W40K.rte: Imperium of Man [Standalone/Steam: R20.8b]
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Arcalane
Joined: Sun Jan 28, 2007 10:32 pm Posts: 1609 Location: UK
W40K.rte: Imperium of Man [Standalone/Steam: R20.8b]
ORIGINAL COMPILATION:
This is a compilation of WH40K Space Marines and Imperial Guard Mods found on the forums.
The Space Marines, made by ivan21 and Wingwolf.
To change which Chapter you want to use, open up SpaceMarines.ini and follow the instructions! Now it works perfectly and you can easily enable more than one Chapter at a time. Thank weegee for the fix.
The download below is the original compilation arranged by Asklar with help from weegee and a couple of others. It does not include the changes made in the recompilations!
Attachment:
File comment: PRE-RECOMPILATION VERSION. DOES NOT INCLUDE RECENT UPDATES. Does include; Blood Angels, Dark Angels, Ultramarines, Black Templar, Space Wolves, Imperial Guard. W40K.rte.rar [9.75 MiB]
Downloaded 51002 times
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RECOMPILATION/REWORK:
This is a reworked version of the mod with contributions from many, many forumites. It comes with many new and different features, too many to easily list.
Unpacking it will overwrite the original mod compilation if you have that installed. You have been warned.
Item List:
R20 Changelist:
×× Reduced lifetime + effect duration for M41 glow particles to improve performance. ×× Reinstated some tweaks/coding for plasma weapon behaviour to minimize 'glancing hit' effects. ×× New Ordnance Deployment System, aka fancy-ass drop crate. Special baseplate and so on. ××× The ODS can also be purchased as a prop/object for bunkers and basebuilding. They should be grid-aligned, but you'll have to fine-position them manually if you want to stack them up neatly. ×× Added custom spent shells for the autocannon. ×× Bumped Autocannon ROF back down to 75. As fun as 200 was, it was pretty overpowered. Reduced reload time a little. ×× Finetuned the Drop Pods a little to reduce the amount they dig into terrain and to prevent them from rolling over on impact. ×× New Tarantula Sentry Guns. Seven flavours, one for every day of the week! See this post for more details. ××× Overhauled/tweaked the Widow Sentry Guns as well. ××× Reduced Bolter Widow to 325oz, Hellgun Widow to 300oz. ××× Bolter Widow now has a slightly lower RPM and has to pause to reload after every 80 rounds. ××× Significantly increased woundlimits of Widow body/turret, but tweaked their wounds to balance it out. ×× Fixed up projectile trails for the Plasma Pistol standard shot a bit. ×× Tweaks to shotgun shotshell scripting. The number of damaging particles emitted by the actual shot particles now varies with distance, for the entire blast. The less time the particle has been flying for, the more damaging particles it'll emit - long story short, shots are deadlier up close and weaker at long range. Applies to the Automatic and Light shotguns. ×× Added support for Void Wanderers bombs feature. ××× The Space Marines and their allies gain access to Cluster Mortars, Whirlwind HE Vengeance Rockets, Whirlwind IN Castellan Rockets, and Orbital Plasma Blasts. ××× The Imperial Guard and their allies gain access to Cluster Mortars, Basilisk Mortars, Bombard Shells, and Orbital Plasma Blasts. ××× Bombs deployed using the Void Wanderers targeting feature are fairly expensive, but generally much more accurate than their designated equivalents. ×× Added support for the new UL2 Faction Loading System.
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TO-DO:
×× Get new promo images!
PONDERINGS/WISHLIST:
Anyone is welcome to work on sprites or code for any entry on this list, or anything from the Imperium that they feel the Compilation is missing, but I can't promise it'll be added.
Anything with a ? is low importance or just theoretical. Anything with a ! is high importance.
×× Valkyrie Dropship, Vulture Gunship, Land Speeders? ×× Random Scout/Guardsman Heads!
×× Auspex tool for stock metagame and FoW dispersal. Toggleable between short-range radial/medium-range cone? Or maybe some fancy effect that reveals actors through the fog without displaying terrain? ×× Bunker modules? Should be mostly 'stock' scale, but Imperium-themed. ×× Glowy effects on Power Weapons?
×× More Chapters? ×× Chapter-specific Commanders/Special Actors for Unmapped Lands/Cortex Shock? Apothecary? Captain? Techmarine? DoW-style Force Commander? ×× Sisters of Battle? ×× Ogryn? ×× Special weapons for CortexShock? ×× Custom digger and other tools? ×× Armed Servo Skulls? ×× Storm Shield Bash/Shock?
NOT HAPPENING: Tanks and vehicles of any description.
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Upcoming Version Changes; + Fixed Shotgun Frag rounds misbehaving. + Tweaks to Shotgun Frag and Slug rounds to improve hit detection/minimize premature detonation oddities. + Updated paths to point to new AI files, allows use of squad mechanics. + Fixed a number of errors with CopyOfs that should have been PresetNames + Adjusted weapon and actor categories for spawning in skirmish defense/etc. + Adjusted craft mass/passenger values for spawning in skirmish defense/etc. + Tweaked stance offsets for the Vengeance Launchers.
