View unanswered posts | View active topics It is currently Thu Jan 09, 2025 9:14 pm



Reply to topic  [ 1208 posts ]  Go to page Previous  1 ... 36, 37, 38, 39, 40, 41, 42 ... 81  Next
 W40K.rte: Imperium of Man [Standalone/Steam: R20.8b] 
Author Message
User avatar

Joined: Sun Jan 28, 2007 10:32 pm
Posts: 1609
Location: UK
Reply with quote
Post Re: Warhammer 40,000: Imperium of Man Compilation [R7 Out!]
Just uploaded a quick hotfix, please redownload. I made a stupid mistake with the master files and marines were somehow wearing two helmets at once. :roll:

I also disabled Cortex Shock stuff by default.


Sat Jan 28, 2012 9:20 pm
Profile YIM
User avatar

Joined: Thu Jul 08, 2010 10:24 pm
Posts: 185
Location: Big Applesauce
Reply with quote
Post Re: Warhammer 40,000: Imperium of Man Compilation [R7 Out!]
The regular space marines seem not to be able to jump. The sergeants can, though. Is this intentional?


Sun Jan 29, 2012 5:08 pm
Profile
User avatar

Joined: Sun Jan 28, 2007 10:32 pm
Posts: 1609
Location: UK
Reply with quote
Post Re: Warhammer 40,000: Imperium of Man Compilation [R7 Out!]
Not in the slightest. I believe I have located the issue, however. Testing now.

Ed: CC gets uppity when you don't give actors a JumpTime, apparently. :roll:

Just a couple more tests and I'll upload a fix. I also caught a silly bug with Guardsman heads not getting helmets that I really should've spotted sooner.

Fixed version is up, redownload from the usual link at your leisure.

Fixed guardsmen and krieg guardsmen not getting helmets.
Fixed standard marines not being able to jump.

Some other things I was toying with;

Image
Las Carbine.
40-shot cell capacity, increased rate of fire, decreased overall accuracy and sharpaim range. On the plus side, light enough to use in one hand and have still-acceptable accuracy, should the need arise.

Image
Typhoon Launcher.
A silly minirocket launcher with four launch tubes*, which feeds from large, metal boxes of minirockets. Rapid fire, excellent for suppression, but the limited ammo capacity, high weight, long reload times, and awkward underslung-based chassis, make it awkward to field.

*Think in 3D; it has a wedge-shaped front to deflect exhaust gas away from the user, so two of the launch tubes aren't visible from the side.


Sun Jan 29, 2012 5:55 pm
Profile YIM
User avatar

Joined: Sat Oct 22, 2011 4:49 am
Posts: 826
Location: England
Reply with quote
Post Re: Warhammer 40,000: Imperium of Man Compilation [R7 Out!]
hopefully once i get a new computer i'll make a shitload of imperial guard weapons and some extra Actors for you to add into the game :V i feel like spriting for a long time but sadly my mouse AND PC is acting up so yea.

sadly i still can't test anything etiher so i can't give any good feedback.

Most i can do is suggest stuff.


on a side note, How would people feel about a Thunderhawk Dropship?


Sun Jan 29, 2012 9:02 pm
Profile
User avatar

Joined: Fri Apr 30, 2010 2:12 pm
Posts: 560
Reply with quote
Post Re: Warhammer 40,000: Imperium of Man Compilation [R7 Out!]
This one?

Looks great so squary and strong, don't mind me but I think it would not
fit well inside the cortex command vertical take off, are the engines able
to rotate? if not, you would have a HUUUGE piece of ship which will go down
and up at very high speed (to simulate a deepness flight in Z direction) like
the Unitec raptor prototype (a combat plane made dropship).


Sun Jan 29, 2012 9:17 pm
Profile
User avatar

Joined: Sun Jan 28, 2007 10:32 pm
Posts: 1609
Location: UK
Reply with quote
Post Re: Warhammer 40,000: Imperium of Man Compilation [R7 Out!]
Fluffwise, I believe most fixed-engine 40K craft possess contra-gravity/anti-gravity drives that allow them to float, and they can simply use maneuvering thrusters and vectored thrust to change altitude.

Thunderhawk would probably be... rather too large for most scenes, really. At least if you want the scale even remotely accurate.


Mon Jan 30, 2012 2:13 am
Profile YIM
User avatar

Joined: Fri Jan 07, 2011 12:31 am
Posts: 550
Location: error: location not found
Reply with quote
Post Re: Warhammer 40,000: Imperium of Man Compilation [R7 Out!]
Arcalane wrote:
Fluffwise, I believe most fixed-engine 40K craft possess contra-gravity/anti-gravity drives that allow them to float, and they can simply use maneuvering thrusters and vectored thrust to change altitude.

Thunderhawk would probably be... rather too large for most scenes, really. At least if you want the scale even remotely accurate.


pretty much everything in 40k ranges from large to mind-blowingly huge


Mon Jan 30, 2012 5:32 am
Profile
User avatar

Joined: Sun Jun 13, 2010 5:40 am
Posts: 1059
Location: I chose my fate, do not pity me.
Reply with quote
Post Re: Warhammer 40,000: Imperium of Man Compilation [R7 Out!]
This
Image
would be perfect I believe.

