W40K.rte: Imperium of Man [Standalone/Steam: R20.8b]
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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!]
Arcalane wrote: 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. Hell, if you allow me, I could work on a Rage Marines chapter for fun. Could take me a bit to nail them down and such with details and Commissioner Fuklaw and whoever else, but I could get a nice basis for them. Also, I believe Akblabla's Flak Hammer script for the Trappers could be helpful for Power Fists/Power Claw combos. Of course, you would need his permission and such, but you should be able to incorporate the mechanics of it into melee weapons. Not to sure about movement combos, but with some work, you could throw it in.
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Tue Sep 18, 2012 3:44 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!]
Yuzazi wrote: Hell, if you allow me, I could work on a Rage Marines chapter for fun. Could take me a bit to nail them down and such with details and Commissioner Fuklaw and whoever else, but I could get a nice basis for them. It's not really a case of 'allow' - if you want to there's really nothing stopping you. But I don't think they have a place in the main download. I'd say do Imperial Fists (or any of the other yellow-themed Chapters) first - because they have an almost identical colour scheme. Then you could recolour them into Rage Marines, and release that as a standalone/unofficial mini-expansion option.
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Tue Sep 18, 2012 11:14 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!]
Weren't they Angry Marines?
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Thu Sep 20, 2012 1:40 am |
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Tearagion
Joined: Mon Jan 11, 2010 12:41 am Posts: 78
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Re: Warhammer 40,000: Imperium of Man Compilation [R13 Out!]
Putting this back here for all you people who are going on about Techmarines/ThunderCannons
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Fri Sep 21, 2012 3:50 am |
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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: Putting this back here for all you people who are going on about Techmarines/ThunderCannons Goddamn thats sexy... PLEASE, PLEASE, PLEASE LET THIS HAPPEN.
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Fri Sep 21, 2012 4:56 am |
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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!]
Tearagion wrote: Putting this back here for all you people who are going on about Techmarines/ThunderCannons The cannon looks good, but the base looks kinda wierd. It looks flimsy for such a sexy piece of artillery over it.
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Fri Sep 21, 2012 5:36 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!]
There's also the fact that pinned turrets act weird if pushed around by debris or actors, and that only two parts is going to mean making invisible/dummy parts besides legs. Turrets should have at least three things; 1) The gun. 2) The main body, to which the gun is mounted. 3) The base, to which the main body is mounted. It'd be nice if it could come in a chapter-neutral scheme. There's also the fact it's large and awkward, and that, defensively, the existing turrets are a) more than capable, and b) much smaller (and thus harder to hit).
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Fri Sep 21, 2012 9:46 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!]
Couldn't we use the Nailer turret from one of those old Dummy expansions? And wouldn't a chapter-neutral scheme be gray with an aquila on it?
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Fri Sep 21, 2012 10:58 pm |
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Tearagion
Joined: Mon Jan 11, 2010 12:41 am Posts: 78
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Re: Warhammer 40,000: Imperium of Man Compilation [R13 Out!]
I'd be glad to make any modifications you'd want, i.e. a not-as-flimsy-maybe-multi-part-base even though I don't know what you mean by that...And sorry for perhaps seeming contrary, is't the point of it being huge so that it can shoot more powerful things? It is artillery isn't it? The only other artillery in this mod are the beacons, which are good fun.
I'm also not entirely sure what you mean by chapter-neutral, or rather how to achieve such a thing without ending up with what loos like a large hunk of metal.
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Sat Sep 22, 2012 3:10 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!]
As opposed to a large hunk of metal that's been painted? --------------------- Hellevator wrote: Couldn't we use the Nailer turret from one of those old Dummy expansions? ...that changes what, exactly? Pinned turrets still get weird when debris is involved. Fact of the matter is, pinned objects and CC's physics engine do not behave nicely together. Eventually something is going to break and go weird in a horrible, bad way. --------------------- In other news I think I fixed a problem with grenades (inc. arty beacons) -- apparently, the original file I used had 'ActivatesWhenReleased' set to 1, which is a Bad Thing for grenades according to search results. This had... undesirable results when handling multiple grenades and/or beacons. But it's fixed now! So that's fine.
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Sun Sep 23, 2012 8:58 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!]
If anyone finds any bugs in this with 1.0, let me know ASAP and be as precise/clear as possible. I'm a little tied up with other stuff at the moment so I can't do much testing, but I'll get a release out as soon as my box bandwidth refreshes again.
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Fri Sep 28, 2012 7:50 pm |
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Natti
Data Realms Elite
Joined: Fri Jul 03, 2009 11:05 am Posts: 3878
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Re: Warhammer 40,000: Imperium of Man Compilation [R13 Out!]
Arcalane, have you ever thought about making proper Terminators? As in not even meant to be balanced Terminators. Accurate-to-the-lore-Terminators. It would be lovely for one man army purposes and general asskicking. Also, have you thought about making an Angry Marines chapter?
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Fri Sep 28, 2012 9:38 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!]
Termis are still in the works, since Kettenkrad has been busy and unable to work on the sprites. Marines are pretty one-man-army-ish as-is, so when the Terminators are finished and re-added, you can rest assured they will kick the ass of everything from here to the Golden Throne with ease. Angry Marines were already covered; I don't mind them being a standalone/mini-expansion thing, but I don't feel comfortable having them as part of the main compilation.
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Fri Sep 28, 2012 9:47 pm |
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Natti
Data Realms Elite
Joined: Fri Jul 03, 2009 11:05 am Posts: 3878
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Re: Warhammer 40,000: Imperium of Man Compilation [R13 Out!]
What do you mean exactly with already covered? Have I missed something crucial here? Oh gods I haven't tried this mod in ages, if there already are terminators in there boy am I gonna feel stupid. EDIT: Just a quick suggestion, but you could add information about pre-existing inventory on characters to their buy menu description? It'd help a ton with choosing equipment for marines.
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Fri Sep 28, 2012 9:53 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!]
Natti wrote: What do you mean exactly with already covered? Have I missed something crucial here? Last page discussion, man. Yuzazi was tempted to make some, I already mentioned my feelings on including them on the main mod. -------------------------------------- Natti wrote: Oh gods I haven't tried this mod in ages, if there already are terminators in there boy am I gonna feel stupid. There were, now there aren't, but there will be. They were removed for being too short compared to normal Marines, so Kettenkrad is redoing the sprites when he has the free time. Once the new sprites are done, I'll recode and readd them. But until then, no Terminators. -------------------------------------- Natti wrote: EDIT: Just a quick suggestion, but you could add information about pre-existing inventory on characters to their buy menu description? It'd help a ton with choosing equipment for marines. Good idea. I'll do that before the next update... been meaning to sort out actor descriptions anyway.
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Fri Sep 28, 2012 10:48 pm |
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