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 W40K.rte: Imperium of Man [Standalone/Steam: R20.8b] 
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Joined: Fri Dec 14, 2012 5:44 am
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Post Re: Warhammer 40,000: Imperium of Man Compilation [R17 Out!]
wats th diff beween this 1 and dudeabides 1. his has tau


Sun May 12, 2013 4:09 pm
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Post Re: Warhammer 40,000: Imperium of Man Compilation [R17 Out!]
Izak12 wrote:
wats th diff beween this 1 and dudeabides 1. his has tau

This one has a few more chapters and more cool things.


Mon May 13, 2013 1:22 am
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Post Re: Warhammer 40,000: Imperium of Man Compilation [R17 Out!]
Izak12 wrote:
wats th diff beween this 1 and dudeabides 1. his has tau


This is pure imperium of man, in otherwords, Contains Imperial guards, And space marine, to a perfect detail and more Balance yet Lore correct.

The other one is just a pack slapped together made to fight one another.

Rather, this pack is more detailed, Dudeabides which is not being updated anymore to the best of my Knowledge, is just a Multipack.


EDIT: Also Nerco'ed because i was too lazy to look at the date's of post, Whoopis doodles.


Wed Jun 05, 2013 7:55 pm
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Post Re: Warhammer 40,000: Imperium of Man Compilation [R17 Out!]
Erm, does this still work? for 1.0? I got an error :-(


Tue Jun 11, 2013 10:04 am
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Post Re: Warhammer 40,000: Imperium of Man Compilation [R17 Out!]
It might, but make sure you're running 1.05! I forget what the changes are but I'm pretty sure there's some important stuff in there script-wise that R17 [takes advantage of/requires] in order to do the fancy things it does. It might be more helpful if you can tell us what the error actually was, too.

As a note for everyone else; I haven't forgotten about the new sprites+gibs, I've just been really busy. I'm starting to warm up to 40K again though, thanks to listening to the Space Marine soundtrack more often. I need to take stock of what I've done so far (good thing I made the checklist!) then start converting things over.


Tue Jun 11, 2013 12:01 pm
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Post Re: Warhammer 40,000: Imperium of Man Compilation [R17 Out!]
New checklist at top of original post. In the interest of speeding up work in future, I've started on offset templates.

What this basically means is that when I finally get around to coding, I can just flick open the relevant template to measure up the offsets and go from there, instead of figuring out the offsets as I go along with the coding.


Mon Jun 24, 2013 10:04 am
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Post Re: Warhammer 40,000: Imperium of Man Compilation [R17 Out!]
Hooray triplepost.

Status Update: I have, at long last, finished the sprite seperation work. The last weapon was the Heavy Bolter and its 11 chunks, the gibbiest weapon of all. Second is the Thunderstrike launcher with 10. To be fair, the Lascannon had 13 originally; I merged some of the bitz together to make a more manageable 8. :lol:

Now I just need to figure out all the offsets, code them in, then add the gibs! :roll:

Ed: Rather than quadpost, editing this one.

Offset marking is coming along nicely now that I have some free time.

Whilst you guys wait, here's a scaled-up gif of the assault cannon bein' all spinny-like 'cause why not;

Image

Ed 2: Slowly but surely getting there. I've left the biggest, most complicated weapon sets (that is, bolters and autoweapons) for last.

In the meantime, idling chainsword!

Image


Tue Jul 02, 2013 11:01 am
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Post Re: Warhammer 40,000: Imperium of Man Compilation [R17 Out!]
It begins.

ImageImage
ImageImageImage
Image

Offsets are, as always, a work in progress. I'll be fine-tuning them as I go along.


Tue Jul 09, 2013 7:18 pm
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Post Re: Warhammer 40,000: Imperium of Man Compilation [R17 Out!]
This mod is amazing, the recompilation is beautiful, the sprites are amazing, just this is the perfect mod. Although a glitch i have found is that if you look too far down when walking with a Dark Angels Scout with jump pack they will gib and die instantly.


Wed Jul 10, 2013 8:36 am
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Post Re: Warhammer 40,000: Imperium of Man Compilation [R17 Out!]
...that's new to me, I must admit. Does this happen reliably in every game mode, just in the campaign metagame, or what? Is it with the normal scouts, or the assault recon guys? Does it only happen with the Dark Angels, or does it happen with all the Chapters? The more info you can provide the better the chances are we can find the cause and fix it.

Status Update: Gib coding and implementation proceeds apace. Ingame gibbing editor is a godsend for this sort of thing.


