Man Compilation [R11 Out!]
Image

Basic shape done using your reference. I think the torso needs the most work, but you're free to touch it up.


Wed Jul 04, 2012 4:07 am
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Post Re: Warhammer 40,000: Imperium of Man Compilation [R11 Out!]
I'd say the legs are what need touching up most of all. I'm guessing those two lines are the straps for the kneepad, in which case they really shouldn't be doing what they appear to be doing throughout the animation.


Wed Jul 04, 2012 12:18 pm
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Post Re: Warhammer 40,000: Imperium of Man Compilation [R11 Out!]
Yeah, I have no idea what to do with those straps.


Thu Jul 05, 2012 12:38 am
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