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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 [R8 Out!]
Belated, but they're in. Also updated the first post, and split the wishlist into "things I actually intend to do at some point" and "things that would be cool but I/we don't have the resources/time/whatever available right now".

It's a small distinction, but an important one, I think.


Mon Feb 27, 2012 8:44 pm
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Post Re: Warhammer 40,000: Imperium of Man Compilation [R8 Out!]
About a page back you guys said you wanted a craft with a cargo hold and guns on it?... or at least i think you did.

Anyways... Unitec has a fine specimen, consider asking gotcha if you can use it.
I was never a big fan of wh40K, but i was looking on their wiki.. and.. its quite interesting, although confusing at times, i'll manage.
xD uhh Yeah.. Unitec drop ship..
Its got miniguns on it, might want to change that to a bolter or something..

I uhh.. Dunno...

Edit- i know what you'll say, NOT THE RAPTOR! but unitec does have a drop ship with guns on it, its just really big, and square...


Wed Feb 29, 2012 5:39 pm
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Post Re: Warhammer 40,000: Imperium of Man Compilation [R8 Out!]
The point is that it has to look like it flew right out of the 40k universe.
Which the unitec ship doesn't.

However I'm agreeing with arcalane here(something we don't do too often....) and I think the arvus light might be the best option.


Wed Feb 29, 2012 10:45 pm
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Post Re: Warhammer 40,000: Imperium of Man Compilation [R8 Out!]
Presumably crabman meant it could be used as a base for a craft with guns and drop capability. Of course the sprites would have to be changed. The problem there is that the guns wouldn't be player controllable or you'd have to swap to them as you would another actor (unless you modify the script). Abdul's dropship has a directly controllable weapon and drop capability so it'd probably be better to base the craft off of.


Thu Mar 01, 2012 2:07 am
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Post Re: Warhammer 40,000: Imperium of Man Compilation [R8 Out!]
<3 dio forEVER.


best anime character besides alex row in the same series.




anyways, lately i've been noticing all the imperial guard's extremities aren't bound to what they're connected to that well. namely the feet and the hands will often disconnect from the actor while in motion. it's a small thing but it is kinda bothersome, especially considering the sprites for their feet could be so much better as well.




also that new hellgun sprite is beautiful. you think you could do that for the las guns as well?


Thu Mar 01, 2012 3:59 am
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Post Re: Warhammer 40,000: Imperium of Man Compilation [R8 Out!]
I know the Krieg legs are wonky (pretty much always have been, since they weren't resprited properly), but I can't see anything wrong with the normal IG legs/hands myself. Hand detachment is probably unavoidable to a certain degree.

Redone lasweapons have been in for a while. Look back a couple of pages.

First post upcoming changenotes updated with info on Las weapon tweaking. Still got a couple of kinks to iron out of the scripts, but they're almost ready to go.


Thu Mar 01, 2012 1:49 pm
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Post Re: Warhammer 40,000: Imperium of Man Compilation [R8 Out!]
Soon after installing this mod, Cortex crashed and I got this error when I tried to restart it:
abortion in file .\System\Reader.cpp, line 534 because: Wrong type in Reader when passed to Serializable::Create() in Base.rte/Settings.ini at line 183

Does anyone know how to fix this?


Sat Mar 03, 2012 1:45 am
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Post Re: Warhammer 40,000: Imperium of Man Compilation [R8 Out!]
In case you didn't read even one thread below yours in Support, your install is corrupt, and you have to reinstall Cortex, or grab a settings.ini from a working Cortex.
Goddamn, people never read, anything.


Sat Mar 03, 2012 1:52 am
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Post Re: Warhammer 40,000: Imperium of Man Compilation [R8 Out!]
What ticks me off is not trying to figure it out themselves. Not even a little bit. I mean, it says it's Base.rte's Settings.ini right there in the error message. Gah.


Sat Mar 03, 2012 2:33 am
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Post Re: Warhammer 40,000: Imperium of Man Compilation [R8 Out!]
Dammit guys, I thought I'd gotten some good feedback, but nooooo, just someone with a broken settings file. :(

Cave and I finally hammered the last of the problems out of the laser scripts with a little bugtesting, so all I need to do now is poke around at the Plasma Cannon ballistics some more, then I'll put R8.5 up for grabs. Tonight I have a Dark Heresy game though, so it'll have to wait a bit longer. ;)

--

Natti wrote:
What ticks me off is not trying to figure it out themselves. Not even a little bit. I mean, it says it's Base.rte's Settings.ini right there in the error message. Gah.


