[Basic Faction] Independent Military Weapons Development
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Insano-Man
Joined: Mon Oct 22, 2012 4:09 am Posts: 22 Location: Columbus, Ohio
[Basic Faction] Independent Military Weapons Development
INDEPENDENT MILITARY WEAPONS DEVELOPMENT HDSR990147 RESOURCE ACQUISITION TASK FORCE
To begin: This is my first mod and I don't expect it to be very good. However, I've been working on it for some time and for it to feel complete, it needs to be released. I feel the mod is in a decently release-worthy state, and so it is with muted pride that I am letting it out into the open.
Literary vomit follows.
Small Steps, Great Giants Originally a small weapons manufacturing business now long forgotten, Independent Military Weapons Development - most commonly abbreviated to "IMWD" - represents one of the most advanced military organizations, if not the most advanced, in humankind's history. Defining their strategy and method of engagement more than any weapons system is the Harold Rucker Subreality Field Generation Assembly, more commonly known as the "Rucker Device". While its inventor has since been lost to the ages and its namesake far removed from the field of scientific discovery, the Rucker Device's function is clear: capable of creating the fabric of existence in the seams between reality, it is the most basic and vital component of IMWD's success and technological foundation.
The Rucker Device is more readily understood, whilst incorrect, as an interdimensional tunnelling device. It is with the capacity to access a countless array of other, unique planes of reality that IMWD and its partner organizations, the Advanced Industrial Conglomerate and Rupert Franken General Research Institute, have pushed the limits of humanity's power into spheres few had even believed to exist. With limitless resources, time, and manpower thanks to the Rucker Device, these organizations have established supremacy, covert and overt, in almost all domains.
The final goal of the three organizations is unclear. Some suggest it to be the control of every possible mutation of reality, others believe it to be transcendence of the physical form. What is clear is that all three continue to act for the most basic of necessities; raw resources and new testing environments, be it for IMWD's countless weapons tests and combat exercises or the Franken Institute's innumerable scientific endeavours.
IMWD, in the end, is the face of the group of organizations, representing their military, political, and administrative arm. Tasked with resource acquisition and establishing areas of influence for its partners, IMWD has, over its extraordinarily long history, been governed by a single, irrevocable law; "likeminded engagement". Believed archaic and cumbersome by many in IMWD's current state, "likeminded engagement" states the following: that, in order to prevent the capture of advanced technology by inhabitants of a particular plane of existence - known officially as "locals" and, more grimly, "numbers" in jargon - such technology cannot be deployed in that theater of operations. It is only when the organization itself is threatened by a force capable of relocating themselves from their native universe that the full might of IMWD and its partner organizations is wielded with immeasurable power.
Today is not such a day. Business as usual, the Resource Acquisitions Task Force of Subreality 990147 was deployed on January 22nd of this year in the midst of a nebula not far from the Tradestar Midas' place of residence. A relay drone has since landed on the planet's surface, allowing IMWD troops to come and go as they please. It remains to be seen if their presence will at all be tolerated, or whether it will be the shadowy newcomers that strike the first blow.
Conclude literary vomit. Thank you for your time.
Now that I've concluded my unprovoked bout of amateur writing, we'll proceed on with the faction itself. I doubt I did anything truly impressive or special with this faction, but I came up with a concept and stuck with it. For that, I'm proud of myself, even if I probably shouldn't be. I started work on the mod about two or three months ago shortly after purchasing Cortex Command and, by now - after spending about half of a month off-and-on just getting a release topic set up - I feel it's quite ready for release.
For the most part, I tried to stay true to the vanilla art style and balance without sacrificing my own methods. As such, the code is probably pretty bad, the sprites are probably awful, and the balance probably doesn't make any sense, but I did something I wanted to.
BALANCE DESIGN: Weak troops with strong armor. Powerful weapons with overlapping areas of proficiency. Price tags that'll make you think Techion hardware is cheap.
ACTORS:
Special Note: All IMWD infantry are regular humans, if well-equipped and well-trained. On the loss of any limb, they are guaranteed to die from the trauma of mutilation itself and the extreme blood loss that follows. This may result in many frustrating incidents where a random gib or physics glitch abruptly kills a soldier for no apparent reason, but otherwise helps aid their troops' "fragile, yet durable" balance design. Additionally, all IMWD troops are outfitted with personal medkits on delivery, ensuring that frequent replacement of injured soldiers - necessary for those that have seen heavy combat - is painless for one's budget.
