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 W40K.rte: Imperium of Man [Standalone/Steam: R20.8b] 
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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 [R16 Out!]
R16!

Download R16!
Pre-emptive Mediafire R16 Mirror!

R16 is fixes for AI, plasma tweaks, and adjustments to the strikes. I haven't fixed up the Blood Angel AI scripts for weegee's thing yet, but I'll hotfix that Soon because I literally just woke up okay deal with it.

R16 Changelist:
×× Plasma weapon adjustments! For Pistol, Rifle, and Cannon;
××× Reduced gravity's hold over the plasma pistol and plasma rifle, allowing their shots to travel further. So the sights are actually vaguely useful now. Cannon ballistics remain unchanged.
××× Switched plasma weapon effects, allowing for usage of a single projectile in place of the 'current' triple effect, without sacrificing firepower.
××× This also means quieter plasma impacts, especially for the cacophonous Cannon, of which I'm sure the Noise Marines would currently approve.
××× Updated/tweaked plasma projectile scripts for maximum lethality. Hopefully this ought to be the last of the trouble with them.
××× Plasma Cannon shots and Plasma Missiles now generate a 'Plasma Core' on impact, in addition to their normal effects;
×××× This Plasma Cannon Core stays where the shot detonated, whilst the Plasma Missile Core will drift forwards at a fairly slow speed.
×××× In both cases, they radiate tremendous heat and lethal radiation (i.e. dangerous, deadly particle effects), rapidly damaging anything close by. They also spew out smaller plasma shots.
×××× After five seconds, the Plasma Core then explodes like another Plasma Cannon shot, a final blast to wipe out any standing just at the edge of range.

×× Adjustments to Fire Support options;
××× Finally got a working orbital laser lance strike, thanks to Cave! Gameplay and visual effects are very work-in-progress, expect much balancing and tweaking.
××× Updated Orbital Plasma Battery shots to match the same style as the new projectiles.
××× Orbital Plasma Battery shots now fire in an advancing left->right style, similar to the Cluster Mortar, and as if fired from an actual triple-barrel turret. The overall spread is slightly tighter than the Cluster Mortar, but there is more space between shots.
××× Adjusted Cluster Mortar shot spacing so it should be properly centered on the designated point.

×× Misc;
××× Adjusted the groups of all weapons for better compatibility with v1.05+ AI behaviour.
××× Adjusted the groups of all actors for better compatibility with v1.05+ AI behaviour.
××× Removed an unnecessary 'print' line in the Lasgun script.
××× Temporarily disabled bouncy grenades for the IG Launcher since their script is bugging out at me.
××× Updated/overhauled AI for all main actors to work with the new system, so less overhauling whenever the main AI is updated. AI script file naming now goes healdelay-healamount-minhealth-maxhealth(-jetpackoption).lua.
×××× ex; 3k-1-25-75 means an actor heals 1 hp every three seconds, up to 75 hp, so long as they have more than 25 hp.
×××× Added minimum ceiling for health regen -- if an actor's health drops below a certain amount (actor dependent) then they stop healing. The regen should kick in again if they're restored above minimum by outside means.
×××× Increased all max health regen values to compensate.


Sat Dec 01, 2012 1:43 pm
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Post Re: Warhammer 40,000: Imperium of Man Compilation [R16 Out!]
I love you, and your mod very much.

keep it up mang!


Sat Dec 01, 2012 10:26 pm
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Post Re: Warhammer 40,000: Imperium of Man Compilation [R16 Out!]
I have a small request.
Could someone make ultramarines/IG campaign compatible? Right now when you choose "imperium of man" for campaign and for example use bunker auto-building you get generic zombies placed instead of your units. You can use them when placing manually or assaulting, but auto-bunkers are neat.. I know this can be done, because it works for example for Pelian army or Untitled. They have their units placed when the game builds bunkers..

Edit: Just now I found Factions.ini. If I'm reading this correctly, Enabling one of the factions will enable "loadouts.ini" needed for campaign. I'll go test it..

Edit2: It works! Sorry for the trouble then.
But there is another small problem. Apparently since last update my Combi-Plasma bolters don't fire plasma. Or is there some trick to this and I did it accidentally before?


Sun Dec 02, 2012 12:35 pm
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Post Re: Warhammer 40,000: Imperium of Man Compilation [R16 Out!]
Er, are you pressing F?


Sun Dec 02, 2012 2:05 pm
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Post Re: Warhammer 40,000: Imperium of Man Compilation [R16 Out!]
Oh, that explains everything! I was playing on keyboard before, and had fire bound to F. Now I was playing using mouse + keyboard.. Now, are those key bindings documented somewhere? Maybe I'm missing something else also.

Another thing, connected with my previous post. Is there an easy way to "split" the mod, so that one player can for example play Blood Angels and other the Space Wolves in campaign?

Edit: Also, am I the only person getting massive lags when using any flamethrower from this mod?


