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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 [R18 Out!]
Believe me, I'm well aware of its awesomeness. ;)

In other news, I finally got around to pulling ROF stats from the Space Marine files, and have tweaked a number of weapons to match. This means a significant ROF boost for the Bolters and Autocannon, and a pretty significant increase for the plasma cannon too. The Stalker is getting a bit of a ROF nerf but I'm removing the burstfire feature.

The M41, being based off the lasguns used by the IG ingame, also got a small ROF increase.

Ed: Got bored, made a silly little thing for the Bolter;
Image


Tue Aug 06, 2013 8:15 pm
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Post Re: Warhammer 40,000: Imperium of Man Compilation [R18 Out!]
Arcalane wrote:
Believe me, I'm well aware of its awesomeness. ;)

In other news, I finally got around to pulling ROF stats from the Space Marine files, and have tweaked a number of weapons to match. This means a significant ROF boost for the Bolters and Autocannon, and a pretty significant increase for the plasma cannon too. The Stalker is getting a bit of a ROF nerf but I'm removing the burstfire feature.

The M41, being based off the lasguns used by the IG ingame, also got a small ROF increase.

Ed: Got bored, made a silly little thing for the Bolter;
Image

With boost, do you mean boost in realism or speed?


Mon Aug 12, 2013 4:18 am
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Post Re: Warhammer 40,000: Imperium of Man Compilation [R18 Out!]
Speed. Pending changes are, as always, in the first post. It's not a huge increase for the bolter+combi but oddities within the game engine itself (rate of fire seems to be linked to FPS somehow?) made judging the actual rate of fire somewhat problematic without access to the actual configs/weapon setup. The most significant boosts are for some of the heavier weapons in the pack, like the Autocannon and Plasma Weapons -- though the latter... well;

Plasma weaponry is getting a bit of an overhaul next. Again thanks to Space Marine I managed to figure out an alternative to spice them up without relying on mag swapping or heat/charge mechanics, the end effect will be quite like - but not identical to - the handling in Space Marine.

Either way, it should be reasonably intuitive and I hope it'll help balance out plasma weapons a bit. Hats off again to Cave for doing another pile of scriptwork for me -- this one looks to be the longest yet, but also quite flexible and something I may well be able to make use of elsewhere.


Mon Aug 12, 2013 6:50 am
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Post Re: Warhammer 40,000: Imperium of Man Compilation [R18 Out!]
Hum, the game acts in a certain way because of how frames and simulation works, and how much it can bog down the processor that it relies on to do whatever.



Anyways, I like the fact that there are multiple ammo types, and the icons reflect roughly what they do, but I can't help, but want a fast description of them... anyways, since the Bolter Munitions are Self Propelled, much like Gyrojets, it may be silly, but I wonder if they do in fact accelerate.


Mon Aug 12, 2013 7:45 am
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Post Re: Warhammer 40,000: Imperium of Man Compilation [R18 Out!]
Foa wrote:
Hum, the game acts in a certain way because of how frames and simulation works, and how much it can bog down the processor that it relies on to do whatever.


I mean in Space Marine, not Cortex Command. Should've been clearer, my bad.

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

Foa wrote:
Anyways, I like the fact that there are multiple ammo types, and the icons reflect roughly what they do, but I can't help, but want a fast description of them... anyways, since the Bolter Munitions are Self Propelled, much like Gyrojets, it may be silly, but I wonder if they do in fact accelerate.


In-code, or in-fluff? In both cases, the answer is yes. They're scripted to increase their velocity steadily, although it's not very noticeable at the moment as it's quite a low percentage increase in most cases.

As for the ammo descriptions, do you mean like... more general info in-game, or here, or if I were to update the silly weapon box thing I made for the Bolter, or what?


Mon Aug 12, 2013 7:55 am
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Post Re: Warhammer 40,000: Imperium of Man Compilation [R18 Out!]
Because of this magical combination of One Frame Per Sim, and Huge Sim Times.. Time literally slows down in the game, so everything moves slower, so that the computer can simulate each frame, since it is prevented from dropping frames [that is until the lag becomes too much, and not even delta time can scale time back enough to let processing handle it].


But yeah, enough of butchering how time works in programs... a silly image blurb of the ammo types would be p cool. :>


Mon Aug 12, 2013 8:17 am
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Post Re: Warhammer 40,000: Imperium of Man Compilation [R18 Out!]
Something quick updated;
Image
L-R for mag images; Bolter, Bolter Combi-Plasma, Stalker Boltgun, Bolt Pistol, Storm Bolter. Black w/ red outline = not available for that weapon.

Updated with tweaks/notes. Kraken ROF reduction is not final and may not happen. We'll see.

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

Update on the plasma weapons overhaul;

What I'm planning to do is add charge/energy mechanics to the plasma weapons. Each has an unreplaceable cell that holds 100 energy; this cell recharges over time. The weapon can be toggled between various firing modes via the pie menu - most will have two modes; normal, and charged. Changing the fire mode changes the projectile and rate of fire, along with the accuracy!

The basic plan is that standard/normal shots will 'burst' on impact, emitting a bunch of particles. Compared to standard explosive bolts, they'll cause slightly fewer wounds but have better armour penetration. Standard mode will also have a decent rate of fire -- this is technically a significant nerf since right now a single plasma shot of any kind pretty much ♥♥♥♥ up anything and everything you point it at. Charged shots will consume much more energy (depending on the weapon) and reduce the rate of fire, but inflict accordingly greater damage.

