W40K.rte: Imperium of Man [Standalone/Steam: R20.8b]
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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!]
Oh, okay. Thanks for clearing it all up for me. On a moderately related note, I just love it how small arms fire pings off the Space Marines' chest armour. It's such a satisfying sight.
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Fri Sep 28, 2012 11:47 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!]
Really? I didn't think the custom materials were quite that tough. Maybe it's just specific stuff...
Anyway, things seem to be 100% 1.0 compatible so far, likely because I had very few (if any) components that used a CopyOf or reference to anything outside of Base.rte. R14 in a couple of days, with fixed grenades and whatnot!
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Sun Sep 30, 2012 8:23 am |
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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!]
Well, atleast the ceramite plates deflect Imperatus battle rifle fire. Which is pretty impressive.
Nothing can stop the Dummy nailguns, though. EDIT: I would love to see alternative files for the factions without all the preset items. It's quite annoying, especially in Tartarus, when the spawning marines use their melee weapons while they would have another, more suitable weapon in their inventory.
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Sun Sep 30, 2012 10:48 am |
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Someone64
Joined: Mon Aug 27, 2012 11:13 am Posts: 151
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Re: Warhammer 40,000: Imperium of Man Compilation [R13 Out!]
I've been geting this error since b27: not sure if it happens with the other bayonets too. I think it's the reason the bayonet tips don't hurt...
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Mon Oct 01, 2012 6:53 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!]
Natti wrote: Well, atleast the ceramite plates deflect Imperatus battle rifle fire. Which is pretty impressive.
Nothing can stop the Dummy nailguns, though. As I recall, the Imperatus Battle Rifle's main feature is that it can inflict two wounds, and that's about it. The shot speed and mass are pretty average for an AR, but the sharpness is very low. Nailguns is nailguns. Very high sharpness offsets the fairly low mass and low projectile speed. ----------------------------------------- Natti wrote: EDIT: I would love to see alternative files for the factions without all the preset items. It's quite annoying, especially in Tartarus, when the spawning marines use their melee weapons while they would have another, more suitable weapon in their inventory. Noted. What if I limit the default melee weapons to just the brain-type units? What I might try and add at some point is some kind of built-in melee attack on the actors themselves, that can always be accessed by pressing a key... similar to the way DarkStorm actors have knives/the Oni superpunch that they can always use. ----------------------------------------- Someone64 wrote: I've been geting this error since b27: not sure if it happens with the other bayonets too. I think it's the reason the bayonet tips don't hurt... The bayonets themselves have never damaged anything on contact, because that would be waaaaaay too dangerous. You have to press F to use them. Not sure what the error is since I'm not much of a Lua coder/scripter, but Asklar wrote the script and hasn't been able to fix it due to comp problems.
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Mon Oct 01, 2012 9:34 am |
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Someone64
Joined: Mon Aug 27, 2012 11:13 am Posts: 151
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Re: Warhammer 40,000: Imperium of Man Compilation [R13 Out!]
It wouldn't be THAT dangerous. I thought it would be something like how the tip of the devastator ( or whaever that gun is called. the one that is in the dummy faction that you have to charge up to fire) hurts people when it's charging. EDIT: The error happens for other weaps too:
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Mon Oct 01, 2012 11:58 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 [R14 Out!]
