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
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!
And next to a Kasrkin and normal Guardsman;
Thu Jul 05, 2012 1:25 am
ElFizbanio
Joined: Sat Jul 07, 2012 12:54 pm Posts: 8 Location: A cold watery place.
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
Arcalane
Joined: Sun Jan 28, 2007 10:32 pm Posts: 1609 Location: UK
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
Navar0nius
Joined: Wed Jul 11, 2012 9:57 am Posts: 1
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
MafiaPuppet
Joined: Fri Jul 13, 2012 9:54 am Posts: 15
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
Hellevator
Joined: Wed Apr 13, 2011 12:38 am Posts: 162 Location: Only The Claw knows...
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
Arcalane
Joined: Sun Jan 28, 2007 10:32 pm Posts: 1609 Location: UK
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
Hellevator
Joined: Wed Apr 13, 2011 12:38 am Posts: 162 Location: Only The Claw knows...
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?
Sat Jul 14, 2012 11:00 pm
Arcalane
Joined: Sun Jan 28, 2007 10:32 pm Posts: 1609 Location: UK
Re: Warhammer 40,000: Imperium of Man Compilation [R11 Out!]
Sprites are, as always, something of a problem in that regard.
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.
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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.
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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
Arcalane
Joined: Sun Jan 28, 2007 10:32 pm Posts: 1609 Location: UK
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.
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:
×× Scrapped the Death Korps faction/loadout, integrated the Death Korps Guardsman into the normal Imperial Guard faction. ××× DK Guardsman is slightly tougher than normal (adjusted wounds/materials/giblimits), but costs a little more. ×× Tweaked Guardsman GibWoundLimits/etc. for a couple of minor things. ×× Changed the Assault Guardsman into an Elysian Drop Trooper. ×× Made the Kasrkin Sgt. buyable = 0 to cut down on clutter. ×× Fixed up some minor mistakes in the AI scripts, and updated the Cortex Shock Blood Angel-specific scripts. ×× Incorporated Azukki's 'Sweeper' script for a couple of Heavy Weapons, so they actually feel heavy as well as having stupidly high Mass. ×× Fixed SharpStanceOffset for the Assault Cannon so actors no longer hold it weirdly when sharpaiming, and tweaked the animation speed. ×× Likewise, adjusted SSO for the Heavy Flamer. ×× Integrated polished version of the laser sight script, thanks to Bad Boy. ×× Tweaked all of the Imperial Guard leg offsets. ×× Replaced Krieg legs with nonbroken, trenchcoatless sprites. Also, new random helmet option. Krieg Arms have gloves. ×× Tweaked the Elysian DT gravchute thrust for a more gradual effect, and added prototype/WIP gravchute script by Asklar! ××× The Elysian DT will hover up to 200px above terrain if you hold the jump key, or, if there is an obstacle overhead, 30px below it. If no ground is detected below or above, they should try to maintain their current altitude. The left/right keys allow you to move left/right at a decent pace whilst hovering. ×× You can now swap between onehanded and twohanded mode with the Bolter! 2H is 'as is' currently, 1H mode means faster firing and reloads, but at a significant cost to accuracy, especially at long range. ×× Lascarbine is now a twohanded weapon. Improved the aimed and unaimed accuracy slightly. Might see about making a script to allow you to toggle to 1H mode. ×× Tweaked the sniper weapon ammo. Hopefully fixed it being weird and sometimes 'detonating' before the actual impact. ××× AP is fast and sharp, but a little weaker than it used to be. Use it for taking out entrenched enemies or those who think they're safe inside a building or structure. ××× HE is slower (but still fast!) and not nearly as sharp, but much stronger. Use it for enemies who are in the open, and against lightly-armoured craft. ×× Experimenting with a Recoil/Bracing script for the Heavy Bolter. Bracing the Heavy Bolter increases your rate of fire and reduces recoil, at the cost of mobility.
Fri Aug 03, 2012 12:23 am
Ryusho
Joined: Sun Jul 06, 2008 3:26 am Posts: 29
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
Arcalane
Joined: Sun Jan 28, 2007 10:32 pm Posts: 1609 Location: UK
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.
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.
...speaking of which, I really need to find some sounds for that thing.
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
LordVonKain
Joined: Sat Oct 22, 2011 4:49 am Posts: 826 Location: England
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
Arcalane
Joined: Sun Jan 28, 2007 10:32 pm Posts: 1609 Location: UK
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 :<
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.
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