RIFLEMAN
Cost: 200 Starting Equipment: SD75R First Aid Kit Armor: Full Helmet, Combat Armor*, Kneepads Stamina: Moderate Weight: Heavy Jetpack: 2s thrust time, above average power
Description: Riflemen are the general infantry of IMWD in areas of operation with societies that have advanced past the industrial age. Depending on the deployment area and environment, they can range from cannon fodder conscripts with muzzle-loading rifles to volunteer veterans with auto-railgun service weapons. With a wide variety of social, martial, and technological areas of expertise, it is no surprise that they are the first IMWD turns to when force becomes a necessity. As per operational guidelines for this assignment and others in this plane of existence, all riflemen are required to be fully human with a minimum of genetic or cybernetic enhancements. These guidelines were established in order to allow IMWD forces to assume the role of a private military company operating under Free Trade employment. This cover story has yet to be disputed and is expected to remain valid until the end of IMWD and AIC operations on the planet.
LIGHTFOOT
Cost: 150 Starting Equipment: SD100L Field Surgery Kit Armor: Combat Helmet, Combat Armor* Stamina: Below Average Weight: Light Jetpack: 2s thrust time, above average power - initial weight offsets equivalence with other IMWD jetpacks
Description: Lightfoots are the special operations and critical assignment personnel of IMWD's maneuvers in all technological frames of reference. It is not correct, however, to assume that they are any more or less qualified than their general infantry counterparts; lightfoots are assigned high-priority assignments by choice, as all IMWD personnel are trained to the same standard and equipped depending on their mission. As such, lightfoots are experienced negotiators, gunmen, hand-to-hand combatants, engineers, and demolitions experts, owing to their similarly diverse array of assignments. Like riflemen, all lightfoots deployed to this area of operations are fully human. Of note is that, against ordinary practice, lightfoots operating in this deployment are presently not being issued IM140L convergence field generators due to concerns of acquisition by locals.
FIELD OPERATIVE (BRAIN UNIT)
Cost: 300 Starting Equipment: SD75R First Aid Kit Armor: Combat Helmet, Combat Armor*, Kneepads Stamina: Strong Weight: Heavy Jetpack: 2s thrust time, above average power
Description: Field operatives are, by trade, the finest soldiers IMWD has to offer, the most talented diplomats in their service, and capable of filling every potential role in their armed and civilian services. They are capable military leaders, skilled workforce administrators, and represent centuries, if not millenia of experience condensed into a man made immortal by IMWD's considerable scientific backing. Owing to their skills and the value of each man and woman bearing such a title, field operatives are primarily employed as leaders in large-scale deployments of soldiers and equipment. Like other IMWD troops, field operatives are pure humans clad in quality armor rather than supersoldier clones. This stands in contrast to the neural relay standard among all but some Dummy forces, a fact which is expected to draw undue attention to IMWD operations should field operatives be forced into combat.
AU140D INFANTRY SUPPORT DRONE
Cost: 600 Starting Equipment: AM400A Railgun, RD9100U Convergence Emitter Armor: None Stamina: Extreme Weight: Extreme Jetpack: Single burst jumpjet, very high power
Description: The AU140D is a recent inclusion to IMWD's forces and a hefty one at that, outfitted with a 24mm railgun and kinetic point defense system to tackle most assault objectives. Diverging from the human baseline of IMWD's infantry, the AU140D is an entirely autonomous combat drone with dense armor plating and self-repair systems capable of shrugging off even direct strikes from its own formidable railgun. To top its incredible durability and potent built-in weaponry off, even its jumpjet systems - limited to very brief bursts of thrust - are capable anti-personnel weapons in their own right, bolstering the close combat strength the drone's weight and point defense systems already offer it. The AU140D's addition to IMWD's forces was under bizarre circumstances. Originally designed as a suit of powered armor for the currently undeployed assaultsmen teams, redesigned as a light combat walker, and finally overhauled as an automated combat drone, the long wait for heavy planetside armor IMWD infantrymen have suffered has left many scratching their heads.
