Re: Warhammer 40,000: Imperium of Man Compilation [R5 Out!]
I really think the termies would look better if they were upscaled to fit with the regular marines. A++ on the assault marine jet crashing.
Fri Dec 23, 2011 2:01 am
Kettenkrad
Joined: Mon Oct 25, 2010 5:51 am Posts: 1198 Location: Sydney
Re: Warhammer 40,000: Imperium of Man Compilation [R5 Out!]
Mingebag7 wrote:
I really think the termies would look better if they were upscaled to fit with the regular marines.
Unless someone else does it first, I'll get around to it eventually. I'm doing some work for the Wehrmacht at the moment. And i am really lazy.So lazy I didn't even capitalize that 'i'.
Fri Dec 23, 2011 2:12 am
Arcalane
Joined: Sun Jan 28, 2007 10:32 pm Posts: 1609 Location: UK
Re: Warhammer 40,000: Imperium of Man Compilation [R5 Out!]
Asklar wrote:
AAaaaghghhghhhh, Y U NO UPLOAD CORRECT VERSION!?
In my fervor to cut down the filesize and get it uploaded promptly, I didn't take time to test some basic changes.
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Mingebag7 wrote:
I really think the termies would look better if they were upscaled to fit with the regular marines. A++ on the assault marine jet crashing.
I think part of it is the fact marines have big heads. Seriously. Their head sprites are almost as large as coalition torso sprites!
Fri Dec 23, 2011 2:52 am
Asklar
Data Realms Elite
Joined: Fri Jan 07, 2011 8:01 am Posts: 6211 Location: In your office, earning your salary.
Re: Warhammer 40,000: Imperium of Man Compilation [R5 Out!]
Now I just want to hear Kettenkrad's opinion!
What do you think about the jet-crash?
Fri Dec 23, 2011 5:49 am
Kettenkrad
Joined: Mon Oct 25, 2010 5:51 am Posts: 1198 Location: Sydney
Re: Warhammer 40,000: Imperium of Man Compilation [R5 Out!]
Oh ♥♥♥♥ I totally forgot to try it. brb
EDIT: I'm stupid and it won't work for me :/
Fri Dec 23, 2011 6:49 am
Asklar
Data Realms Elite
Joined: Fri Jan 07, 2011 8:01 am Posts: 6211 Location: In your office, earning your salary.
Re: Warhammer 40,000: Imperium of Man Compilation [R5 Out!]
What?
It.. won't?
Get assault marine, aim, hold crouch and jetpack ain't working?
Fri Dec 23, 2011 8:01 am
Naxete
Joined: Fri Apr 30, 2010 2:12 pm Posts: 560
Re: Warhammer 40,000: Imperium of Man Compilation [R5 Out!]
The Jump-script works like a charm, but "ImpulseDamageThreshold" should be increased for the sake of not getting killed by multiple traumatism...
Fri Dec 23, 2011 9:04 am
Kettenkrad
Joined: Mon Oct 25, 2010 5:51 am Posts: 1198 Location: Sydney
Re: Warhammer 40,000: Imperium of Man Compilation [R5 Out!]
Whoops had wrong version. Dinner now but I'll test it later. Sounds fun.
Fri Dec 23, 2011 11:17 am
Natti
Data Realms Elite
Joined: Fri Jul 03, 2009 11:05 am Posts: 3878
Re: Warhammer 40,000: Imperium of Man Compilation [R5 Out!]
I'd say the bolters really need louder sounds. Right now they sound like peashooters.
Fri Dec 23, 2011 11:40 am
Kettenkrad
Joined: Mon Oct 25, 2010 5:51 am Posts: 1198 Location: Sydney
Re: Warhammer 40,000: Imperium of Man Compilation [R5 Out!]
Asklar, fantastic job, this is incredibly fun to use. Thanks.
Naxete wrote:
"ImpulseDamageThreshold" should be increased
I would agree with this.
EDIT: After further testing, found some bugs while testing on mouse + keyboard and just keyboard.
(Using keyboard) When pressing 'S' (Aim down) whilst in the air, the Marine plummets as if the crouch key were pressed. When using mouse + keyboard -- using the num keys for movement -- the Assault Marine refuses to use both its ground smash and air brake features. I'd imagine the actions were bound to the key rather than the controller state. And I'm probably wrong.
Last edited by Kettenkrad on Fri Dec 23, 2011 12:39 pm, edited 1 time in total.
Fri Dec 23, 2011 12:23 pm
Arcalane
Joined: Sun Jan 28, 2007 10:32 pm Posts: 1609 Location: UK
Re: Warhammer 40,000: Imperium of Man Compilation [R5 Out!]
Natti wrote:
I'd say the bolters really need louder sounds. Right now they sound like peashooters.
Yeah, I don't get why they made the bolt pistol sounds so beefy, but not the bolter/heavy bolter. Relic!
I'll see what I can do about replacing them, but that might take a few days.
--
Kettenkrad wrote:
Asklar, fantastic job, this is incredibly fun to use. Thanks.
Naxete wrote:
"ImpulseDamageThreshold" should be increased
I would agree with this.
Thought I'd increased it already but I'll kick it up a few notches just to be on the safe side.
Fri Dec 23, 2011 12:35 pm
DrVonBarron
Joined: Sun Sep 04, 2011 2:25 pm Posts: 181
Re: Warhammer 40,000: Imperium of Man Compilation [R5 Out!]
I had to sacrifice sound quality a tiny bit to keep the download size below 25mb, and actually managed to reduce it a little since R4.5. The loss shouldn't be too noticeable though.
