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 W40K.rte: Imperium of Man [Standalone/Steam: R20.8b] 
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Joined: Thu Jul 08, 2010 10:24 pm
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Post 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
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Post 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
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Post 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. :oops:

-----

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
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Post 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
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Post 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
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Post 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
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Post 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
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Post 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
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Post 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
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Post 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
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Post 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
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Post Re: Warhammer 40,000: Imperium of Man Compilation [R5 Out!]



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
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Post 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.

Also, it's Angels, not Angles. :wink:


Fri Dec 23, 2011 9:15 pm
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Post 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".


Sat Dec 24, 2011 2:43 am
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Post 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.


Sat Dec 24, 2011 5:14 am
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