If you're using the original version of the compilation at the top and are using the Imperial Guard, be sure to enable the Space Wolves as well; the Imperial Guard use the Space Wolf Sergeant as their Brain. If you're using the new versions of the compilation, this is unnecessary - the IG (and Korps) have had the Commissar set to be a Brain.
Remember to enable the Chapter(s) you are going to use in the Factions.cfg (UnmappedLands.rte) and in SpaceMarines.ini (W40K.rte)!
Other 40K Mods: Necrons and Orkz by Ork-Gothic Despite their age, they should work with the current build.
Another Space Marines chapter is available here (BA only), but is not included due to conflicts/redundancy/cleanliness/filesize purposes, though some elements such as shields have been incorporated.
A very old and unfinished Tau faction is available here.
DudeAbides has a four-pack of rebalanced/reworked Space Marines, Tau, Necron and Orks available here. I strongly recommend checking out his improvements to the Tau and Necron factions!
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Credits: Companies Games Workshop - Warhammer 40,000. Black Industries & Fantasy Flight Games - 40K RPG series (Deathwatch, Dark Heresy, etc.), which have provided much-needed reference stats and images. Firaxis Games - XCOM Enemy Unknown sound effects (Imperium Light Shotgun fire/reload). Gearbox Software - Borderlands sound effects (Sniper Rifle reload, Inferno/Hellfire Bolt impacts, Autoweapon firing/reloading). Relic Entertainment - Assorted sound and voice effects taken from Dawn of War, Dawn of War II, and Space Marine. Zombie Studios - Assorted sound effects taken from Blacklight: Retribution, used by some Autoweapons for firing and reloading.
Data Realms Fan Forums Users Abdul Alhazred: Lua scripted AI, some scripting assistance. akblabla: Acid spray ini code, scripts, and FX. Arcalane: Reworked version of the compilation, many assorted sprite/code/minor script contributions. Asklar: The original compilation, bayonet code, artillery/missile strike code, minor AI enhancements, Assault Marine jetcrash/airbrake scripting, Gravchute scripting, Emperor's Hammer/Imperial Purge activities. Azukki: Dynamic Bullet Sharpness Script, 'Sweeper' Heavy Weapon Script. Bad Boy: Laser Sight script polish/refinement. BlackAlpha: Smarter AI mod. CaveCricket48: The original Focus Gun scripts remade for the Meltaguns, remade and fixed Las weapon scripts, the new missile scripts, and a bunch of other scripty stuff. Without him, we wouldn't have half the awesome toys we do now. Coops9753: SAW drop pod airbrake code, and assistance with Assault Marine airbraking code. Also, the Stub Semi-Auto sprite, and all the Autoweapon muzzleflare sprites. Darlos9D: The DarkStorm flamer which the current flamers used as a base, flamer burn scripting, and original laser sight scripting. Duh102: Original lascannon and lasgun FX lua and code chunks. Findude: Bounce/reflection script. Glowsticks: Death Korps of Krieg Guardsman sprites, updated DK helmet sprites. Gotcha!: UniTec grenade belt scripts. UniTec Teleport Beacon code, which was used as a base for the Deep Strike. ivan21 and Wingwolf: Original Space Marines and Imperial Guard mods. Without these, this compilation would not exist. Kettenkrad: Scripts for randomized IG Helmets and mag animation on various weapons, Terminator sprites, and IG/SM "Widow" turret sprites. Also, the Stub Revolver sprite. Script for the Cluster Mortar airbursting borrowed from the General Industries L-GED munitions. Lizardheim: Machine Pistol, Carbine, Autogun, Guard Sniper Rifle and Heavy Stubber sprites. LordVonKain: Many assorted sprite contributions. Major: A metric buttload of respriting work, plus new sprites. Mehman: Custom bolter explosive shot scripts, and MEW autoadjusting scope script. Mingebag7: Elysian Drop Trooper sprites. Natti: Original bolter sprites. Tearagion: An assortment of completely new sprites, and some resprites/improved sprites. TheFanciestOfPants: Original NVC Sabre that was converted into the IG Power Sword. wooden: Reminded me that Macs exist, so I made a Mac compatible version. weegee: Kindly fixed the problem of enabling more than one chapter. Some people I'm probably (still) forgetting, sorry! If you're not on this list and think you should be, let me know.
Last edited by Arcalane on Thu Mar 26, 2015 1:33 am, edited 502 times in total.
Fri Sep 16, 2011 7:36 pm
wooden
Joined: Sun Dec 19, 2010 10:53 pm Posts: 423 Location: UPLAND DRUUD
Re: Warhammer 40000 Mod Compilation
Sweet i have been waiting for these to be converted for ages and now they are AND they are bundled thanks a bunch
Fri Sep 16, 2011 8:49 pm
Asklar
Data Realms Elite
Joined: Fri Jan 07, 2011 8:01 am Posts: 6211 Location: In your office, earning your salary.
