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 W40K.rte: Imperium of Man [Standalone/Steam: R20.8b] 
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Joined: Mon Oct 01, 2012 7:14 am
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Post Re: Warhammer 40,000: Imperium of Man Compilation [R14 Out!]
I'm sorry, but the CC art style is entirely in the cute/adorable/awesome pixel design range with hilarious bobble heads and similar. I can't believe given the style of CC that anyone would be worried about making proportional fictitious space marines, especially given that they'd be totally useless as infantry if they can't fit into a bunker.

This is a big part of the reason I don't like bringing "other game" stuff into a new game, results in absurd gameplay/story segregation arguments. WK40 has massive gameplay/story segregation in it's own fluff and games and you're worried about properly importing fluff into this game?

Good gameplay is more important than story/lore providing the concessions don't utterly destroy respect and suspension of disbelief. "small" marines doesn't do that.


Wed Oct 31, 2012 11:53 pm
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Post Re: Warhammer 40,000: Imperium of Man Compilation [R14 Out!]
You gentlemen need to simmer down.

Playability and Lore accuracy are not mutually exclusive.
We do not need to take sides here and be at each other's throats about it.

Calmly think of solutions that can be implemented. If you feel like yours is worth voicing, put it up for the mod creators and players to judge.

This thread is long enough without everyone arguing with everyone else over what is essentially minutia.


Wed Oct 31, 2012 11:59 pm
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Joined: Sat Oct 22, 2011 4:49 am
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Post Re: Warhammer 40,000: Imperium of Man Compilation [R14 Out!]
Natti wrote:
So you're saying that these guys should be annoying as hell to play with, just because it'd be correct to the lore?
Yeah, how about no.


Being a lore and fluff fan i still have to agree with this point.

Lore and fluff should be done but to a degree of playability and what is fun.

space marines are perfectly fine in their size.


Thu Nov 01, 2012 1:26 am
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Joined: Sun Jan 28, 2007 10:32 pm
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Post Re: Warhammer 40,000: Imperium of Man Compilation [R14 Out!]
LeonXross wrote:
I see it like cooking. For food to be good, it needs to taste good but more importantly, it needs to look good. No one will eat anything that tastes good if it doesn't look good.


That's kind of a bad argument. People eat all sorts of weird ♥♥♥♥ and consider many of those things delicacies, even if those things look foul. Would you eat a Century egg? How about some Casu marzu? Or a plate of Lutefisk? No? Then don't bring food metaphors into the mix. :P

At least I think that's metaphor. I metaphforget.

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DudeAbides wrote:
You gentlemen need to simmer down.

Playability and Lore accuracy are not mutually exclusive.
We do not need to take sides here and be at each other's throats about it.

Calmly think of solutions that can be implemented. If you feel like yours is worth voicing, put it up for the mod creators and players to judge.

This thread is long enough without everyone arguing with everyone else over what is essentially minutia.


There is no need for a solution-- judging by most of the feedback so far, they're fine as they are.

-----------------------

Putting my foot down on the issue because the focus of my scale concerns right now are the Imperial Guardsmen, not the Space Marines. The most pressing 'objectives' in the short term for this compilation are to fix the IG being out of scale. Absolute primary. Any SM scale concerns can be reviewed if and when that bridge has been crossed.


Thu Nov 01, 2012 2:28 am
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Post Re: Warhammer 40,000: Imperium of Man Compilation [R14 Out!]
You forgot the most horrifying of them all.


Thu Nov 01, 2012 6:09 am
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Post Re: Warhammer 40,000: Imperium of Man Compilation [R14 Out!]
I'm not saying the mod should be bad to play with but look good. I'm saying that gameplay should be good and the pix satisfying. Maybe you could delegate spriting to someone while you focus on gameplay?

You need to calm down and stop using us-vs-them scenerios.


Thu Nov 01, 2012 1:24 pm
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Post Re: Warhammer 40,000: Imperium of Man Compilation [R14 Out!]
Look, making Space Marines more than maybe two or three pixels taller is just going to sacrifice playability in the greater context of Cortex Command, for everyone. If you still can't wrap your head around that, I'm not sure what else to say. :???: In any case, this case is closed.

99% of what I do already with the compilation is gameplay tweaks. I only do minor spriting work like the occasional missile, small projectile, or the occasional tweak to existing material (like the helmet variants).

----------------------------

So, moving to a new topic. Larger turrets! I've been wary of including them for some time, but I'm considering something a little larger and armed with heavier weaponry, along the lines of the Tarantula. Or in other words, a scaled up Widow.

Also, if any weapon coders have any ideas for overhauling the flamethrowers (and maybe the other incendiary weapons), I'm all ears. The current code is pretty laggy and old.


Thu Nov 01, 2012 2:33 pm
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Post Re: Warhammer 40,000: Imperium of Man Compilation [R15 Out!]
No? Well, bandwidth refresh. Yaaay R15.

Download R15!
Pre-emptive Mediafire R15 Mirror!

R15 is mostly fixes and tweaks here and there.

