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!]
That's not going to happen in a million years. Not only is it something of a step backwards - given all the difficulty I went to in order to add the damned things in the first place - but bullet speeds sufficiently high to achieve that effect are also far beyond the maximum sane limit of projectile speeds in Cortex Command. If I recall, any shot speed above ~200-something results in greater and greater oddities from the physics engine. Then you encounter the tricky minefield of achieving sane balance, given the projectile speed, weight, sharpness, and so on.
Besides, without a lot of extra work to make the effects all fancy, it'd look absolutely terrible. I'd much rather have someone who knows what they're doing look at it and fix it than start over with it.
I know this can be done properly (DarkStorm's beams work more than well enough, if Duh's were not slightly more accessible I would have derived the beams from DarkStorm eventually) but I simply don't understand the scripting at all well enough to look into fixing it myself.
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Tue Jan 31, 2012 11:31 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!]
Well, once I did a script for those kind of laser beams. It was much less fancy than Duh's because if they were trying to shoot to a longer distance than they could, they'd make a beam at max range instead of a minimum one; it also damaged creating and gibbing an AEmitter in the end instead of spawning MOPixels and giving them fast speeds.
It also didn't have any method to reduce lag, but it wasn't laggy at all.
You can check the script if you want and see if you like it, you can download Experimental Weaponry, a collaboration mod and check the SMGK (link in my sig). If you like it, or anything, I can further tweak it to reduce lag and increase awesomeness.
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Wed Feb 01, 2012 5:06 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!]
Looking at it... not really. I just need someone who knows how it all works to take a look at the existing scripts (Laser.lua, Lascannon.lua, Hellgun.lua, HellgunWidow.lua and Lasersniper.lua) and check them out, that's all. I think it might be an oddity with the initial invisible target-finder projectile deflecting off surfaces at very short range somehow, so I'll try messing with that first. Ed: As I figured, the material of the projectile (Air) was quite bouncy, and could easily retain energy if fired into a surface at very short range. I've managed to make it slightly less dangerous to the user for now, but it's still behaving very oddly. Also, looking back at earlier pages and finding pictures of the Adeptus Mechanicus posted by Naxete, I was reminded of an old picture I had lying around in my tinypic account; (spoiler'd because 1223x709!) Thinking on the matter, some malfunctioning Servitors could make pretty good custom enemies for CortexShock. Also, updated the todo-wishlist and upcoming changes list in the OP. Progress is hitting one of those lulls again. Ed2: Something else I found whilst I was poking around - wargear sheet;
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Thu Feb 02, 2012 5:17 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!]
My faquin' god! That mechanical awesomery deserves to be moded! Kettenkrad, or you do this or I will !
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Fri Feb 03, 2012 1:27 am |
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Kettenkrad
Joined: Mon Oct 25, 2010 5:51 am Posts: 1198 Location: Sydney
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Re: Warhammer 40,000: Imperium of Man Compilation [R7 Out!]
All yours, Nax.
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Fri Feb 03, 2012 5:34 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!]
So it will be! Provisional list of stuff I like in that image and it would be great to have in cc: + Ciber-creepy Monks + Crab-Walkers with mounted cannons [ In case of availability of tank-treads ] ˇˇˇˇˇˇˇˇˇˇˇˇˇˇˇˇˇˇˇˇˇˇˇˇˇˇˇˇˇˇ + Grand Mechs
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Fri Feb 03, 2012 5:52 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!]
Tank treads should be doable by faking it with ACrabs, that's how Ketten does his tanks IIRC.
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Fri Feb 03, 2012 9:29 am |
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Kettenkrad
Joined: Mon Oct 25, 2010 5:51 am Posts: 1198 Location: Sydney
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Re: Warhammer 40,000: Imperium of Man Compilation [R7 Out!]
And I just ripped my tanks off the Metal Slug mods. I feel bad...
Last edited by Kettenkrad on Fri Feb 03, 2012 11:11 am, edited 1 time in total.
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Fri Feb 03, 2012 9:32 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!]
Arcalane wrote: Tank treads should be doable by faking it with ACrabs, that's how Ketten does his tanks IIRC. Those aren't tracks, just invisible spiders over the hulls Kettenkrad wrote: I feel bad... You should! MS tanks are shabby...The best tracks systems in cc are the ones which use very polished walkpaths or the script which made areku for ToD which isn't polished and make weird stuff.
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Fri Feb 03, 2012 11:10 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!]
Sorry about double post, this would be the scale used for spriting, forget about details for now, think in doable size-proportions in cortex: Clone = 1/1 original and default size of cortex command actors Ciber-weirdos = 1,5/1 Spider-walkers = 2,5/1 Bigass-mechs = 5/1 I've done this "sheet" thinking in previously done walkpaths, so nothing would have to be coded from scratch. I wish the mech would be done TITANIC size, but I think not everybody is willing to have a gundam size actor in his mod. Opinions, now.
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Sat Feb 04, 2012 12:16 am |
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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!]
That should be the scale, I mean, let's be honest; there isn't a single robot/mech in all WH40K that is smaller than two regular humans.
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Sat Feb 04, 2012 1:41 am |
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DarthJawa
Joined: Mon Jan 02, 2012 12:00 am Posts: 6
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Re: Warhammer 40,000: Imperium of Man Compilation [R7 Out!]
Looking through the sprites, I saw tempest bolts but can't find them ingame, what weapon are they for?
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Sat Feb 04, 2012 5:16 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!]
Nothing. I made the icons in case I wanted to use them later and left them in there for the time being.
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Sat Feb 04, 2012 5:18 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!]
Naxete wrote: Opinions, now. Might be a just a little on the large side for the quadwalkers and biped techpriests/enginseers/skitarii/whatevers, but otherwise it looks good. The bigger ones should totally come with their own deployment pods or something though, for ease of deployment. Sorry I didn't reply to this sooner. I was sick as the proverbial squig all weekend after something I ate violently disagreed with me around midnight Thursday/Friday 1am and decided to make an emergency exit by the way it came in. I'm fine now though, apart from some lasting headachishness, and development is back underway.
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Mon Feb 06, 2012 12:19 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!]
That's what I wanted to hear, I'll proceed. Arcalane wrote: The bigger ones should totally come with their own deployment pods or something though, for ease of deployment. Need details and references if possible here, my imagination decided not to help. About your health-state you all should completely avoid eating kebabs, they put more love than necessary in their secret sauces, very pornographic recipe-sauces...
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Mon Feb 06, 2012 4:04 am |
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