Re: Warhammer 40000 Mod Compilation
To be honest, they were always compatible. I just had to do it.
If I'm not wrong, this ones should be compatible with B23 and up.
Fri Sep 16, 2011 8:52 pm
wooden
Joined: Sun Dec 19, 2010 10:53 pm Posts: 423 Location: UPLAND DRUUD
Re: Warhammer 40000 Mod Compilation
Odd must of just been me having a mac T-T
Fri Sep 16, 2011 8:53 pm
Asklar
Data Realms Elite
Joined: Fri Jan 07, 2011 8:01 am Posts: 6211 Location: In your office, earning your salary.
Re: Warhammer 40000 Mod Compilation
Well, I can make a version for Mac, but I'd need to know what things I have to change to make it Mac-compatible.
Fri Sep 16, 2011 8:57 pm
wooden
Joined: Sun Dec 19, 2010 10:53 pm Posts: 423 Location: UPLAND DRUUD
Re: Warhammer 40000 Mod Compilation
Last time i checked you just cant use \ and there is something about sounds i got this error
W40K.rte/Weapons/Other/Plasmapis\reload_Start.wav
If you need a mac tester just ask i seem to be the resident mac user :3
Fri Sep 16, 2011 9:00 pm
Asklar
Data Realms Elite
Joined: Fri Jan 07, 2011 8:01 am Posts: 6211 Location: In your office, earning your salary.
Re: Warhammer 40000 Mod Compilation
Alright, fixed it for macs and some small issues I found out.
Everything should work fine.
If you find a bug post it here or PM me.
Fri Sep 16, 2011 10:00 pm
URLEFT4DEAD
Joined: Sun May 08, 2011 2:20 pm Posts: 40
Re: Warhammer 40000 Mod Compilation
This is awesome, bolters are so freaking powerful. Any chance you could see if you can find some Ork mods for a Ork compilation? Edit: I noticed that when ever I shoot dummy's with plasma weapons it seems to do about 40 damage but they just die like they are being shut down? And I can't get other legions to work but I am not bothered by that. More interested about the plasma weapons.
Last edited by URLEFT4DEAD on Fri Sep 16, 2011 11:53 pm, edited 1 time in total.
Fri Sep 16, 2011 11:40 pm
Asklar
Data Realms Elite
Joined: Fri Jan 07, 2011 8:01 am Posts: 6211 Location: In your office, earning your salary.
Re: Warhammer 40000 Mod Compilation
There is an Ork mod, but it's just one so I don't think a compilation is needed =P I also found some Necrons mod. I'll put a link to those in the main post, but before I'll check if they work.
Fri Sep 16, 2011 11:42 pm
URLEFT4DEAD
Joined: Sun May 08, 2011 2:20 pm Posts: 40
Re: Warhammer 40000 Mod Compilation
Cheers for that now I can have Ork v Space marine battles.
(Sorry but I read through the instructions and I think I confused my self with why the chapters won't work. I never find out how to do anything in this game >.>)
Sat Sep 17, 2011 12:32 am
Kettenkrad
Joined: Mon Oct 25, 2010 5:51 am Posts: 1198 Location: Sydney
Re: Warhammer 40000 Mod Compilation
Uuuh Ivan I love all of your sprites so goddamned much. Does Ivan come here often anymore?
EDIT: Also, Asklar, nice job with the chapter selection, excellently done.
Sat Sep 17, 2011 4:47 am
Asklar
Data Realms Elite
Joined: Fri Jan 07, 2011 8:01 am Posts: 6211 Location: In your office, earning your salary.
Re: Warhammer 40000 Mod Compilation
I just compiled stuff. Anyone could have done the same.
This mods are just too good to be forgotten.
Sat Sep 17, 2011 4:51 am
Jack Trades
Joined: Fri Sep 16, 2011 4:40 pm Posts: 234
Re: Warhammer 40000 Mod Compilation
Now if someone added the rest of W40k stuff there (Orcs and Necrons and Tau)...
Sat Sep 17, 2011 10:21 am
Natti
Data Realms Elite
Joined: Fri Jul 03, 2009 11:05 am Posts: 3878
Re: Warhammer 40000 Mod Compilation
Hey, I thought our bolters were completely forgotten. Thanks for still remembering them, Asklar!
Sat Sep 17, 2011 10:24 am
Asklar
Data Realms Elite
Joined: Fri Jan 07, 2011 8:01 am Posts: 6211 Location: In your office, earning your salary.
Re: Warhammer 40000 Mod Compilation [Fixed]
Okay so, update (nothing new, just fixes! Thanks a lot weegee).
And I found more marine content, the Black Templars, and the Imperial Guard.
Should I add them? It would add a couple of weapons and many actors, but the file will be much heavier.
Does someone know how much is the size limit for uploading files to the forums?
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