W40K.rte: Imperium of Man [Standalone/Steam: R20.8b]
Author
Message
StanT101
Joined: Tue Aug 28, 2012 9:48 am Posts: 25
WH40K - CShock
Yeah my bad But i'm having issiues with chapters not showing even though i have done all what was needed(in index.ini, factions.ini, CShock.ini, put the faction luas in factions folder, rad down the lua names in cfg), but chapters AT LEAST can be selected and are possible to play starting area, but after transitioning to next area/lvl game crashes(without a single error), using the file that weegee made. EDIT: I tryed installing only these two mods on vanilla cc, that didn't help...
Re: Warhammer 40,000: Imperium of Man Compilation [R14 Out!]
When you say "spacemarine.ini", exactly which "ini" do you mean, and which folder is it in?
Because I looked through the whole mod's files and I couldn't find a "spacemarine.ini" or instructions to change chapters.
Fri Oct 05, 2012 1:24 am
tankmayvin
Joined: Mon Oct 01, 2012 7:14 am Posts: 95
Re: Warhammer 40,000: Imperium of Man Compilation [R14 Out!]
Factions.ini in the main directory.
Fri Oct 05, 2012 1:26 am
roman117
Joined: Thu Oct 04, 2012 12:25 am Posts: 11
Re: Warhammer 40,000: Imperium of Man Compilation [R14 Out!]
Wait you said main directory.
Idiot! I am a moron!
Last edited by roman117 on Fri Oct 05, 2012 1:37 am, edited 1 time in total.
Fri Oct 05, 2012 1:30 am
tankmayvin
Joined: Mon Oct 01, 2012 7:14 am Posts: 95
Re: Warhammer 40,000: Imperium of Man Compilation [R14 Out!]
roman117 wrote:
tankmayvin wrote:
Factions.ini in the main directory.
I deleted every other ini file except the "black templars" ini and now I get an error message when starting the game.
Not my fault, there weren't any instructions in the ini like you said :smug:
Don't delete anything, just comment/uncomment lines in the Factions.ini file. Not my mod, just trying to help out
Fri Oct 05, 2012 1:37 am
Arcalane
Joined: Sun Jan 28, 2007 10:32 pm Posts: 1609 Location: UK
Re: Warhammer 40,000: Imperium of Man Compilation [R14 Out!]
If you're using the old version* attached to the first post, you want SpaceMarines.ini - if you're using the updated versions from box.com or mediafire, you want Factions.ini. They should both be in the main W40K.rte folder.
*Why anyone would, though, is completely beyond me.
Fri Oct 05, 2012 8:51 am
WG2
Joined: Sat Oct 06, 2012 9:10 am Posts: 1
Re: Warhammer 40,000: Imperium of Man Compilation [R14 Out!]
Made a forum account just so I could comment on this.
Holy hell. Warhammer 40k + Cortex Command? Yes please. I, for one, would really like to see this expanded with more races and perhaps some balanced missions. Probably not going to happen, but it would be awesome if it did.
Also, the sounds I found, quite frankly, unbearable. They just don't work properly, and if there are a lot of units on the map, it becomes quite annoying. I think you should at least detail an easy way to remove them in the OP, if not take them out of the mod entirely.
Sat Oct 06, 2012 9:31 am
LordVonKain
Joined: Sat Oct 22, 2011 4:49 am Posts: 826 Location: England
Re: Warhammer 40,000: Imperium of Man Compilation [R14 Out!]
Holy freaking hell i really need to stop going on hiatuses.
as a little explaintion why i've randomly went on hitaus the last few weeks my doctor took me off medication since the current medication was pretty much making me worse, Losing sleep, eating loss etc, so i spent a lot of time trying to recover. and during that time of me recovering games (AirMech faster Than light etc) came up, which i really wanted to play,as well as relationship issues, Which hopefully are sorted for now, In short, too much ♥♥♥♥ happend in very little time and i needed recovering time.
and before i get back ontopic i'm Proudto say that my Spriting ability havn't lessen,and if anything it'd somehow improved, as a result i've recently did a pixel Art of a Ninetales for my girlfriend and well the quality is above how i use to have done so. image for quality.