IM35L CLOSE QUARTERS RECONNAISSANCE TOOL (LOBBED SENTRY)
Description: The IM35L was the first automated weapon in service with IMWD in the current area of operations and is relatively minimal in its robotic footprint. Taking the form of a small, yet powerful sentry gun deployed from cases most often supplied to lightfoots and field operatives, CQRTs provide more cost effective methods of breaching difficult bunkers or supporting troops defending a temporary static position. Each IM35L carries a weapon comparable in power to the IM30L submachine gun, backed by a considerably larger magazine and boosted by a longer barrel. Difficult to hit, easy to underestimate, and trivial to deploy, the power of these small turrets is offset only by their short battery duration; as operational doctrine limits all aspects of technological potency, IM35Ls are unfortunately not deployed with indefinite lifetime power supplies, limiting their effective combat duration to seven seconds.
* Encompasses a chest plate and back plate.
WEAPONS:
IM25R GENERAL COMBAT SIDEARM
Cost: 25 Accuracy: Above Average Effective Range: Below Average Rate of Fire: Fast (Semiautomatic) Damage: Above Average Durability: Below Average Magazine Size: 15 Reload Speed: Fast
Description: When their other weapons fail them or close quarters forces a change of equipment, there is no more reliable weapon in the rifleman's arsenal than the IM25R. Small, yet powerful for its size, this general purpose, blowback-operated 6.9x24mm pistol is the most common sidearm of IMWD troops in combat operations.
IM15L OPERATOR UTILITY SIDEARM
Cost: 40 Accuracy: Above Average Effective Range: Average Rate of Fire: Above Average (Automatic) Damage: Above Average Durability: Below Average Magazine Size: 20 Reload Speed: Moderate
Description: The IM15L is most frequently used by heavy weapons specialists in the riflemen and its namesake in the special operations personnel of the lightfoots. Quiet, compact, and utilizing the same armor piercing 4x10mm round as the IM30L and IM35L, it is not hard to understand why this weapon is the most regularly used among the ranks of the lightfoots.
IM30L OPERATOR COMBAT WEAPON
Cost: 75 Accuracy: Average Effective Range: Above Average Rate of Fire: Extreme (Automatic) Damage: Above Average Durability: Average Magazine Size: 65 Reload Speed: Moderate
Description: The IM30L is the close quarters weapon of IMWD's footsoldiers, sporting a compact size, integrated suppressor, and a rate of fire at 1,200 rounds per minute. Firing the high velocity, low recoil 4x10mm cartridge, all that holds this weapon back is the short effective range brought on by its short barrel.
IM45R MODULAR ASSAULT WEAPON
Cost: 100 Accuracy: Good Effective Range: Long Rate of Fire: High (Automatic) Damage: Above Average Durability: Above Average Magazine Size: 40 Reload Speed: Moderate
Description: There is no more common or robust weapon in IMWD's deployed arsenal than the IM45R assault rifle. With a compact, bullpup design, quality construction, and the versatile and powerful 6.9x58mm round behind its already impressive offerings, only the weapon's price tag would make one thing twice.
IM120L ISOLATED UNIT WEAPON
Cost: 120 Accuracy: Poor using shot, above average using slugs Effective Range: Short using shot, long using slugs Rate of Fire: Fast (Semiautomatic) Damage: High Durability: High Magazine Size: 8 Reload Speed: Average
Description: The IM120L is a weapon most IMWD field operatives are well-acquainted with, as it is the weapon of choice for those on independent assignment. Built expressly for personnel deployed to areas devoid of civilization, the IM120L combat shotgun is capable of firing nearly anything it can physically chamber, making it easily one of the most durable weapons in IMWD's available arsenal. In combat usage, the IM120L is fed with an eight shell disposable magazine, and units equipped with the weapon are typically supplied with both shot and slug shells in 6.9x58mm and 10x72mm flavors respectively.
IM85L GENERAL ENGAGEMENT WEAPON
Cost: 150 Accuracy: Pinpoint Effective Range: Extreme Rate of Fire: Above Average (Automatic) Damage: Very High Durability: Average Magazine Size: 5 Reload Speed: Slow
Description: The IM85L is the second most common weapon in the lightfoot's arsenal and it is not difficult to see why. Chambered in 10x72mm and built with even higher specifications than that of the IM45R, IM85Ls can silence an entire battlefield in the hands of a skilled operator or turn counter-sniper efforts into tactical blunders with its select fire capability. With the special ammunition provided as part of the ordinary loadout for an IMWD sniper team, even concrete barriers will offer little protection from a concentrated assault by this weapon.
