W40K.rte: Imperium of Man [Standalone/Steam: R20.8b]
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Hellevator
Joined: Wed Apr 13, 2011 12:38 am Posts: 162 Location: Only The Claw knows...
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Re: Warhammer 40,000: Imperium of Man Compilation [R13 Out!]
The Dark Angles chapter of the Math Marines?
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Sun Sep 02, 2012 5:41 pm |
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motochad
Joined: Mon Apr 09, 2012 7:44 am Posts: 80
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Re: Warhammer 40,000: Imperium of Man Compilation [R13 Out!]
Quote: The Dark Angles chapter of the Math Marines? THIS, SO MUCH. Well, not really, but its kinda funny.They could divide by zero, do decimate the entire hemisphere there enemies are on! And a pencil bolter? There like the Tech-Marines pet project! EDIT: I'm good at grammar, AREN'T I?
Last edited by motochad on Mon Sep 03, 2012 12:09 pm, edited 1 time in total.
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Sun Sep 02, 2012 11:20 pm |
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maart3n
Joined: Tue Dec 23, 2008 8:04 pm Posts: 1545
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Re: Warhammer 40,000: Imperium of Man Compilation [R13 Out!]
THEIR!
Also, good work Arca, the new ♥♥♥♥ feels good.
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Mon Sep 03, 2012 12:21 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 [R13 Out!]
In the first case it should be 'their', yes. But in the second, it should be "they're". In other news, the Imperial Guard faction file for Unmapped Lands 2 is outdated. I'll put up the fixed version on Mediafire in a couple of days.
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Mon Sep 03, 2012 3:35 am |
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Ryusho
Joined: Sun Jul 06, 2008 3:26 am Posts: 29
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Re: Warhammer 40,000: Imperium of Man Compilation [R13 Out!]
... I did not notice I typed ANGLES instead of ANGELS >.< Derpy derp! but yes dark ANGELS, >.< I will try again, thank you
Alright, I got an error apparently,
--------------------------- RTE Aborted! (x_x) --------------------------- Reading of a preset instance "Dark Angel Scout Arm FG I" of class Arm failed in file W40K.rte/CortexShock/Actors/Main/Dark Angel Limbs.ini, shortly before line #19
The last frame has been dumped to 'abortscreen.bmp'
You can copy this message with Ctrl+C --------------------------- OK ---------------------------
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Mon Sep 03, 2012 5:47 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 [R13 Out!]
Those are all copyofs the original Dark Angels chapter limbs, which are only loaded if you enabled the original Dark Angels chapter in the main Factions.ini file as well. There's not really any better way to handle factionswapping, unfortunately. I can't split the chapters up to an .rte per Chapter without a hideous amount of redundancy or breaking the metagame pricing. I can't load them all at once without breaking metagame loadouts and making load times even longer. I could reduce the dependency problem, but depending on how far I go with that, it could significantly increase load times and make any later balancing attempts much more time-consuming. If the main DA faction is enabled and the Cortex Shock ones are still bugging out, then I'm not sure what to say.
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Mon Sep 03, 2012 10:16 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 [R13 Out!]
Busy doing some minor tweaks. Expect development to be particularly slow after the release of Borderlands 2. On the topic of those tweaks, here's a teaser; Quote: PRINT: Your Lucky Number Is: 38 PRINT: X offset multiplier: -2 PRINT: Y offset multiplier: 3 PRINT: Your Lucky Number Is: 99 PRINT: X offset multiplier: 0 PRINT: Y offset multiplier: 3 PRINT: Your Lucky Number Is: 10 PRINT: X offset multiplier: 3 PRINT: Y offset multiplier: -1 I'm sure most of you will be able to figure out what that's related to.
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Tue Sep 11, 2012 11:25 am |
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Yuzazi
Joined: Sat Sep 03, 2011 1:13 am Posts: 87 Location: Arizona
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Re: Warhammer 40,000: Imperium of Man Compilation [R13 Out!]
The more and more I play around with the Marines, the more and more I want to make the Rage Marines and Fuklaw. Who wouldn't want a Power Fist whose middle finger is permanently extended? Better yet, I could make a Cadian as a throw-able weapon or one of the best melee weapons ever. Oh, Arcalane, why must you spark so many ideas in my mind?
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Tue Sep 11, 2012 11:18 pm |
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ryanbob1
Joined: Fri Dec 30, 2011 2:03 am Posts: 295
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Re: Warhammer 40,000: Imperium of Man Compilation [R13 Out!]
The black Templars don't really look too good.
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Sat Sep 15, 2012 3:08 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 [R13 Out!]