Sun Dec 02, 2012 2:41 pm
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Post Re: Warhammer 40,000: Imperium of Man Compilation [R16 Out!]
No, the flamer scripts are inherently laggy. If it helps, you could decrease the time the flame particles burn and increase their speed to keep their range just about the same.


Sun Dec 02, 2012 4:41 pm
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Post Re: Warhammer 40,000: Imperium of Man Compilation [R16 Out!]
Hey Arcalane, how do you get the .lua file for Unmapped lands 2?


Sun Dec 02, 2012 7:28 pm
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Post Re: Warhammer 40,000: Imperium of Man Compilation [R16 Out!]
MIC132 wrote:
Oh, that explains everything! I was playing on keyboard before, and had fire bound to F. Now I was playing using mouse + keyboard.. Now, are those key bindings documented somewhere? Maybe I'm missing something else also.


The key for any special ability (just combiplasma fire/bayonet thrust so far) is always F.

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

MIC132 wrote:
Another thing, connected with my previous post. Is there an easy way to "split" the mod, so that one player can for example play Blood Angels and other the Space Wolves in campaign?


Not at all. Well, technically you could, but the amount of work involved would be hilarious and it just really wouldn't be worth the trouble. At all. You'd have to make a copy of the mod with only one faction. Then you'd either have to have a set of weapons in each faction .rte, or in an independent .rte -- but that means you'd have to reduce all weapon prices by 75% to get around the huge cost multiplier penalty for out-of-tech weaponry.

Long story short; huge waste of time and effort for very little gain. That said, if DudeAbides manages to iron out the problems with his Orks and Tau and so on (although it may be more a problem with Cortex Command and autobuild bugs, maybe), then I imagine you ought to be able to fight them on even terms rather than just steamrolling the core factions as Space Marines. I think our mods are fairly well-balanced to each other, but I haven't talked to him about it or tested/compared stuff, so I'm not 100% sure.

Failing that, if you don't want to stomp the AI too easily then play Imperial Guard - they're a bit better than stock, but not overwhelmingly so (to my knowledge). Make good use of the soldiers with Grav Packs (Elysian, Elysian Stormtrooper) to get around easily.

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

MIC132 wrote:
Edit: Also, am I the only person getting massive lags when using any flamethrower from this mod?


No, sorry. I want to overhaul them at some point because of that, but I'm no scripter and haven't got any good ideas on how to do it just yet. :(

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

ThatGuyYouUsedToKnow wrote:
Hey Arcalane, how do you get the .lua file for Unmapped lands 2?


Look in the "Other Mod Support" folder, inside W40K.rte. :roll:


Sun Dec 02, 2012 9:33 pm
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Post Re: Warhammer 40,000: Imperium of Man Compilation [R16 Out!]
So I started playing through Space Marine again, because I got my new PC all set up and running. Expect to see some minor changes here and there... I think I might give the Vengeance Launcher a bit more love, mostly considering giving it timed-sticky & impact-detonation grenades. I might also see about making it so the Bolt weapons have make an added 'low ammo' noise if they're almost out of rounds, so you don't need to look at the teeny tiny ammo counter.

Also I decided to snap a couple of screenshots of the lasguns used there;
Image
Image

If anyone sprites it up, I'll throw it in as a weak but still very accurate fully-auto variant. 'cause I can.


Thu Dec 13, 2012 12:24 pm
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Post Re: Warhammer 40,000: Imperium of Man Compilation [R16 Out!]
I love that game, except for the stupid-ass hardcoded FOV. Gives me a headache.


Thu Dec 13, 2012 2:01 pm
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Post Re: Warhammer 40,000: Imperium of Man Compilation [R16 Out!]
I'll try to sprite 'em up when I get home from schoolings today.


Thu Dec 13, 2012 8:00 pm
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Post Re: Warhammer 40,000: Imperium of Man Compilation [R16 Out!]
A low ammo noise? Don't overload everything with fancy stuff, it's already enough with hearing everyone dying :/

EDIT:

Also, I forgot how fun it was to play with this mod. Jet-crashing everyone while slashing with a chain-sword is priceless.


Thu Dec 13, 2012 9:12 pm
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Post Re: Warhammer 40,000: Imperium of Man Compilation [R16 Out!]
Sadly, my ability to sprite in the style of cortex command has faded to non-existence, I'm not even going to post the spriting abortion.
:(


Fri Dec 14, 2012 1:01 am
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Post Re: Warhammer 40,000: Imperium of Man Compilation [R16 Out!]
Wow, that's sad, you did some really good sprites. I really liked your nazi soldier IN SPAAACE.

Also, is it me or the Marine Sniper Rifle penetrator rounds are kinda weak? I mean, I think I headshotted a coalition heavy and nothing. Maybe a script to buff it on headshots? :D I think Azukki made one once.


Fri Dec 14, 2012 1:34 am
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Post Re: Warhammer 40,000: Imperium of Man Compilation [R16 Out!]
what's up with certain rounds detonating way before they hit a target? like the kraken turret? you can miss due to the fact that it's airburst.


Fri Dec 14, 2012 7:59 am
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