I have a small concern right now though -- should charged pistol and rifle shots detonate instantly, or stick to their targets and explode after a second or two? Plasma Cannon charged shots will detonate on impact. Also, Plasma Cannon standard shots will be higher velocity and not drop as quickly.


Last edited by Arcalane on Tue Aug 13, 2013 2:01 pm, edited 4 times in total.



Tue Aug 13, 2013 2:58 am
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Post Re: Warhammer 40,000: Imperium of Man Compilation [R18 Out!]
What do the normal shots do?


Tue Aug 13, 2013 4:42 am
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Post Re: Warhammer 40,000: Imperium of Man Compilation [R18 Out!]
They'll behave pretty much as they do now. Just not as strong as they are now.

Standard shots are instant damage. Not sure if I want to mess around with sticky plasma charges or what, figured I might get some opinions before charging in for a change.

Updated previous post with a little clarification.


Tue Aug 13, 2013 1:27 pm
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Post Re: Warhammer 40,000: Imperium of Man Compilation [R18 Out!]
Eh, I don't know, maybe their burst causes a small cloud of plasma to occur, in addition to normal damage.


Wed Aug 14, 2013 12:55 am
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Post Re: Warhammer 40,000: Imperium of Man Compilation [R18 Out!]
Small-scale lingering effects probably aren't worth the trouble of switching mode, though.

Here's a test capture of a new feature;
Image
A savvy Ultramarines Assault Recon uses his Airburst Grenades to neutralize a Dummy CPU -- notice how it's in a position he would not be able to hit if he was using normal grenades!

Thanks to Cave, I have some intriguingly effective proximity-detonated scripts for munitions available to me. Thusfar I've added it to the Astartes Autocannon to create Proximity Shells, and to the Imperium Grenade Launcher to create Airburst Grenades seen above. Proximity Shells have a larger detection radius than Airburst Grenades, but also have a slightly longer arming delay.

If any other modders are interested in said scripts, Cave or I can send you copies. Just PM us -- although I might look into making a 'tech demo' weapon for the Minor Mod Dump if I have some spare time.


Wed Aug 14, 2013 5:33 pm
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Post Re: Warhammer 40,000: Imperium of Man Compilation [R18 Out!]
Think of it like the Z'09's Green Gas Grenade, lingering, and damaging effects, but I don't know if you want the butchering power of the green gas grenade.


Wed Aug 14, 2013 11:35 pm
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Post Re: Warhammer 40,000: Imperium of Man Compilation [R18 Out!]
The new plasma weapon scripts have finally been beaten into shape, so now I can begin the task of actually tuning their general performance and whatnot. Hooray!

Plasma Weapons 2.0, however, should be suitably awesome. The script is pretty extensible and can support any number of firemodes in theory, although most plasma weapons probably won't have more than two. It could even support a plasma weapon that fires either bolts or a shotgun-like plasma wave! Or something weirder, like... I don't know, homing plasma torpedoes or something. :lol:

That said I could do with some better pie icons for plasma effects. If anyone wants to take a shot at making some that match the current style and size, that would be helpful. You can find most of the existing ones in W40K.rte/PieIcons/ for reference purposes; pie icons for the Helios and Thunderstrike can be found in W40K.rte/Weapons/Marine Launcher/.

Come up with something interesting and I might try making it into a new firemode!


Sat Aug 24, 2013 5:29 am
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Post Re: Warhammer 40,000: Imperium of Man Compilation [R18 Out!]
So does that mean this mod is veering away from accuracy and more towards whatever we want to put in it?


Sat Aug 24, 2013 3:43 pm
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Post Re: Warhammer 40,000: Imperium of Man Compilation [R18 Out!]
Yes and no. The homing plasma torpedoes thing was really just an example of how flexible the system is. :lol:

For another example... how many of you are familiar with Hard Reset? You could easily replicate the standard five-mode CLN Firearm using this script. For those not familiar with Hard Reset... imagine having a single gun that can act as an assault rifle, shotgun, grenade launcher, rocket launcher, or stickybomb launcher, capable of changing between those modes in an instant.

Admittedly the NRG and its lightning-gun/electricity-arc mode would probably be out of the question without a lot more scripting.

But back to the point at hand! The shotgun/plasma spray effect is about as non-canon as I'd go with the idea. The variable energy consumption & recharge logic is simply a spin on the plasma weapon mechanics displayed in Space Marine, adapted to work 'better' within the gameplay of Cortex Command.

Ed: Plasma projectiles 2.0 are coded and working, now I just need to make some adjustments and arrange for something vaguely like muzzleflashes.

Those'll be interesting.


Ed2: Plasma muzzleflares are in place!

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

R19 is almost ready to go. The plasma weapon overhaul is the most significant change in this update, but I hope it makes plasma weapons a bit more usable, and less 'instant win' guns when you're up against them.

That said, the Plasma Cannon will still ♥♥♥♥ up just about anything it hits. The Pistol is the weakest of the lot (but still very strong!) and the Rifle is brutally effective as it has a good mix of power, ROF, accuracy, and recharge/capacity.


Sat Aug 24, 2013 4:40 pm
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