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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 [R11 Out!]
Just imagine what the straps would do if you were actually wearing those kneepads. Failing that, there's also the Sprite Help Thread over in Mod Making. ;) Other than the legs, the helmet, torso, and arms all look fine ingame.

Unless anyone has any serious and legitimate complaints, I'm merging the Death Korps Guardsman into the current Imperial Guard faction and canning the Death Korps faction to cut down on clutter. The Death Korps Guardsman is a little tougher than a normal Guardsman (higher GibWoundLimits) but a touch more expensive as well, much like the Elysian Drop Trooper is more mobile and a little more expensive. I've also made the Kasrkin Sergeant unbuyable.

Ed: Updated version of that Elysian shot, with no more slouching!
Image

And next to a Kasrkin and normal Guardsman;
Image


Thu Jul 05, 2012 1:25 am
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Post Re: Warhammer 40,000: Imperium of Man Compilation [R11 Out!]
Arclane,when will the mod be fully metagame combatible?


Sat Jul 07, 2012 7:29 pm
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Post Re: Warhammer 40,000: Imperium of Man Compilation [R11 Out!]
Define 'compatible'. To my knowledge, it does not cause any errors with the metagame at present. If there -are- crashes, and you have a solid lead on what might be causing them, tell me so I can fix them. Just don't tell me that the metagame crashes without specifying a probable cause. I'm not psychic.


Sun Jul 08, 2012 2:54 am
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Post Re: Warhammer 40,000: Imperium of Man Compilation [R11 Out!]
Signed up just to post here, great mod, really fun to play with.


Talking about the bigger compilation:
Minor issue but for example, an Astartes minigun can be easily wielded by a normal Ultramarine, and still allows him to jet around with relative ease. Wasn't it intended for mechas?
And can you just enable everything in the factions.ini? Is there a way to reenable Terminators/vehicles? Are there/will there be WH40K missions? Apologies if any of those questions were already answered before me.


Wed Jul 11, 2012 10:18 am
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Post Re: Warhammer 40,000: Imperium of Man Compilation [R11 Out!]
How do I fire the bolter combiplasma's plasma alternate fire?


Fri Jul 13, 2012 9:56 am
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Post Re: Warhammer 40,000: Imperium of Man Compilation [R11 Out!]
The same way you stabby stab with the Lasgun bayonet
Your trusty F key, found snuggled up with D and G.


Fri Jul 13, 2012 10:08 pm
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Post Re: Warhammer 40,000: Imperium of Man Compilation [R11 Out!]
Yup, F is the 'default' button for any auxiliary weapons or weapon features.

Development is slow and quiet for a bit. Also my box.net bandwidth is now at 70% used, so there's not much point updating until it refreshes. If anyone has any good ideas for what to do right now I'm all ears. I'd love to get some more of the wishlist stuff done eventually.

I also probably need to look at refining the scripts used on the flamethrowers, since they're pretty damn laggy at the moment. Easily the laggiest weapons in the mod, I think.


Sat Jul 14, 2012 4:13 am
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Post Re: Warhammer 40,000: Imperium of Man Compilation [R11 Out!]
-Sheepish raise of hand-
Could you maybe do a little work on the Sisters of Battle? :P


Sat Jul 14, 2012 11:00 pm
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Post Re: Warhammer 40,000: Imperium of Man Compilation [R11 Out!]
Sprites are, as always, something of a problem in that regard. :wink:

I'm toying with maybe trying to make lasers attenuate over range. So they're more powerful up close, but weaker (though not totally useless, of course) at long range. Another balancing factor, basically. Also thinking of reworking the way the melee weapons work so they're not just particle sprayers.

-------------------------------

Sorry I didn't get to these sooner;

Navar0nius wrote:
Minor issue but for example, an Astartes minigun can be easily wielded by a normal Ultramarine, and still allows him to jet around with relative ease. Wasn't it intended for mechas?


No, there's a Terminator-portable version, which is what the one in the mod is. As is, it's not very easy to restrict which actors can use which weapons, and I think it's somewhat counter to normal CC gameplay, in which any actor can theoretically pick up and use any weapon. Take in mind that the Assault Cannon is extremely heavy (~80 kilos!) and has truly formidable recoil, making it impractical for most actors to use. I'll also be adding a script to it that makes it slower to turn in the next version, making it much more unwieldy.