IM85R SUSTAINED SUPPORT WEAPON
Cost: 300 Accuracy: Variable - Above average when sighted, abysmal when fired at the hip Effective Range: Long Rate of Fire: High Damage: High Durability: Above Average Magazine Size: 75 Reload Speed: Very Slow
Description: Built to fire the same round as its sharpshooter brother and constructed on the same receiver, it goes without saying that the IM85R machine gun is a powerful weapon. When combined with its generous box magazine and its reinforced barrel allowing even faster rates of fire, it might almost seem too good to be true. When one factors in how heavy the weapon is while loaded, how difficult it is to control at the hip, and how difficult it is to reload, reality returns with a demonstration of the weapon's use as a defensive implement - and a formidable one at that.
IM810R MODULAR DEMOLITION WEAPON
Cost: 500 Accuracy: Above Average Effective Range: Extreme Rate of Fire: Average (Semiautomatic) Damage: Extreme Durability: Strong Magazine Size: 3 Reload Speed: Abysmal
Description: No infantry arsenal is complete without a solution to armored targets and the IM810R stands up to such a challenge with pride. Capable of being converted between mortar and missile launcher on the go and outfitted with a warhead rack with space for three, there is little that can stand up to an MDW deployed liberally - which, unfortunately, would also include its owner's budget.
THROWN:
IM310D LOBBED ASSAULT ORDNANCE
Cost: 15 Throwing Range: Above Average Power: High
Description: The IM310D is a standard fragmentation grenade designed to be used against targets in cover by troops making a push on a defended location. Included in its standard explosive payload is a small incendiary component, helping to evict stubborn defenders from their positions.
IM35L LOBBED SENTRY
Cost: 50 Throwing Range: Short Power: Negligible
Description: The IM35L case is heavy and difficult to throw, but offers the infantryman bearing it a powerful automated weapon at their disposal for difficult firefights or awkward close quarters maneuvers. The sentry gun deployed has been described above in the Actors section.
TOOLS:
RD325U INFANTRY ENGINEERING TOOL
Cost: 150 Role: Mining, Close Quarters Combat Power: Extreme Durability: High
Description: Commissioned from the AIC for military usage, the RD325U is a laser ordinarily used for mining and defoliation. In IMWD's hands, it has found its place as a robust entrenching, demolition, and general purpose engineering tool. Its use as a weapon, while somewhat improvised, is encouraged, as its powerful, if unfocused laser will easily make short work of most infantry armor.
Description: Standard issue to all riflemen, the SD75R first aid kit sports a small package of powerful chemical synthesizers, automated diagnosis systems, and the tools of the trade necessary to bring even the most gravely injured troops back to the fight.
SD100L FIELD SURGERY KIT
Cost: 75 Role: Casualty Recovery Recovery Rate: Average Durability: Strong
Description: Like the SD75R to riflemen, the SD100L is the lightfoot's medical assistance equipment. Owing to their critical assignments and oft-given task of tending to the wounded, lightfoot medical kits are equipped with small-scale organ cloning pods and bone fabricators on top of the ordinary rifleman equipment.
DELIVERY:
RUCKER DEVICE ACTIVATION
Cost: 500 (Refunds 450 on delivery) Speed: Near-Instantaneous Durability: N/A
Description: Ubiquitous across all of IMWD's operations, the Rucker Device is the primary method of troop movements to and from their home territory. With a relay drone established in the area, IMWD troops can arrive without warning in areas inaccessible by conventional land, air, or space transport. Further, due to the interactions of the Rucker Device with matter and energy at its destination point, materials not properly shielded before arrival are likely to sustain considerable internal damage in proportion to their own physical mass and the mass being transmitted through the field. The Rucker Device's use is exercised with great restraint by IMWD senior officers, however. Experience has shown that locals who are aware of IMWD as an organization foreign to their home subreality have made collective efforts to resist, attack, or steal from IMWD operations in the field. While the power of the organization has thwarted all but the most negligible of efforts, the risk of their operations being exposed is one weighed heavily. As such, it is required that field operatives requesting personnel from IMWD's home territory have established a stable tactical situation in their area before reinforcements can be brought to them.
