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 W40K.rte: Imperium of Man [Standalone/Steam: R20.8b] 
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Post Re: Warhammer 40,000: Imperium of Man Compilation [R7 Out!]
I doubt the Mechanicus care much for elegance in their deployment mechanisms... they'd probably just be gigantic crates with some single-shot jet/rocket engines attached for deceleration. When the crate touches down, I imagine the whole thing would unfold to deploy the walkers, which would probably be in a semi-compacted state.

In-universe, at least. I'm not sure that would be so practical for Cortex Command's engine, and I certainly don't have the skills to code that much, though I fully intend to do as much of these mechanical menaces as I possibly can.

Found a nice piece of a Techpriest and a pair of Servitors too.


Mon Feb 06, 2012 4:29 am
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Post Re: Warhammer 40,000: Imperium of Man Compilation [R7 Out!]
Gravchutes, If they are Deploying things from High up.

Just really a limited jet thruster that's enough for them to land safely, Detaches after use, the guard use them as well on thier troops and everything really, anything that's too heavy for them is picked up by a valkery, and dropped off by clamps (all which could be covered up by a farcade)



Or one of these
http://www.forgeworld.co.uk/Warhammer-4 ... ALON_.html


Wed Feb 08, 2012 11:21 pm
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Post Re: Warhammer 40,000: Imperium of Man Compilation [R7 Out!]
I'll be trying to sprite the Imperial Fists and restructuring the terminators at the same time.

EDIT:Arms/torso rescaled about 3-4 pixels, but the difference is rather substantial. Shading could probably use tweaking.


Attachments:
Rescale comparison.bmp [19.64 KiB]
Not downloaded yet
Sat Feb 11, 2012 5:19 pm
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Post Re: Warhammer 40,000: Imperium of Man Compilation [R7 Out!]
Shading definitely needs work, and that shoulderpad icon looks off. I'd suggest getting more feedback from others before continuing too far with Terminators.


Sat Feb 11, 2012 8:20 pm
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Post Re: Warhammer 40,000: Imperium of Man Compilation [R7 Out!]
Is it a bird? No!

Is it a plane? No!

It's...

Image

...a lagbomb multimelta!

Scripting by CaveCricket, polished up from his Focus Rifle. Similar effects are also in place on the Meltagun and Inferno Pistol. Give the man a round of applause and a pat on the back for being so generous.

+++ THOUGHT FOR THE DAY: 1452. Despite its phenomenal success rate, a multi-melta is not the solution to all my problems. +++


Ed: CaveCricket has very generously rewritten the laser scripts for me, which should finally put an end to any shenanigans with their behaviour at short range unless you actually shoot your own feet, and means they don't vanish into thin air when shooting off-scene.


Fri Feb 17, 2012 2:19 am
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Post Re: Warhammer 40,000: Imperium of Man Compilation [R7 Out!]
well. this mod is extremely well done. some of the spriting especially with the las weapons is kinda crap. also the las weapons have the worst fire sound ever, give it something a bit more beefy sounding, even if the weapon itself is a peashooter.



also one other gripe i have is giving all actors except the assault marine no jetpacks and a jump ability instead.


it's simply not technically realistic to give an actor no jetpack. it's impossible to navigate steep terrain or bases with vertical elements.


i gave everyone jetpacks. standard marines get a variable of 2 for jumptime, imperial guard gets 0.5 jumptime, scouts get a jumptime of 1, termies get 2. all with Jetpack M. it makes the whole faction insanely easier to use


Sat Feb 18, 2012 5:05 am
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Post Re: Warhammer 40,000: Imperium of Man Compilation [R8 Out!]
I'm not gonna deny the sprites could do with some polish, but I simply don't have the time, patience and skill to do it myself. As for the sounds; I dunno, I think they achieve a good middle-ground. You know you're not getting an uber-gun, but at the same time, you know it's not horrifically weak either. And it's not horribly annoying or anything.

For jump powers, on the contrary! I strongly recommend using the grappling hook. It's a stock item and is under the Tools menu. Get the hang of using it and jumps and you can move much more precisely and efficiently than jumpjets, with no issues with being unable to fly because of being overburdened, or shooting around because your jetpack is overpowered. It takes a bit of skill and practice, but if you time your shots and use of jumps right, you can get around quite easily.

That said, I will probably try and make some grav packs of some sort made for the Imperial Guard even if nobody makes sprites for Elysian Drop Troops, and especially for the Adeptus Mechanicus once Naxete finishes the sprites.

In the meantime, have R8, faithful servants of the Empire! Download Link! We're now past 1800 downloads!

