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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 [R12 Out!]
a precise list / Defined list would be handy, inculding what you wish to be changed on the said sprites too, i fear my depression lately may have hampered my.. creativitiy, So at the moment my skills can only be used to Point and describe what you want doing really.


Thu Aug 16, 2012 1:05 am
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Post Re: Warhammer 40,000: Imperium of Man Compilation [R12 Out!]
Okay, expandified PONDERINGS/WISHLIST:

×× Valkyrie Dropship, Vulture Gunship, Land Speeders
+++ I think the Dropship is mostly done? Needs some polish, then coding.
+++ Gunship is self explanatory, I think.
+++ Land Speeder should be the extended open-back design, that way if it's coded right, passengers could ride in the open back much like Asklar's big helicopter.

×× Random Scout/Guardsman Heads
+++ Or more accurately, hair and faces. Any variance will do (hair colour, scars, slightly different nose/face) so long as it fits under the helmet. That means no mohawks or afros. :P
+++ Scouts have a bit more leeway for stuff like goggles or what-have-you since they don't wear helmets. Think NVGs.
++++ Now that I think about it, it might be possible to have the goggles as a randomized attachable on the head. Might be worth a try.

×× IG & Turret/Equipment Drop Pods
+++ The IG one should just be slightly smaller than a Space Marine drop pod, and in a suitably regiment-neutral colour scheme.
+++ Turret/Equipment pods are even smaller, but should be large enough to contain one Widow Turret, or several guns/etc.

×× New Plasma Cannon sprites
+++ It needs to look more like the Mark XIII here, rather than a scaled-up plasma rifle. I have a partially-completed version, but not a finished one. Offsets can/will be changed if needed.

×× Autoweapons
+++ Autopistol, Stub Revolver, Stub Automatic
+++ Autocarbine (SMG) - this should either look like a cutdown Autogun, or perhaps be a bullpup AR.
+++ Autogun (AR)
+++ Heavy Stubber (MG)
××× Lasersights for revolver and carbine, Grenade Launcher for Autogun?
××× Given the sheer number of worlds and number of gun patterns in the Imperium, the linked images should only be taken as a rough reference/for basic inspiration.

Autoweapons are sorted, for now. Autopistol, Autocarbine, Autogun, Sniper Rifle, and Stubber by Lizardheim, Stub Automatic by Coops, Revolver by Kettenkrad.

×× Sisters of Battle
+++ Starting with standard Battle Sisters and Seraphim, maybe adding Celestians as Sergeant/Brain-types. Other units are too... specialist.
+++ SoB Godwyn-pattern bolter, maybe? Not sure how I'd distinguish it from the normal one, so... eh, probably not necessary.

×× Ogryn
+++ With an Ogryn Ripper Gun, of course.

×× (Armed) Servo Skulls
+++ This should be relatively simple to splice together from the default CC skull sprite, my main concern is the scripting required.
+++ Would make good recon/infiltration units.

Anyone is free to take a shot at any of these if they want to.


Last edited by Arcalane on Sun Aug 19, 2012 3:28 am, edited 2 times in total.



Fri Aug 17, 2012 10:53 pm
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Post Re: Warhammer 40,000: Imperium of Man Compilation [R12 Out!]
The servo skull could be an ACrab with a modified version of the remote designator script.


Sat Aug 18, 2012 1:47 am
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Post Re: Warhammer 40,000: Imperium of Man Compilation [R12 Out!]
Maybe for the Servo Skull, use Mehman's UAV code.


Sat Aug 18, 2012 2:29 am
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Post Re: Warhammer 40,000: Imperium of Man Compilation [R12 Out!]
I guess that might work!

Anyway, I've picked out some bits and pieces by lizardheim and coops from the spritedump for the autoweapons, so I'll get around to coding them soon.


Sun Aug 19, 2012 12:52 am
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Post Re: Warhammer 40,000: Imperium of Man Compilation [R12 Out!]
well I'll do the Servo Skull, The dropship Is done as far as im aware it just need better Gibs but i never got around to it. and it just needed coding i believe.

But yeah i think i willtake up the sprites of most of those request when im get around to it.

i think my list of order at first will be

1: Servo skull repair and Assault
2: Servitors? (with heavy bolters if no one bothered about them being added in)
(pic for those who dunno)
Image
3:the dropships.
as for Heads, do you mean Helmats or infact the heads cause i can try them as well.


Sun Aug 19, 2012 4:15 am
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Post Re: Warhammer 40,000: Imperium of Man Compilation [R12 Out!]
Shouldnt IG drop pods be large boxes deposited by Valkyries?


Sun Aug 19, 2012 9:30 pm
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Post Re: Warhammer 40,000: Imperium of Man Compilation [R12 Out!]
LordVonKain wrote:
1: Servo skull repair and Assault


I'm not sure a repair unit would be much use -- marines heal fast, turrets are compact and tough enough that they don't get hit often or take much damage... I guess it might be useful for the Imperial Guard, especially seeing as I'm thinking about adding in a health regen cap (so units won't regen past X amount of health if injured).