Someone64 wrote: It wouldn't be THAT dangerous. I thought it would be something like how the tip of the devastator ( or whaever that gun is called. the one that is in the dummy faction that you have to charge up to fire) hurts people when it's charging. It'd probably be less dangerous now (prior to B27, those particles would've hurt everyone, so actors could hack their own feet off) but I think it's fine as it is. Constant emission might get unnecessarily laggy, and mess up when switching to/from the weapon with the bayonet. Someone64 wrote: EDIT: The error happens for other weaps too: Because - big surprise - they use the same basic script! It's a known issue. Nothing I can do about it right now. ---------------------------------------------- Bandwidth refresh? That means R14! Download R14!Pre-emptive Mediafire R14 Mirror!R14 is mostly fixes and tweaks here and there. R14 Changelist:Over 5000 downloads since the first release was uploaded to Box, and another 800~ from Mediafire! ---------------------------------------------- To elaborate on the Deep Strike changes; When the Deep Strike particle is approaching the ground... it does an altitude check, and if it's only 60px or so above the ground, it runs a check versus a random number generated in the create event; 1 - If you got a 1, you're really screwed. Your delivery is at full velocity, and offset by up to 75 pixels (in steps of 25) on the X/Y axes. Probably the worst result. 2-4 - If you got a 2, 3, or 4, your delivery is on target, but retains full velocity. This generally means going splat for light or overloaded actors. Marines will probably survive though. 5-6 - A 5 or 6 means your actor arrives at full velocity, and is offset up to 75 pixels (in steps of 25 again) on the X axis. Uncomfortable but survivable for Marines. 7-10 - Anything from a 7 to a 10 means your actor arrives at a safe velocity, but is again offset on the X axis. Might appear in a wall, might not. Probably won't. 11-100 - You're fine and everything was delivered intact/safely/with no hiccups. The random number generated on craft spawn is printed to the console, along with the X/Y offset multipliers - which are either positive or negative, so an actor can be offset up or down, and left or right - so you can see the outcome before it arrives if you really want.
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Tue Oct 02, 2012 11:02 am |
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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 [R14 Out!]
If nobody else is up for the task, I could try making my old storm bolter sprite a bit better. Right now it's horribly undersized.
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Tue Oct 02, 2012 11:46 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 [R14 Out!]
Go for it! Just try and keep the open-sided and animated mag if you can.
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Wed Oct 03, 2012 9:40 am |
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Kettenkrad
Joined: Mon Oct 25, 2010 5:51 am Posts: 1198 Location: Sydney
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Re: Warhammer 40,000: Imperium of Man Compilation [R14 Out!]
I'm sorry it's taking so long I feel really bad ;__; I've got free time now oh god I hope I can get them finished
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Wed Oct 03, 2012 1:14 pm |
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DSMK2
Joined: Fri Dec 28, 2007 4:19 am Posts: 1119
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Re: Warhammer 40,000: Imperium of Man Compilation [R14 Out!]
Natti told me to sprite a gun.
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Wed Oct 03, 2012 9:21 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 [R14 Out!]
I tried, but I discovered that I suck at shading and anti-aliasing and pixel art in general :I
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Wed Oct 03, 2012 9:25 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 [R14 Out!]
DSMK2 wrote: Natti told me to sprite a gun. Normally I wouldn't complain, but the scale on that is a bit off. It seems much bigger than the current Bolter, for starters. It's a tiny bit longer, the grip is pretty much twice as large, and that mag is just... huge. All in all, the grip should be about the same size, and the whole thing should be slightly shorter than the Bolter. The mag could stand to be made 'shorter' as well, since this thing is spitting out the same ammo as the Bolter and Bolt Pistol. All the side-on refs you could want. Compare vs Bolters, or see this Wargear sheet. I think, anyway. Your work is outstanding as always, but a few things aren't quite accurate. There's also the fact I'd like all the weapons of a given type to have a similar style/appearance. ------------------------------- Natti wrote: I tried, but I discovered that I suck at shading and anti-aliasing and pixel art in general :I I know that feeling all too well. Keep practicing? I mean it's not like there's any time pressure here, if you decide to keep at it and eventually make a better version that you're happy with, that can be sorted out later.
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Wed Oct 03, 2012 10:00 pm |
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StanT101
Joined: Tue Aug 28, 2012 9:48 am Posts: 25
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Re: Warhammer 40,000: Imperium of Man Compilation [R14 Out!]
Hey there, i just wanted to ask if the other mod support is up to date, and will there be terminators included? Playing this mod all the time..
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Thu Oct 04, 2012 3:06 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 [R14 Out!]
StanT101 wrote: Hey there, i just wanted to ask if the other mod support is up to date It should be. ------------------------- StanT101 wrote: and will there be terminators included? READ. THE LAST. TWO. PAGES.
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Thu Oct 04, 2012 3:11 pm |
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