R8 Changelist:
×× Ran the las glows through value adjustment in the GIMP to give them a little more punch and make them look less flat. Definite improvement!
×× Fixed frag grenades and meltabombs being a little too eager to explode in the hands of their users, due to iffy script behaviour. Sorry about that.
×× Added Lascarbine. The Carbine is shorter, lacks a bayonet, and has reduced ammo capacity (40 shots). On the plus side, it has a slightly higher rate of fire, can fire just as far as the normal Lasgun (though aim range is slightly reduced), and does not sacrifice any firepower. It can be used single-handed with appreciable accuracy should the need arise.
×× Plasma Cannon shots now splash into a spray of secondary plasma blasts upon impact, each a third as powerful as the blasts fired by the Plasma Pistol. Initial damage has been reduced slightly to compensate. These short-ranged bolts ensure the initial target is well and truly fried if the cannon shot didn't kill it in the first place, and make the Plasma Cannon more useful against groups of enemies.
×× Now with fancy scripted Meltagun effects from CaveCricket! Got the Melta weapons rescripted to use basic reloading behaviour rather than recharging.
×× Added Multimelta. It has a slightly longer run time and range than the Melta, and has incredible firepower, but costs 600 gold. Be careful when using it at short range.
×× Reduced Meltagun cost to 450 gold.
×× Added an 'empty mag' sound to the meltaguns.
×× Tweaked shotgun shotshell performance/behaviour. Less projectiles (12->9), tighter spread (-0.02). Projectile weight increased (0.03->0.05), increased trail length (15->25), increased shot/trail brightness (variable).
×× Rewritten laser scripts, by CaveCricket! They now end properly, and run off the edge of a scene correctly instead of stopping dead in mid-air! They also have minimal chance of self-harm when firing at very close range! What more could you ask for?!
×× Resprited the PDA icon for W40K CortexShock actors to look like a dataslate, and removed script dependencies on CortexShock.rte - you can now remove CortexShock without having to disable the CortexShock factions.


Sat Feb 18, 2012 9:45 am
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Post Re: Warhammer 40,000: Imperium of Man Compilation [R8 Out!]
....grappling hook... yeah...


they aren't batman, they're space marines


Sun Feb 19, 2012 12:14 pm
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Post Re: Warhammer 40,000: Imperium of Man Compilation [R8 Out!]
NeoSeeker wrote:
....grappling hook... yeah...


they aren't batman, they're space marines


*cough*nightlords*cough*



Sun Feb 19, 2012 3:32 pm
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Data Realms Elite
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Post Re: Warhammer 40,000: Imperium of Man Compilation [R8 Out!]
NeoSeeker wrote:
....grappling hook... yeah...


they aren't batman, they're space marines

You don't have to be Batman to use a grappling hook.


Sun Feb 19, 2012 5:41 pm
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Post Re: Warhammer 40,000: Imperium of Man Compilation [R8 Out!]
I gave an attempt at improving the sprites for most of the weapons.
Link: http://www.mediafire.com/?3jkohkc97wkm4ai (it's the weapons folder with the new sprites).

Image

Hope you like 'em!

EDIT: Also, is the lascannon suppose to be unable to damage anything?


Sun Feb 19, 2012 7:42 pm
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Post Re: Warhammer 40,000: Imperium of Man Compilation [R8 Out!]
Hey, pretty good! I'll sort those out ASAP, if you could do the Hellpistol/Hellgun as well.

Let me doublecheck the Lascannon. It was working fine earlier, but I might have made the script wonky by setting the range too high or something weird like that. Try and debug it/do some testing, see if it's limited to specific circumstances.

--

NeoSeeker wrote:
....grappling hook... yeah...

they aren't batman, they're space marines


As far as I'm aware, jetpacks aren't standard issue for the Imperial Guard, and Marine backpacks are merely powerpacks for their armour. I'm not sure how their presence (or lack thereof, more accurately) is a realism issue in this case. Is it good in Cortex Command terms? Probably not.

But seriously, try the hook before you snub it. It's extremely useful.


Last edited by Arcalane on Sun Feb 19, 2012 11:10 pm, edited 1 time in total.



Sun Feb 19, 2012 10:54 pm
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Post Re: Warhammer 40,000: Imperium of Man Compilation [R8 Out!]
I think the lasgun/laspistol sprites there are a little too bright, personally.


Last edited by Mingebag7 on Mon Feb 20, 2012 11:54 pm, edited 1 time in total.



Sun Feb 19, 2012 11:00 pm
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Post Re: Warhammer 40,000: Imperium of Man Compilation [R8 Out!]
You might be right, but there aren't a whole lot of green shades to use.

Lascannon is working fine for me at the moment.

Also since I forgot to mention it, the last release also included slightly-beefed-up Longlas FX, giving it a slightly thicker beam than the other basic Las weapons to better reflect that it's a higher-powered weapon.


Sun Feb 19, 2012 11:16 pm
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Post Re: Warhammer 40,000: Imperium of Man Compilation [R8 Out!]
Hi , great mod :grin: but when I shoot two hellguns they shooting each other and then one is destroyed.


Sun Feb 19, 2012 11:59 pm
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