Yuzazi wrote: The more and more I play around with the Marines, the more and more I want to make the Rage Marines and Fuklaw. Who wouldn't want a Power Fist whose middle finger is permanently extended? Better yet, I could make a Cadian as a throw-able weapon or one of the best melee weapons ever. Oh, Arcalane, why must you spark so many ideas in my mind? In the vain hopes someone might help me out here. I really should keep track of how much time I've spent working on this mod! That reminds me, I should figure out what I want to do with melee weapons. I was thinking fire could toggle them between an on/off state in which they'd damage anything that came close to the blade. Wave it around rather than just having big muzzle flashes and whatnot. Could be awkward as heck though. It's that, or I was contemplating a sort of basic combo system. So for instance if you have a Power Fist, then a normal attack just does a sort of smash/punch. But if you're moving left or right and attack facing the direction of movement, then you do a sort of lunging swing. Facing away/backing up? Then you do some sort of defensive attack or special block move that can 'safely' stop projectiles. Something like that. I dunno, just throwing ideas around maybe. ----------------------------------------------- ryanbob1 wrote: The black Templars don't really look too good. Everybody, gather round for a moment, please. Observe the quoted post. This is a perfect example of the kind of feedback I don't want because it is fundamentally useless to me and tells me nothing about the actual problem. Just saying '<x> looks [bad/awkward/whatever]' is useless to me, and to anyone who might want to fix anything. Explain why and how. I realise this is trickier for aesthetic stuff, but at least try. A simpler, balance-based example; Quote: I think the Sniper Rifle is too good because it has low recoil and almost no bullet drop. That's good feedback. It's one thing to say something looks bad or is too good/not good enough, but without an explanation of why, you're offering basically none of your own input on how to fix the problem. Of course we're not obligated to listen or we might tell you you're wrong, for instance; Quote: Quote: I think the Sniper Rifle is too good because it has low recoil and almost no bullet drop. These are mostly adjustments to make the Sniper Rifle more fun to play with. Yes, it's very powerful in its role as a Sniper Rifle, but what good would it be if it wasn't? That said, if many other people feel it's too powerful then I'll reduce how effective it is. Just take in mind that I'm not maintaining this mod for solely you, whoever is reading this. I'm maintaining it for everyone who wants to play with it. Show me it's what the majority wants and I'll add it to the to-do list if it isn't already there, but listening to vocal minorities tends to lead to ♥♥♥♥ in my experience.
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Sat Sep 15, 2012 10:40 pm |
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ryanbob1
Joined: Fri Dec 30, 2011 2:03 am Posts: 295
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Re: Warhammer 40,000: Imperium of Man Compilation [R13 Out!]
Excuse me, i meant that the shading and colors of the black knights look outdated and rather bad compared to other chapters.
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Sat Sep 15, 2012 11:14 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 [R13 Out!]
'Outdated' and 'rather bad' are still rather inspecific, but that's more helpful! Not much I can do myself, though.
In other musings, I'm thinking about more utility stuff. Tools. Like a scanner. Specifically, an auspex. It was on the list before but got removed, apparently. Anyway, I'm not quite sure how to handle it...
Some ideas so far; 1) A standard scanner that clears away the fog of war like the current scanners. Simple and effective but boring. 2) A scanner that can be switched between short-range radial and medium-ranged cone clear modes. A little more interesting. 3) As 2's radial clear/scan, but 'always on'. As long as the scanner is in the actor's inventory, it clears the fog around them even if they're not actively using it. Simple. 4) A scanner that reveals the location of nearby enemies through the fog of war without revealing the terrain via overlaid effects. As 3, applies as long as the scanner is in-inventory.
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Sun Sep 16, 2012 10:16 pm |
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motochad
Joined: Mon Apr 09, 2012 7:44 am Posts: 80
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Re: Warhammer 40,000: Imperium of Man Compilation [R13 Out!]
Scanners?
NOA. TECHMARINES. I WANT THEM. Basically Space Marines that scan everything around them, or come equipped with a reasonable digger, and scanner.
And they should have mechanical servo-arms that can hold tools and guns.
I like your scanner ideas though, if Techmarines are out of the question.
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Mon Sep 17, 2012 7:13 pm |
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Asklar
Data Realms Elite
Joined: Fri Jan 07, 2011 8:01 am Posts: 6211 Location: In your office, earning your salary.
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Re: Warhammer 40,000: Imperium of Man Compilation [R13 Out!]
TECHMARINES! WITH THUNDERCANNONS!
Those could be the engineer unit of the Space Marines, and the idea of having them scanning sounds awesome.
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Mon Sep 17, 2012 7:21 pm |
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Hellevator
Joined: Wed Apr 13, 2011 12:38 am Posts: 162 Location: Only The Claw knows...
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Re: Warhammer 40,000: Imperium of Man Compilation [R13 Out!]
About servo-arms and their holding properties... There was a Telekinetic Wielder mod a couple years back, that could be used.
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Tue Sep 18, 2012 2:26 am |
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