Regardless, I'm back for now and as of this moment i will commence work on Servo skulls, Servitor's and will Look for my previous work of the Valkriye, Spurce it up with more Gib's and possability engines, and get back to working that IG sential.
Along with this i will work on Spriting Eldar, Chaos and such sadly i know fullstop i will have no time what so ever to go into coding them, So if anyone willing to code them, Pm me and i'll start on creating two more topics, One for Chaos and the other for Xenos. Chaos will most likely get prioity, cause Chaos Fanboyism.
Editing of this post will happen if i've done some sprites and no one have posted.
EDIT: as i started i'll Edit this post when i done things.
Servo skulls 3 varitiants. No weapons
Imperial guard Sential Weapon :Lascannon, weapons to do, Bolter, Flamer, Plasama autocannon (the example images back leg is pixelated for unknown reason, the leg itself in parts isn't pixelated.)
Re: Warhammer 40,000: Imperium of Man Compilation [R14 Out!]
I must say, the traitor guard, rubric marine, and Eldar guardian look very nice. The vehicles just look off somehow to me, might be the lighting/shading. I dunno. Plasma cannon looks alright, since it isn't really too different from the standard plasma rifle anyway.
Mon Oct 08, 2012 6:33 pm
Arcalane
Joined: Sun Jan 28, 2007 10:32 pm Posts: 1609 Location: UK
Re: Warhammer 40,000: Imperium of Man Compilation [R14 Out!]
WG2 wrote:
Holy hell. Warhammer 40k + Cortex Command? Yes please. I, for one, would really like to see this expanded with more races and perhaps some balanced missions. Probably not going to happen, but it would be awesome if it did.
This is the Imperium of Man Compilation for a reason. I wouldn't mind working on the other factions, but I don't have much in the way of sprites to work with at the moment. Not much point making a bunch of dummy threads that never go anywhere, is there?
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WG2 wrote:
Also, the sounds I found, quite frankly, unbearable. They just don't work properly, and if there are a lot of units on the map, it becomes quite annoying. I think you should at least detail an easy way to remove them in the OP, if not take them out of the mod entirely.
The step sounds? Those were an experiment, really. I must have left them in by mistake.
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LVK: some definite improvements there, although the Sentinel main body looks way too shiny, especially compared to the leg.
Mon Oct 08, 2012 6:38 pm
ryanbob1
Joined: Fri Dec 30, 2011 2:03 am Posts: 295
Re: Warhammer 40,000: Imperium of Man Compilation [R14 Out!]
DAMNIT, gimme my terminators. Hurry up kettenkrad! Not really, take your time man.
Thu Oct 11, 2012 1:31 am
vorty
Joined: Fri Oct 12, 2012 1:01 am Posts: 4
Re: Warhammer 40,000: Imperium of Man Compilation [R14 Out!]
I've been trying to get this to work for a while, but there's simply no indication in-game that this mod is installed. I enabled the factions I wanted to use (all of them) in Factions.ini and saved it but still no dice. Any help? I feel like I may have skipped over reading something.
Fri Oct 12, 2012 1:35 am
Arcalane
Joined: Sun Jan 28, 2007 10:32 pm Posts: 1609 Location: UK
Re: Warhammer 40,000: Imperium of Man Compilation [R14 Out!]
I know people have problems with compatibility with other mods sometimes, but not loading at all?
Doublecheck everything, I guess. Even the hideously obvious stuff. Make sure the folder is in the right place, that it has the .rte extension, that it's actually being loaded during the startup procedure, etc. etc.
Fri Oct 12, 2012 9:49 am
vorty
Joined: Fri Oct 12, 2012 1:01 am Posts: 4
Re: Warhammer 40,000: Imperium of Man Compilation [R14 Out!]
Thanks for the help. My W40k.rte folder is right alongside all my other folders, so that's not a problem. IIRC, I didn't see the file loader load anything 40k related. I made sure to enable the factions I wanted to play, is there anything else I have to do?
Fri Oct 12, 2012 8:36 pm
Arcalane
Joined: Sun Jan 28, 2007 10:32 pm Posts: 1609 Location: UK
Re: Warhammer 40,000: Imperium of Man Compilation [R14 Out!]
Nope, that should be everything. If it's not parsing the W40K.rte folder at all, then I have no idea what the problem is.
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