Alternatively I may add a recoil script to it and make it so Terminators have a significant reduction to the amount of recoil they have to put up with, when they're readded.

-------------------------------

Navar0nius wrote:
And can you just enable everything in the factions.ini? Is there a way to reenable Terminators/vehicles? Are there/will there be WH40K missions? Apologies if any of those questions were already answered before me.


1) Yes, you can enable all factions if you want, but ONLY enable one faction loadout for the stock campaign/Metagame or it will break. That said if you want to play Blood Angels vs Dark Angels in Unmapped Lands, Block Wars, or whatever, then you can.

2) No, I've totally removed the Terminators - all code, references to that code, and related sounds, to cut the filesize down a little. There are no vehicles besides the drop pod at the moment. I hope to have some aircraft eventually, but I very doubt that there will be any landbound vehicles.

3) Very unlikely, I have never scripted missions. Plus it'd be kinda boring without more 40K enemies to fight, and 40K-themed terrain to fight over!


Tue Jul 24, 2012 11:32 am
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Post Re: Warhammer 40,000: Imperium of Man Compilation [R12 Out!]
Deja vu time.

Now that my bandwidth has refreshed, I'm getting R12 out the door.

Download R12!
Pre-emptive Mediafire R12 Mirror!

R12 comes with the new and improved Elysian Gravchute/pack script by Asklar! Hats off to him again for a nice piece of work.

Also, some bracing/recoil for the Heavy Bolter, based on akblabla's scripts. The pin position is probably kinda quite wonky. The HB's normal rate of fire has been slightly reduced, but increases dramatically if you brace it.

R12 Changelist:


Fri Aug 03, 2012 12:23 am
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Post Re: Warhammer 40,000: Imperium of Man Compilation [R12 Out!]
I was looking over the Rulebook for 40k, and I was thinking, that if I knew how to code, I would help or at least try to find ways to make this 'like' the real rules, but also balance them to cortex command, Though it would be a challenge, it would be neat to see how you could modify the weapons to match up with how they really are 'in the universe' they are from, Though that also means i would go and -re-do- the mod pack with the orks, necron, and Tau in it, because The tau are sadly -broken- as heck in that pack >.< The guns shoot like 3 feet @_@ and most all of the models/weapons from that pack make B27 lag like heck for me


Thu Aug 09, 2012 8:37 pm
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Post Re: Warhammer 40,000: Imperium of Man Compilation [R12 Out!]
.ini modding/writing/coding is pretty simple - I'd wager almost anyone could do it if they actually sat down and put their mind to it. The harder parts are Lua coding and spriting. I haven't actually messed with the other compilation much to be honest.

Also, try using full stops in future. Run-on sentences are terrible things. :roll:

As for the rest of you, I'm going to assume you've been stunned into silence by how spiffy the new gravchute script is, since it's been a little over a week and 41% of my box.com bandwidth has already been used up. :wink:

...speaking of which, I really need to find some sounds for that thing.


Fri Aug 10, 2012 1:44 pm
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Post Re: Warhammer 40,000: Imperium of Man Compilation [R12 Out!]
Alas, I am not skilled with Audacity enough to help you, my friend :<


Fri Aug 10, 2012 3:21 pm
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Post Re: Warhammer 40,000: Imperium of Man Compilation [R12 Out!]
apologise for the hiatus of me, since Day Z and Arma as well as depression kinda got the best to me. that and CC kinda felt bland to me now for some reason. i've havn't tested the new files yet, but if arcalane could be kind enough to either send me a list of things he want me to sprite, Or respite i'll Be more than happy to obliege and do them over time.


Wed Aug 15, 2012 7:40 pm
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Post Re: Warhammer 40,000: Imperium of Man Compilation [R12 Out!]
Mingebag7 wrote:
Alas, I am not skilled with Audacity enough to help you, my friend :<


Psh, I'll find something floating around here.

------------------------------------------------------------------

LordVonKain wrote:
apologise for the hiatus of me, since Day Z and Arma as well as depression kinda got the best to me. that and CC kinda felt bland to me now for some reason. i've havn't tested the new files yet, but if arcalane could be kind enough to either send me a list of things he want me to sprite, Or respite i'll Be more than happy to obliege and do them over time.


No worries. The OP wishlist is still mostly up to date, but if a more precise/defined list of wants is desired, then see what I can do to pull one together.


Wed Aug 15, 2012 11:18 pm
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