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
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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. I also disabled Cortex Shock stuff by default.
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Sat Jan 28, 2012 9:20 pm |
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Mingebag7
Joined: Thu Jul 08, 2010 10:24 pm Posts: 185 Location: Big Applesauce
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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?
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Sun Jan 29, 2012 5:08 pm |
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Arcalane
Joined: Sun Jan 28, 2007 10:32 pm Posts: 1609 Location: UK
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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. 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; 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. 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.
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Sun Jan 29, 2012 5:55 pm |
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LordVonKain
Joined: Sat Oct 22, 2011 4:49 am Posts: 826 Location: England
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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?
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Sun Jan 29, 2012 9:02 pm |
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Naxete
Joined: Fri Apr 30, 2010 2:12 pm Posts: 560
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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).
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Sun Jan 29, 2012 9:17 pm |
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Arcalane
Joined: Sun Jan 28, 2007 10:32 pm Posts: 1609 Location: UK
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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.
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Mon Jan 30, 2012 2:13 am |
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111herbert111
Joined: Fri Jan 07, 2011 12:31 am Posts: 550 Location: error: location not found
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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
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Mon Jan 30, 2012 5:32 am |
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Fail Flail
Joined: Sun Jun 13, 2010 5:40 am Posts: 1059 Location: I chose my fate, do not pity me.
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Re: Warhammer 40,000: Imperium of Man Compilation [R7 Out!]
This 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.
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Mon Jan 30, 2012 7:32 am |
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Arcalane
Joined: Sun Jan 28, 2007 10:32 pm Posts: 1609 Location: UK
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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; I still update it, y'know.
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Mon Jan 30, 2012 12:41 pm |
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Fail Flail
Joined: Sun Jun 13, 2010 5:40 am Posts: 1059 Location: I chose my fate, do not pity me.
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Re: Warhammer 40,000: Imperium of Man Compilation [R7 Out!]
Then you can add this as a dropship 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.
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Mon Jan 30, 2012 1:33 pm |
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Arcalane
Joined: Sun Jan 28, 2007 10:32 pm Posts: 1609 Location: UK
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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.
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Tue Jan 31, 2012 11:44 am |
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Naxete
Joined: Fri Apr 30, 2010 2:12 pm Posts: 560
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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...
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Tue Jan 31, 2012 4:27 pm |
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Asklar
Data Realms Elite
Joined: Fri Jan 07, 2011 8:01 am Posts: 6211 Location: In your office, earning your salary.
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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.
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Tue Jan 31, 2012 8:16 pm |
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Arcalane
Joined: Sun Jan 28, 2007 10:32 pm Posts: 1609 Location: UK
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Re: Warhammer 40,000: Imperium of Man Compilation [R7 Out!]
I thought you wanted to work with it? 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.
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Tue Jan 31, 2012 10:02 pm |
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DrVonBarron
Joined: Sun Sep 04, 2011 2:25 pm Posts: 181
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Re: Warhammer 40,000: Imperium of Man Compilation [R7 Out!]
Arcalane wrote: I thought you wanted to work with it? 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.
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Tue Jan 31, 2012 11:14 pm |
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