R15 Changelist:
×× Minor AI tweaks, incorporated BlackAlpha's Smarter AI.
×× Significantly reduced lasgun/carbine/pistol/etc. damaging particle sharpness, slightly reduced longlas damaging particle sharpness.
×× Boosted the price of the Imperium Shotgun to 100oz (up from 60) for balance purposes. Renamed Imperium Shotgun to Imperium Automatic Shotgun, increased recoil transmission. Increased gibwoundlimit.
×× Added the Imperium Light Shotgun, a 4-shot alternative that's lighter, cheaper, and reloads one shell at a time. Can only use shot shells. 1 less shot per shell, much higher spread.
××× ILS has it's own firing/reloading SFX, taken from the new XCOM.
××× Updated metagame loadouts and all other mod support files accordingly!
×× Reduced the number of shots per Orbital Plasma Strike to 3, down from 9. Still effective against surface emplacements, but if you want prolonged bombardment to shred fortifications, be prepared to pay out the nose.
×× Fixed AI forgetting how to use las weapons and any other weapon that used a 'dummy' AEmitter, like the shotgun and sniper rifle. Beware the snipers!
×× Reduced improbably long shotgun slug/frag projectile lifetimes, presumably a holdover from when they were based off ludicrously-long-lifetime bolter rounds.
×× Guard/Scouts/Marines; switched SFX for reloading/switching weapons. Generic armour noises rather than voiceovers. Disabled walking/striding sounds.
×× Las weapons make brief smoke puffs at the point of impact, as you might expect such a weapon to.
×× Las weapons use Tearagion's new sprites. Offsets are not final; those of you with sharper eyes/smaller resolutions, please keep an eye out for any misalignments.
×× Reduced unaimed shakerange on the MSR, so it's now usable at relatively short range again.


Fri Nov 02, 2012 3:05 pm
Profile YIM
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Post Re: Warhammer 40,000: Imperium of Man Compilation [R15 Out!]
Hurr Durr! Testing out now :D


Fri Nov 02, 2012 4:12 pm
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Joined: Sat Aug 06, 2011 6:40 pm
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Post Re: Warhammer 40,000: Imperium of Man Compilation [R15 Out!]
Failed to find the w40k.rte Data Module !

This crash happened as my game was loading w40k.rte. I have no other mods installed, I'm using the latest version of CC.


Fri Nov 02, 2012 11:54 pm
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Post Re: Warhammer 40,000: Imperium of Man Compilation [R15 Out!]
Disregard my previous post, was in issue with having extracted the .rar to a folder of the archives name.


Fri Nov 02, 2012 11:59 pm
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Post Re: Warhammer 40,000: Imperium of Man Compilation [R14 Out!]
Arcalane wrote:

So, moving to a new topic. Larger turrets! I've been wary of including them for some time, but I'm considering something a little larger and armed with heavier weaponry, along the lines of the Tarantula. Or in other words, a scaled up Widow.


Well, along with my widow variants, i had made a larger Widow along with a bunch of other weapons planning their size and such, of course the quality will be rushed and bad, but this could just be placeholders untill ketten or anyone else vastly better at me at spirting create a work of art.


Sat Nov 03, 2012 1:04 am
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Post Re: Warhammer 40,000: Imperium of Man Compilation [R15 Out!]
So I experimented with that whole Plasma Core thing, y'know? And it got... interesting.

Image

I'm trying to figure out what to actually do with them right now. They tend to bore through the terrain once they touch down.

Very un-fluffy, but fun to watch!

Ed: I'm tempted to make this into an alternate firing mode for the Plasma Cannon. So you can either fire a big boomer-ball that arcs quite heavily, or you can fire this slow-moving spheroid that cruises along and wrecks faces.

------------------

Particle effects are fun! :D

Image
Image
Image

Messing around with alternate shot appearances for the plasma weapons. This new shot style has the added benefit of being as visible as the standard triple shot behaviour, whilst only firing a single physical projectile. Given that current projectiles have a script attached for the purpose of lethality, I hope it will cut down on the overhead involved with plasma weapons.

Whilst this is a WIP, what do you guys think? Keep it or can it?

------------------

Co-opted the plasma core (topmost picture above) glow for the other plasma weapons;

Cannon shots;
Image
Image

Rifle shot;
Image

Pistol shots;
Image
Image

They look nice, and the game also seems to run a bit more smoothly now!

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Plasma Cannon Cores! These puppies are spawned by plasma cannon shots. They live for five seconds, emitting deadly particles for their lifetime. Then, they explode like another plasma cannon blast.
Image

"!" may be something of an understatement, tutorial dummy brain. The core drifted a little, tore apart the dummy below, then the core exploded and took out the brain. Delicious.

Image

Plasma cores can either be used to effectively tear holes in enemy fortifications, or prevent enemies from passing through an area, as their emissions are pretty much guaranteed to shred even the hardiest of actors.


Sat Nov 03, 2012 7:45 pm
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Post Re: Warhammer 40,000: Imperium of Man Compilation [R15 Out!]
I wouldn't normally doublepost and especially not without an official update but I'd really like some feedback on these new plasma effects from actual players (since I don't play as much as I used to), both in terms of gameplay and system performance - that is, are they sufficiently lethal, and not horribly laggy? Since screenshots don't get it across as well as they could, I've uploaded a beta build to mediafire;

http://www.mediafire.com/download.php?6872xfir8x533s6 Old! Scroll down for R16B2!

Plasma missiles still generate an early WIP of the Plasma Core. Ignore those for now. Or don't. If you have any good ideas I'm all ears.

Pistol shot:
Image
Needs more small sparks?

Rifle shot:
Image
See above; more small/medium sparks?

Cannon shot:
Image
I think this one is fine as-is, but lemme know what you think if you try it out.

Cannon cores:
ImageImage
Core emission velocities are WIP and will probably have been decreased.

Ed:

Get R16B2 here; http://www.mediafire.com/download.php?s8y1rsds718b32p

Has fixed plasma cannon core behaviour+effects and tweaks to shot particle effects.

Pending; increase to lethal radius of plasma cores to better match their appearance.


Tue Nov 06, 2012 8:38 pm
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Post Re: W40K.rte: Imperium of Man Compilation [R16B2 Available!]
i wish i didn't have to sleep in a little while.


if i downloaded this update it would ruin tomorrow with an allnighter...

4 day weekend though :D... actually have the chance to really test something someone asked me too as well (it's somewhat related to this mod)


Thu Nov 08, 2012 4:23 am
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