PROJECT GOALS:
1. Additional actors and content. 1a. A permanent turret. 1b.A walker, hovertank, or point defense drone (that is, shoots down or deflects enemy projectiles) to fill the armor class.Done! IMWD now offers the nigh-unkillable AU140D combat drone. Try not to be too suicidal with it. 1c. A stationary brain unit. 1d. A dropship or Rucker Device for returning troops and equipment. 1e. Random female soldiers (indicated by pain and death sounds).
2. Custom AI, specifically so that injured IMWD troops will use their medkits when they have the opportunity. I would like to note that I have no idea how to modify AI coding and this is currently far beyond my skills.
3. Bug fixes and code streamlining, should any issues arise.
4. Balance modifications based on user input.
PATCH HISTORY:
1.0 - Initial release on New Year's Day in 2013. 1.01 - Rifleman hotfix on New Year's Day in 2013. Fixes rifleman HUD visibility, IM15L cost, and adds faction files for Dynamic Warfare and Unmapped Lands 2. 1.02 - AU140D update on March 2nd, 2014. - Adds the headlining AU140D combat drone. - Adds the IM120L combat shotgun. - Infantry now have lighter-colored limbs. Old, dark-colored limbs are included in a separate folder for those who prefer the original. - The IM45R and IM85R now have more visible reflex sight colors. The IM45R sports a green sight, while the IM85R sports a teal sight. - Infantry will no longer spawn additional medkits when re-created, either in the campaign or in other scenarios. Additionally, outfitting riflemen or field operatives with SD100L medkits when in the purchase menu will replace their basic medkit with the improved SD100L. - Slightly nerfs rifleman wounds (now deal more health damage). - Slightly nerfs the IM45R assault rifle (slightly lower projectile sharpness, slightly longer reload time). - Greatly nerfs the Rucker Device activation (now costs 500 and only refunds 450). - Includes out-of-the-box compatibility with Void Wanderers. - Includes updated faction files for Unmapped Lands 2 and Dynamic Warfare.
KNOWN BUGS & ISSUES:
1. Helmet offsets might be a bit weird at times. They fit almost perfectly, but some angles might expose very small parts of the infantryman's head. Tests have shown that this effect is almost purely visual and there are rarely any times where the head can be shot past the helmet. Most occur when the attacker's weapon is already protruding through the helmet sprite.
2. In the campaign, IMWD troops will spawn additional, unnecessary medkits into their inventory on saving and loading. I know why it's doing this, but I'm unsure of how to go about fixing it.
3. IMWD troops can be very prone to death by debris (even if it's something as ridiculous as a tiny bone fragment hitting their helmet) in rare instances. This isn't so much a bug as it is an unintended side effect of their mutilation deaths. My only option would be to make them nearly uncrushable and even more possibly unbalanced than they are now, so all I can say is be very careful about what's falling down on top of you or what you're firing your jetpack over - even a handgun gibbing over a rifleman's foot can be deadly with bad luck.
4. IMWD troops, particularly riflemen, are prone to disastrous gibsplosions when struck by flying objects with enough force to destroy multiple components of their armor. This can result in the death or injury of them and/or the striking object. As it serves as an unintentional resistance to body slamming, which IMWD infantry are particularly vulnerable to due to their mutilation deaths, I don't intend to fix this.
5. IMWD troops sometimes embed themselves in terrain and cause significant damage to it when landing at high velocities, sometimes going so far as to dig through it as they struggle to get out. This primarily occurs with softer terrain, such as sand, dirt, and snow. I'm positive this has something to do with their materials and deep groups, but I'm still not sure where I went wrong.
6. The IM810R Modular Demolition Weapon is surprisingly effective at stopping incoming debris and has been shown, in favorable circumstances, to not only protect its operator from a high-speed dropship door, but survive the strike unharmed - albeit, airborne and probably headed for low orbit. Due to the constant balance revisions I've had to go through with this weapon, this is another thing I don't intend to fix.