Wed Jul 10, 2013 6:21 pm
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Post Re: Warhammer 40,000: Imperium of Man Compilation [R17 Out!]
can you tone down on the assault pack exhaust a bit, it slows down my computer when multiple packs are used on screen, and since I like to use the assault units, well, yeah, you get the idea.


Wed Jul 10, 2013 7:20 pm
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Post Re: Warhammer 40,000: Imperium of Man Compilation [R17 Out!]
With further examination it appears to also happen to Marines with Jump Packs as well as the scouts with jump packs. I tried doing the same on the other chapters and Imperial guard but it only seems to happen to Dark Angels randomly when looking down. This occurred to me in the Campaign, Unmapped Lands 2, and while playing brain vs brain.


Wed Jul 10, 2013 10:05 pm
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Post Re: Warhammer 40,000: Imperium of Man Compilation [R17 Out!]
halo117 wrote:
can you tone down on the assault pack exhaust a bit, it slows down my computer when multiple packs are used on screen, and since I like to use the assault units, well, yeah, you get the idea.


I'll have a look at it, but I don't mess with particle effects much to be honest. Jetpacks are really finicky too when it comes to physical performance - if you tweak the wrong things they can suddenly lose (or gain!) a lot of power.

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

Viperlol wrote:
With further examination it appears to also happen to Marines with Jump Packs as well as the scouts with jump packs. I tried doing the same on the other chapters and Imperial guard but it only seems to happen to Dark Angels randomly when looking down. This occurred to me in the Campaign, Unmapped Lands 2, and while playing brain vs brain.


Curious indeed! Are you, by chance, hitting W+S/jump+crouch at the same time whilst looking down? That key combo activates the super jetpack mode for as long as it's held, which propels the actors towards the crosshair, with enough force to easily cause serious damage to them if they hit terrain or solid obstacles. You may be accidentally telling them to basically flatten themselves against the ground with lethal force. :roll:

Either that or you're maybe running into the seam bug that can happen, especially if there's lots of objects on the map. Does it always happen at a specific place, or can it happen anywhere on any map?

I'm stumped, to be honest. :???:


Wed Jul 10, 2013 11:21 pm
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Post Re: Warhammer 40,000: Imperium of Man Compilation [R17 Out!]
OK so i was messing around with the Super jet pack mode, that may be the problem but know i noticed while playing Un-mapped lands 2 that this gib explosion occured on my Blood Angels troop that had no jump pack, while looking down.


Thu Jul 11, 2013 9:50 am
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Post Re: Warhammer 40,000: Imperium of Man Compilation [R17 Out!]
Very strange indeed. I have no real idea what might be causing it, though. Just guesses. :???:

In other news, I've completed gib coding and implementation for everything except Bolt Weapons and the Chainsword, so here's a sort of demo sheet of all the weapons (bar fire support munitions, which are coded/implemented, just not seen here) available to the Imperial Guard and Space Marine factions;

Image

Once those two final tasks are done, I'm probably going to chuck out a beta release so I can get some feedback on the offsets. I may also need assistance figuring out all the stance offsets, since those are a total pain.

Ed: Stance offsets actually appear to be mostly okay. Apart from a couple of outliers in the heavy weapons departments, I don't think much tuning will be needed. Once I have the chainsword gibs from Major I'll have the new update out and ready to go.

Ed2: Plasma Cannon Incinerator Mode!

Image

This alternate, single-shot mode for the Plasma Cannon fires a tempestuous ball of superheated, ionized gases. Aptly named 'Incinerator' mode, the projectiles generated by this alternative firing method drift along at a fairly low speed, obliterating pretty much anything that happens to have the misfortune of being too close to them. If they happen to actually collide with something without somehow totally obliterating it, they'll likely bounce off and continue drifting. After about five seconds (subject to change) the incinerator core promptly collapses with a final explosive shockwave.

Remember, miniature suns do not have friend/foe identification systems. Anything caught near them will get toasted.

Generally users are safe from their own incinerator cores when launching them as it takes a little under a second for the core to begin emitting lethal levels of heat and radiation. After that initial period, though, it'll mess up anyone that gets close, even the actor that originally pulled the trigger.

To make it absolutely clear just in case I was a little too vague/contradictory; there is a script on the Incinerator projectile that sets its Team to -2 when it's created. This means that it, and its emissions, will collide with every team, including wildlife and that of the owner. This thing can chunkify an Assault Scout in about a second flat. You have been warned.

Ed3: Making some final wrapup tweaks to R18. Here's an Ultramarine Assault Scout showing off single-handed Bolter wielding combined with the new Combat Shield;

Image


Thu Jul 11, 2013 1:43 pm
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