×× Tuned the bolter scripts to spawn and instantly gib a MOSRotating rather than generate all the shrapnel as part of the script itself. This mostly means it'll be easier for me to rebalance them if necessary, and allows for impact/explosion sounds. ×× A moment of laxity spawns a lifetime of heresy. The Emperor's Finest are now on the field, packing heavier armour and a helmet that can't be broken off. They're a little slow though. ×× Cleaned up and reorganized the voice-over and sound effect files, added hurt/pain sounds for fall/impact damage to all actors. Added new impact SFX for portable launcher. ×× Assault Marine Jet Crash mode, code/script by Asklar and Coops9753. Hold crouch and jump to fly rapidly in the direction you are aiming, doubletap crouch to airbrake and come to a complete halt. Use with extreme caution, especially indoors. ×× Weapon and actor prices slashed fairly significantly. ×× Consolidated gib and plasma weapon coding, and some other minor cleanup work. New plasma pistol/plasma rifle shot impact sounds! ×× AI tweaked a little, actors besides pods, turrets and normal Guardsmen have slow health regeneration now. Speed varies with unit type: some heal faster than others; Terminators and SM Officer/Brain types heal fastest, then Commissars/Marines, then Kasrkin/Scouts/IG Sergeants. ×× Shadow their skies! Thanks to Techpriest Asklar, artillery support from the Imperial Guard is now available, with a side-order of Whirlwind Missiles. Designators may be delivered by the special designator craft (select it quickly after it 'arrives' or it'll 'fly off' again) or carried by infantry and thrown. After the audio cue, strikes take 3 seconds to arrive. Use them well. ××× Thudd Designator: Calls down a hail of 80 (eighty!) explosive mortar rounds over a fairly wide area. Good against light infantry, but ineffective against armoured units like Dummy Dreads. ××× Basilisk Designator: Calls down a short barrage of standard Basilisk shells over a tighter area. Good against infantry and dreads, but less effective against fortified structures. ××× Earthshaker Designator: Calls down a single high-powered Basilisk shell directly on-target. Will pretty much kill anything caught in the blast radius; designed for punching a hole in heavy fortifications, either to take out HVTs or facilitate entry maneuvers. ××× Whirlwind Designator: Calls down a fairly precise barrage of 18 Whirlwind Missiles that are good against infantry and armoured targets, but are somewhat lacking against fortifications. ××× Heavy Whirlwind Designator: Calls down 6 heavier missiles from a Land Raider Helios. The additional payload space is filled with promethium that splashes over the target area and burns violently, creating a flaming hazard to impede enemy movement. ××× Due to calibration errors that result in a serious malfunction in battlefield control systems, orbital laser lance strikes are currently unavailable to commanders. Rest assured the Mechanicus are working to fix this problem as fast as possible.
Ed: I made a couple of minor pathing mistakes again, a fixed version is up. If you get filepath errors, redownload!
I'd rename a few things.
Earthshaker (because Basilisk and Earthshaker are the same thing, unlike in dawn of war, hgnnn) to Medusa (which is a bigger siege gun which does the job described as the "earthshaker")
and The whirlwinds changed to (because you can fire both types from a the Whirlwind rhino variant, it's not a split between the Helios and the Whirlwind) Vengeance and Incendiary Castellan. (since it's off screen, what it's fired from can vary a lot between the land raider variant and the rhino variant, since they can both fire the same rounds)
And then we are missing the standard space marine Mind layer rounds for the Whirlwinds, Only the dark angles normally have the Incendiary Castellan (actually, all of them use it now, silly me, i needed to reread the newest Ultrasmurfs one).
Speaking of Dark angles, They have Bone White Terminator Armour. [ as Per page 16 of the dark angles codex ] (Mars and Terra, i have all of them for this current editon of the tabletop game, most of which from second hand sources)
Now, back to reading the codexes. and this can be all fixed later
Fri Dec 23, 2011 5:05 pm
Arcalane
Joined: Sun Jan 28, 2007 10:32 pm Posts: 1609 Location: UK
Re: Warhammer 40,000: Imperium of Man Compilation [R5 Out!]
I know mines can be done but I'm not sure if they'd be worth the trouble of setting up before the enemy arrives. As for the Earthshaker, I'll probably change that to the Bombard since the Medusa isn't much of an indirect-fire artillery unit.
Joined: Fri Jan 07, 2011 8:01 am Posts: 6211 Location: In your office, earning your salary.
Re: Warhammer 40,000: Imperium of Man Compilation [R5 Out!]
Uuuhhh, yeah, Kettenkrad, about that.
You know, to make it work, I thought of crouch + jump. But if you make an if that goes "if crouching and jumping" it'll never work, because the actor can't jump and crouch at the same time. Or at least, that's what happened while testing it.
In that case, the only solution I could find was making instead of crouching was holding "S".
Re: Warhammer 40,000: Imperium of Man Compilation [R5 Out!]
To anyone wanting to fix it manually and to asklar, Change line 201 UInputMan:KeyHeld(19) to self:GetController():IsState(Controller.HOLD_DOWN) Change line 229 UInputMan:KeyPressed(19) to self:GetController():IsState(Controller.PRESS_DOWN) I've tested it, it works just fine.
The assault script is great but as naxx said, the marine needs a higher impulse damage threshold. I'd also suggest it be a bit faster since it looks kind of slow but that might deal too much damage, depends how you want to balance it I guess. Also, a cooldown for it would be a good idea, as is I can spam the ♥♥♥♥ out of it and crush through half a base until I screw up and die by crushing myself.
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