7. The Rucker Device, when used, displays a static portal at the top of the map for a single frame before disappearing. This is another purely visual effect and another thing I don't know how to fix.
8. The Rucker Device will sometimes alert AI-controlled actors to its presence, but they will do nothing more than stare. This mostly occurs with idle soldiers. This is another one that I'm not sure how to fix and another one I'm not sure I want to fix.
9. If an IM35L lobbed sentry is dropped by its owner after others have been thrown, it is likely that it will automatically deploy. This is a bug I do not intend to fix.
10. In very rare circumstances, mostly during difficult times for the game where performance is abysmal and the game's workings are suffering due to it, IM35L sentries can deploy for the wrong team. Such instances usually occur when hit detection on entities begins to break down and the player's uncontrolled actors begin to behave erratically. I don't think there's a way to fix this as it only happens when the game is literally malfunctioning.
11. The AU140D combat drone's AI can be, to put it lightly, mind-numbingly stupid at times. As it is built on an AHuman actor base, the AI will most often attempt to go prone when firing at a target. While this would be beneficial to most AHuman actors, all this does in the drone's armless condition is make it substantially easier to crush and further hinders its already questionable accuracy. Additionally, it has no idea as to how to use the point defense emitter and will typically fire it at useless distances without moving. This is an AI issue and therefore one I don't know how, nor even know if it is possible, to fix.
12. The AU140D's weapons can be touchy at times and are technically invulnerable, as they automatically restore themselves when destroyed. Additionally, there are some circumstances where scavenging weapons will disarm the drone. While the user can manually cycle to one of its weapons and this effect is mostly superficial, it goes against the drone's intended appearance (built-in weapons always visible) and is considered a bug. I've struggled long and hard against all these issues and my own fatigue with them means they might never be fixed.
13. The faction is packaged with the IM2175U Protocol Failure Weapon, but it is not enabled. This is intentional as the weapon is still undergoing trials and may be cut entirely. It is currently insanely overpowered, laggy as Hell, only partially developed, and looks plain awful. Re-enable at your own risk.
DISCLAIMER: As an individual working on this mod for my own entertainment and satisfaction, I cannot promise that all goals will be met or that all bugs will be fixed. While I intend to keep this mod playable and organized even if I do abandon the project, I cannot guarantee that it will be complete should that occur.
CREDITS: Azukki - Direct help with the now-renamed Rucker Device in this thread: viewtopic.php?f=1&t=36293 Lynn - Spritework advice and general assistance. weegee - Dynamic Warfare and Unmapped Lands 2 faction templates. OliveD - Codesnooping in the Loyalists Militia mod. DudeAbides - Codesnooping in the Combine Overwatch mod. Bad Boy - Help with weapon restore code on the AU140D combat drone's weapons in this thread: http://forums.datarealms.com/viewtopic.php?p=547405 Data Realms - The game itself, codesnooping across vanilla content, and code for the trajectory indicator for the Uber Cannon. Blendo Games - Rucker Device communications chatter taken from Atom Zombie Smasher. Westwood Studios - IMWD infantry death screams taken from Command & Conquer: Red Alert. Field operative death screams taken from Command & Conquer: Red Alert 2. GSC Games World - IMWD pain sounds taken from STALKER: Clear Sky. Rucker Device activation sound and RD9100U burst sound taken from STALKER: Shadow of Chernobyl. STALKER Complete Mod Authors - The readme didn't specify who contributed the gunfire sound effects, but thanks go to them for all of the weapon sound effects. Valve Software - RD325U sound effects made from sounds taken from Half-Life 2 and the original Half-Life. IM35L deploy, ping, and deactivate sounds taken from the original Half-Life. Croteam - AU140D combat drone movement and death sounds taken from Serious Sam 3: BFE.
EXTRAS: Undead Faction - A joke faction for campaign games composed entirely of zombies with chainsaws and shovels, sprinkled with battle rifle-armed skeletons for good measure. Relies only on Base.rte content. Alternate Team Icons - A more stylized set of team icons. Modifies Base.rte content! Kneeshatter Spire - A cramped and framerate-challenged Bunker Breach map built on top of the Burraki Desert. Compatible with Weegee's Dynamic Warfare!
Last edited by Insano-Man on Tue Mar 04, 2014 5:46 pm, edited 8 times in total.