I know, right? The lack of initiative and intelligence people display sometimes is downright mindboggling. :roll:


Sat Mar 03, 2012 8:04 pm
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Post Re: Warhammer 40,000: Imperium of Man Compilation [R8 Out!]
i've still got pc issues so i can't test the mod out to say anything, and graphically wise i'm ok with everything. all i can do right now is just suggest new stuff but i rather see everything get fixed up and sorted out before any new weapons or actors get added in.


Sat Mar 03, 2012 8:23 pm
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Post Re: Warhammer 40,000: Imperium of Man Compilation [R8 Out!]
Arcalane wrote:
...Tonight I have a Dark Heresy game though, so it'll have to wait a bit longer. ;)...



Did you say dark heresy? May i join if possiable?

That said we could use a extened Land Speeder storm and Disable collisions with players with it, drop Marines out of the middle with it, would technicly be two actors, one being the Dropship and the other being the forward gunner


Sat Mar 03, 2012 10:50 pm
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Post Re: Warhammer 40,000: Imperium of Man Compilation [R8 Out!]
DrVonBarron wrote:
Did you say dark heresy? May i join if possiable?


We have six people, but I guess there might be room for one more since a couple of our players are a bit lax about showing up. We run it on an IRC channel starting around as of two hours before I made this post (about 8pm GMT, give or take, depending on the GM and the rest of us). PM me you're interested in that and I can reply with more details.

--

DrVonBarron wrote:
That said we could use a extened Land Speeder storm and Disable collisions with players with it, drop Marines out of the middle with it, would technicly be two actors, one being the Dropship and the other being the forward gunner


Maybe... I think it'd probably look kinda awkward, though I've also seen some pretty slick-looking conversions of landspeeders that I might dig up later as alternatives to the Valkyrie.
--

Ed: Dug some stuff up;

Speeders;
Helo-Speeder Conversion
Old IG Speeder/Conversion

Weaponry;
Elysian Weaponry
Various Lasgun Patterns

SM;
SM Chapters Poster


Sat Mar 03, 2012 11:15 pm
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Post Re: Warhammer 40,000: Imperium of Man Compilation [R8.5 Out!]
Doublepost ho!

R8.5 Changelist: Download R8.5!
×× Replaced laspistol, lascarbine, lasgun, longlas, lascannon, hellgun, hellpistol, handflamer, flamer, heavy flamer and autocannon with Tearagion's sprites.
×× Script fixes for lasweapons so they shouldn't try to hit themselves anymore, and thus won't hurt their wielder unless they actually go out of their way to shoot themselves in their own feet.
×× Increased firepower and blast area of Lascannon, as my original specs were inaccurate in terms of firepower relative to a full plasma cannon blast. It should be pretty damn lethal now, though not quite as strong as the Plasma Cannon per-hit if you count all the scattering plasma shots.
×× Reduced shot speed of Plasma Cannon blasts, and increased shot mass/added some air resistance. The Plasma Cannon still functions as it used to at shorter ranges, but the shot loses velocity and drops noticeably when firing at longer ranges. On the plus side, you can use this to arc shots over obstacles if you have enough room!
×× Slightly buffed shot speed of the Plasma Rifle.
×× Beefed up the width of the Widow's Hellgun lasers, to reflect their increased firepower compared to normal Hellguns and other laser weapons.
×× Finetuning las weapons;
××× The Laspistol is pinpoint accurate when sharpaiming, though it lacks the firepower of the Bolt and Plasma Pistols.
××× The Lascarbine is more accurate than the Lasgun if both are firing from the hip, but less accurate if both are sharpaiming.
××× The Laspistol, Hellpistol and Lascarbine all have slightly shorter ranges than the Lasgun and Hellgun.
××× The Hellpistol and Hellgun are slightly inaccurate even when aiming, and quite inaccurate when not aimed properly.
××× The Longlas and Lascannon are hideously inaccurate when firing from the hip, but pinpoint accurate when aiming properly.
××× The Widow's Hellgun has the same accuracy regardless of whether it is sharpaiming or not. Being fixed to a turret has perks.
××× Reduced Lascannon ammo capacity to 4, down from 6.


Sun Mar 04, 2012 8:55 pm
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Post Re: Warhammer 40,000: Imperium of Man Compilation [R8.5 Out!]
it's 40k



in a sexy box






i find the only way i can have a challenge in skirmish is using the dev made coalition super heavy as one of the enemies in activities and equip everyone liberally with heavy weapons, including a homing missile lawnchair and a rifle that shoots very HE rounds. and give the heavies two heavy weapons.


there's nothing greater than pulverizing a coalition heavy with a single plasma cannon blast.




and would you mind releasing in patch form in the future as well as a full download? i mean i'm just asking, for me it would make a few things quite easier


Mon Mar 05, 2012 2:48 am
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