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

Quote:
2: Servitors? (with heavy bolters if no one bothered about them being added in)


Ambitious, but it could work. Should be possible to have a fixed, undroppable weapon on one of their arms, and make it so they can't pick up any other weapons.

I'd consider them low priority, especially since Naxete still hasn't sent me any word about sprites for the AdMech stuff from several pages back, and whether or not he intends to make them or has just dropped the idea entirely. :(

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

Quote:
3:the dropships.
as for Heads, do you mean Helmats or infact the heads cause i can try them as well.


I think we're okay for helmets, at least for now, mostly what I want is facial variance. Eyes, hair, whatever. It'll be done the same way as the random helmets; the head will have multiple frames with each being a different face, and a script on the head will randomize the frame on creation.

Highest priority should be the Guardsmen faces, with some more styles for the Kasrkin/Stormtrooper and Commissar and so on.

I guess the helmets might need a little work down the line (the Kasrkin one is a splice of a blackpainted Guard helmet and the Black Templar Marine helmet!) but that's really low priority and I think they're okay as-is unless anyone has any major complaints or wants to contribute minor variants with different lower-face masks or goggles.

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

Hellevator wrote:
Shouldnt IG drop pods be large boxes deposited by Valkyries?


In theory? Probably. But that would be a pain in the ass to code and add a degree of unnecessary risk, so I'd rather stick to the conventional 'variation on the drop pod' trick.


Sun Aug 19, 2012 10:45 pm
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Post Re: Warhammer 40,000: Imperium of Man Compilation [R12 Out!]
Arcalane wrote:
Hellevator wrote:
Shouldnt IG drop pods be large boxes deposited by Valkyries?


In theory? Probably. But that would be a pain in the ass to code and add a degree of unnecessary risk, so I'd rather stick to the conventional 'variation on the drop pod' trick.


I'm pretty sure akblabla's Trapper's Mosquito could bring a Manta down in a way like that.
You could ask him if you could use that code. And probably the code of the Manta too to create a Landspeeder or something like that.


Sun Aug 19, 2012 10:51 pm
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Post Re: Warhammer 40,000: Imperium of Man Compilation [R12 Out!]
I don't always make suggestions. But when I do, they're stupid.

For the IG Drop Box, is it at all possible to have a crate-like device holding units to come out of a dropship?
If not, forgive me for my ignorance :oops:


Mon Aug 20, 2012 1:00 am
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Post Re: Warhammer 40,000: Imperium of Man Compilation [R12 Out!]
Asklar wrote:
I'm pretty sure akblabla's Trapper's Mosquito could bring a Manta down in a way like that.
You could ask him if you could use that code. And probably the code of the Manta too to create a Landspeeder or something like that.


Maybe, but that's not the point of a drop pod. The point is to get turrets, supplies, and such into position as fast as possible, without involving a large, lumbering, and fairly slow dropship that can be shot down.

On the other hand, a landspeeder would be capable of entering and leaving the area by itself, without needing to be dropped in by a transport craft.

This is mostly just theorizing though, since there are no sprites to be used! :???:

Ed: Autoweapons are mostly-coded and almost completely scripted now. Need to dig up sounds (already browsing my archives and earmarking various possibilities) and polish up the offsets but I actually managed to get most of the groundwork done with only a few minor hiccups along the way!


Last edited by Arcalane on Mon Aug 20, 2012 8:46 am, edited 1 time in total.



Mon Aug 20, 2012 2:53 am
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Post Re: Warhammer 40,000: Imperium of Man Compilation [R12 Out!]
Though, ask akblabla for the Manta code if you ever want to create the Landspeeder.

I'd love to see the Landspeeder moving and working as great as the Manta.


Mon Aug 20, 2012 3:00 am
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Post Re: Warhammer 40,000: Imperium of Man Compilation [R12 Out!]
Autoweapons status update: Offsets pass completed. Wrapping up balancing and effectiveness testing, then I need to do a final pass for sounds (mostly reloading start/finish sounds and empty-mag clicks) and the sort out the ammo-swap script for the Semi-Auto, Carbine, and Autogun.

Everything done except the ammo-swap scripts, which are suddenly throwing an error at me.
Balance is looking alright-- I'm especially pleased with how the autopistol/machine pistol turned out; at longer ranges their shots will bounce straight off even dummies, but up close they can do some pretty serious damage. Everything else turned out nicely in the 'superior to stock, but not too awesome' area.


Tue Aug 21, 2012 9:55 pm
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Post Re: Warhammer 40,000: Imperium of Man Compilation [R12 Out!]
Emperor's Hammer crashed after I had a Strike inbound on my dropship.

Roughly a second after that (The text was still on the screen) the dropship was hit by a plasma cannon shot and gibbed, followed by a brief freeze and "This application is not responding.."


Fri Aug 24, 2012 10:57 am
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Post Re: Warhammer 40,000: Imperium of Man Compilation [R12 Out!]
Testing Heavy Stubber effectiveness on Luringen's Firing Range map;

Image
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Sat Aug 25, 2012 4:05 pm
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