Tue Jan 01, 2013 12:11 pm
Demonicidiot666
Joined: Mon Oct 22, 2012 12:09 am Posts: 23
Re: [Basic Faction] Independent Military Weapons Development
Looks nice! Trying it out! Will be back soon.
EDIT: I like black but... TOO MUCH BLACK! Even the shells are black! Make it blue or the typical yellow (blue is my favorite color)! Also, it's disorientating and annoying that i don't see what weapon i'm using. Sharp aim is also gone which isn't so good. But EVERYTHING is still awesome! I like the teleporter (only the colors are strange for my taste.), the units are awesome, the gun sprites should do some work but they are fantastic too! Good job!
Tue Jan 01, 2013 8:34 pm
Shriden
Joined: Tue Jan 01, 2013 9:59 pm Posts: 2
Re: [Basic Faction] Independent Military Weapons Development
I love the way this looks,im so downloading this... Hope to see more come out of this.
Tue Jan 01, 2013 10:08 pm
Insano-Man
Joined: Mon Oct 22, 2012 4:09 am Posts: 22 Location: Columbus, Ohio
Re: [Basic Faction] Independent Military Weapons Development
Demonicidiot666 wrote:
EDIT: I like black but... TOO MUCH BLACK! Even the shells are black! Make it blue or the typical yellow (blue is my favorite color)!
I'll try to make them more of a grey than black. I've had this trouble since I first started working on the weapon sprites. Hopefully, the added contrast should fix...
Quote:
Also, it's disorientating and annoying that i don't see what weapon i'm using.
...this.
Quote:
Sharp aim is also gone which isn't so good.
That's a whoops on my part. I added "HUDVisible = 0" to the rifleman's actor file to help get a screenshot of the Rucker Device in action and forgot to take it out before release. I'll have a hotfix very soon with a couple small additions.
Considering how simple it is to revert, however, you could easily strike that line out yourself if you wanted. The offending line is in between "AngularVel = 0" and "EntryWound = AEmitter" in "IMWD.rte/Actors/Infantry/Rifleman.ini", where the actor itself is defined.
Quote:
But EVERYTHING is still awesome! I like the teleporter (only the colors are strange for my taste.), the units are awesome, the gun sprites should do some work but they are fantastic too! Good job!
Glad to hear I've made someone happy with the release. The Rucker Device's appearance is a bit of a holdover from my time spent in StarCraft 2 (specifically, a sandbox gametype curiously named "Cortex"), but other than maybe a few shading and contrast alterations to the sprite, I'm quite happy with how it turned out.
The sprites for the weapons is a subject I've struggled with for a long time. I don't quite know how to give them that extra oomph and still keep them from looking odd one way or another. Adding random detail doesn't feel right, particularly since most don't have enough visual real estate to have more detail. The IM810R is one I'm particularly unsatisfied with; I don't know how to make it look more visually crisp since it's just a tube with a square on the front.
Tue Jan 01, 2013 10:22 pm
Demonicidiot666
Joined: Mon Oct 22, 2012 12:09 am Posts: 23
Re: [Basic Faction] Independent Military Weapons Development
Quote:
The sprites for the weapons is a subject I've struggled with for a long time. I don't quite know how to give them that extra oomph and still keep them from looking odd one way or another. Adding random detail doesn't feel right, particularly since most don't have enough visual real estate to have more detail. The IM810R is one I'm particularly unsatisfied with; I don't know how to make it look more visually crisp since it's just a tube with a square on the front.
Giving weapons/items some small "light" looks good! Like giving the rocket launcher a red line on it's side that looks like an ammo indicator makes it more visible and decorated too! And about the rocket launcher... well... Most of the rocket launchers are ACTUALLY a tube with a square on the front. So you did it well. Anyway. I talked my @$$ off. Keep up the good work!
Tue Jan 01, 2013 10:46 pm
tankmayvin
Joined: Mon Oct 01, 2012 7:14 am Posts: 95
Re: [Basic Faction] Independent Military Weapons Development
Very cool, for a first mod especially.