You could probably get rid of the meltas (although they would be awesome for burning through the top layer of a bunker) but I would advise keeping the assault cannons at least.


Mon Jan 30, 2012 7:32 am
Profile
User avatar

Joined: Sun Jan 28, 2007 10:32 pm
Posts: 1609
Location: UK
Reply with quote
Post Re: Warhammer 40,000: Imperium of Man Compilation [R7 Out!]
Or you could skip the bull♥♥♥♥ cutdowns and just go for what I was thinking of adding originally, since it's been there in the 'wishlist' for ages;

Image

I still update it, y'know.


Mon Jan 30, 2012 12:41 pm
Profile YIM
User avatar

Joined: Sun Jun 13, 2010 5:40 am
Posts: 1059
Location: I chose my fate, do not pity me.
Reply with quote
Post Re: Warhammer 40,000: Imperium of Man Compilation [R7 Out!]
Image
Then you can add this as a dropship :grin:
Edit: Or you could just make a Valkyrie, they can hold a small number of space marines AND look completely awesome at the same time.


Mon Jan 30, 2012 1:33 pm
Profile
User avatar

Joined: Sun Jan 28, 2007 10:32 pm
Posts: 1609
Location: UK
Reply with quote
Post Re: Warhammer 40,000: Imperium of Man Compilation [R7 Out!]
A valkyrie is on the list, but I believe Asklar wanted to tackle the code and is working on something else at present. Either way I've never worked on craft before and the scripting is way out of my league.

As for minor requests, would anyone be up for doing some alternate head sprites? I want to extend the random helmets scripts over to heads so that Guardsmen/Scouts/Marines/etc. aren't all identical, and possibly have some custom heads specifically for the Cortex Shock Sergeants/actors.


Tue Jan 31, 2012 11:44 am
Profile YIM
User avatar

Joined: Fri Apr 30, 2010 2:12 pm
Posts: 560
Reply with quote
Post Re: Warhammer 40,000: Imperium of Man Compilation [R7 Out!]
Those overjeeps could easily use a modified script version of the manta,
you just need to add one turret and the hull sprite...


Tue Jan 31, 2012 4:27 pm
Profile
Data Realms Elite
Data Realms Elite
User avatar

Joined: Fri Jan 07, 2011 8:01 am
Posts: 6211
Location: In your office, earning your salary.
Reply with quote
Post Re: Warhammer 40,000: Imperium of Man Compilation [R7 Out!]
Arcalane wrote:
A valkyrie is on the list, but I believe Asklar wanted to tackle the code and is working on something else at present. Either way I've never worked on craft before and the scripting is way out of my league.


Ah so, you want me to work with the valkyrie?

After I release my gunship, which should be soon, you can see it and tell me if you want it to work like that, or what would you want me to modify, and let me predict that probably movement will be it.


Tue Jan 31, 2012 8:16 pm
Profile
User avatar

Joined: Sun Jan 28, 2007 10:32 pm
Posts: 1609
Location: UK
Reply with quote
Post Re: Warhammer 40,000: Imperium of Man Compilation [R7 Out!]
I thought you wanted to work with it? :roll:

I'll be sure to take a look at that when it's out, though.

Also if anyone else knows their way around Lua I'd greatly appreciate it if they could take a look at the scripts for las weapons and possibly make it so that the beams don't wig out when firing at short range or off the scene edges. The short-range weirdness is getting really annoying and is also rather dangerous as I'm sure some of you have discovered.


Tue Jan 31, 2012 10:02 pm
Profile YIM
User avatar

Joined: Sun Sep 04, 2011 2:25 pm
Posts: 181
Reply with quote
Post Re: Warhammer 40,000: Imperium of Man Compilation [R7 Out!]
Arcalane wrote:
I thought you wanted to work with it? :roll:

I'll be sure to take a look at that when it's out, though.

Also if anyone else knows their way around Lua I'd greatly appreciate it if they could take a look at the scripts for las weapons and possibly make it so that the beams don't wig out when firing at short range or off the scene edges. The short-range weirdness is getting really annoying and is also rather dangerous as I'm sure some of you have discovered.



Prehaps a bullet (that moves so fast that it counts as pretty much light speed) with a lasting trail.


Tue Jan 31, 2012 11:14 pm
Profile
Display posts from previous:  Sort by  
Reply to topic   [ 1208 posts ]  Go to page Previous  1 ... 36, 37, 38, 39, 40, 41, 42 ... 81  Next

Who is online

Users browsing this forum: No registered users


You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum
You cannot post attachments in this forum

Search for:
Jump to:  
Powered by phpBB © 2000, 2002, 2005, 2007 phpBB Group.
Designed by STSoftware for PTF.
[ Time : 0.142s | 14 Queries | GZIP : Off ]