Wed Jan 02, 2013 12:20 am
Insano-Man
Joined: Mon Oct 22, 2012 4:09 am Posts: 22 Location: Columbus, Ohio
Re: [Basic Faction] Independent Military Weapons Development
Updated with the 1.01 hotfix. - Fixed rifleman HUD visibility. Resolves health, team, and sharp aim indicator display issues. - Fixed cost of the IM15L machine pistol. Was supposed to be upped to 40 on release, slipped my mind when I compiled everything. - Added faction files and installation instructions for Weegee's Dynamic Warfare and Unmapped Lands 2. Credits amended appropriately.
Wed Jan 02, 2013 1:00 am
Izak12
Joined: Fri Dec 14, 2012 5:44 am Posts: 201
Re: [Basic Faction] Independent Military Weapons Development
You seem nice. So I'll ask, you need any sprites done? I can do a lot of things, I can even do vehicles that you could try getting to work on your own.
Wed Jan 02, 2013 3:07 am
Insano-Man
Joined: Mon Oct 22, 2012 4:09 am Posts: 22 Location: Columbus, Ohio
Re: [Basic Faction] Independent Military Weapons Development
I have a few concepts that are still just concepts, so I might be willing to take up that offer. I'd just like to note that there's a particular aesthetic direction I want to go in. While I don't pretend to be the greatest artist around, I can still supply a few basic sketches to demonstrate the style. Send me a private message if the offer's still on the table.
Thu Jan 03, 2013 4:14 am
Izak12
Joined: Fri Dec 14, 2012 5:44 am Posts: 201
Re: [Basic Faction] Independent Military Weapons Development
Re: [Basic Faction] Independent Military Weapons Development
I'm a little confused about the lore. Correct me,but is the point that they're humans from an alternate universe that have created an interdimensional travel machine and have traveled into thousands of different realities for the purpose of selling their equipment?
Fri Jan 04, 2013 6:44 pm
Insano-Man
Joined: Mon Oct 22, 2012 4:09 am Posts: 22 Location: Columbus, Ohio
Re: [Basic Faction] Independent Military Weapons Development
The point is that they're stealing everything and anything of industrial value while no one's looking, as well as conducting combat exercises and weapons tests. My assumption is that you misintepreted the opening line as their current state; while their range of operations are diverse, operating a business is most decidedly not their primary focus.
Additionally, should IMWD fully secure the planet (which, while up for consideration, isn't really their goal), AIC and Franken Institute personnel and equipment are likely to be deployed for their own mining endeavours and experiments. Left alone, the planet wouldn't be much more than a debris field by the end of the century.
Sat Jan 05, 2013 8:47 am
Izak12
Joined: Fri Dec 14, 2012 5:44 am Posts: 201
Re: [Basic Faction] Independent Military Weapons Development
Check your PMs I got you that thing you wanted.
Sat Jan 05, 2013 3:03 pm
Notsoscary
Joined: Mon Oct 15, 2012 5:21 pm Posts: 879 Location: Somewhere in Germany
Re: [Basic Faction] Independent Military Weapons Development
I tested the Mod, i liked it, but i dont understand the craft of it, as because i had to scuttle it so it works. The (currently buyable units) Rifleman and Lightfoot are nice too, but only the lightfoot has a ammo-showing off. The Pistols are good for getting rid of some Coalitions which just invaded my Base, while the Sniper Rifle showed some good perfomance. I didnt had the chance to test the Machinegun, but the Assault Rifle is nice! I have to ask yet, can we get a shotgun for the Faction?
Sat Jan 05, 2013 10:49 pm
Insano-Man
Joined: Mon Oct 22, 2012 4:09 am Posts: 22 Location: Columbus, Ohio
Re: [Basic Faction] Independent Military Weapons Development
You might've gotten the slightly bugged initial release as far as the UI for the rifleman goes - there's a hotfix for that.
As for the craft, just wait a bit. It has a short delay after it arrives before it delivers your troops. You should be able to get an idea of how long you're waiting by listening to the radio chatter that plays beforehand. If it's simply not deploying for you, I'm not sure what's going wrong. I just tested it on my end and it works.
I've been considering a shotgun, but I'd need to do some fiddling to get it the way I want it. I have a few ideas, but I need to get a sprite in the pipeline. Expect something after I get the limbs on the actors brightened a bit.
Edit: Oh, wow, geez. I'm just screwing up left and right, aren't I? Hotfixed the hotfix, it should be as it ought to now.
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