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 W40K.rte: Imperium of Man [Standalone/Steam: R20.8b] 
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Joined: Sat Oct 22, 2011 4:49 am
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Post Re: Warhammer 40K Compilation [R3 Out!]
well i'm a fast spriter i could easily do these three in a hour (10 mins for the handguns a bit more for the assault cannon since i would need a refferences for size) but i'll shall work on them later tonight or early tomorrow.

EDIT: Done.


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File comment: Pistol's and assault cannon
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Wed Nov 09, 2011 12:13 am
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Joined: Sat Jul 10, 2010 5:19 pm
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Post Re: Warhammer 40K Compilation [R3 Out!]
That assault cannon needs more shading and detail Kain. As it is, it's very boxy and undefined.


Wed Nov 09, 2011 8:09 pm
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Post Re: Warhammer 40K Compilation [R3 Out!]
it looks fine for me. since all i pretty much did was resprite the autocannon and made a box drum type ammo instead of a clip ammo, Feel free to edit it however you wish btw.

i'll Fix it up a bit tomorrow once i'd sorted out my server on killing floor.


Wed Nov 09, 2011 9:52 pm
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Post Re: Warhammer 40K Compilation [R3 Out!]
Anychance we can get some elder units? i've always love them and imperial guard wish i could combine them to get best of both worlds.


Thu Nov 10, 2011 7:34 am
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Post Re: Warhammer 40K Compilation [R3 Out!]
i believe the other races will be done once all of the imperium of man forces (and chaos) are done. mainly cause they're easy and simple to do.


Thu Nov 10, 2011 2:14 pm
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Post Re: Warhammer 40K Compilation [R3 Out!]
Pansyass Space Elves can GTFO. :P

They're low priority.

Assault Cannon definitely needs another couple of passes and some more work.


Fri Nov 11, 2011 2:28 am
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Post Re: Warhammer 40K Compilation [R3 Out!]
Arcalane wrote:
Pansyass Space Elves

Elder aren't pansyass space elves there just misunderstood and rather weak but on the bright side they can cloak buildings?


Edit - Maby i'll Sprite a few units for them once i completed my main project.


Fri Nov 11, 2011 7:29 am
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Post Re: Warhammer 40K Compilation [R3 Out!]
What's up with the Imperial Guard voices? They sound fine in actor viewer, but in the actual game they drop so much that they sound like Terminator Marines or Ogryn.


Sat Nov 12, 2011 8:11 pm
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Post Re: Warhammer 40K Compilation [R3 Out!]
because CC uses a system to negate lag by dilating time instead of ♥♥♥♥ all over the place.

basically it slows time down in game instead of lagging, everything gets slowed down, including voices/sounds.


Sat Nov 12, 2011 8:30 pm
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Post Re: Warhammer 40K Compilation [R3 Out!]
You want it fixed, hit CTRL O


Sat Nov 12, 2011 8:43 pm
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Post Re: Warhammer 40K Compilation [R3.5 Out!]
Rather than delay any longer, here's the next version!

Same link as ever.

Rough list of changes;
×× Bolter mags no longer nigh-indestructible and digger-proof; no more stupid barricades or blocked bunker firing ports.
×× Custom Ceramite material for SM Armour
×× Custom IG Flak/IG Carapace materials for IG and SM Scout Armour
×× Tweaks to bolter frag strength. They don't fly quite as far, but sharpness and mass are increased to compensate.
×× Sniper rifle ejects casings, won't drop invisible magazines on reload, has longer sharpaim range, new bullet material, less bullet drop (again).
×× New frag grenade sprite/name/desc.
×× Fixed Astartes Lascannon sorting/categories.
×× Reduced Shotgun ammo by 3, reduced RPM to 120 (down from 150), reinstated full-auto trigger.
×× Storm Shields from RideTheLightning's mod, with custom bullet-deflecting material. The bullets don't hit whoever fired them if they bounce back at the right angle and I think I still need to fix the prices.
×× Imperium Launcher sprite from RTL's mod. Now has laser sight too.
×× Two new helmet variants for the standard Guardsmen. I think the Korps masks could do with some love though.

Just under 350 total downloads.


Tue Nov 15, 2011 12:52 pm
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Post Re: Warhammer 40K Compilation [R3.5 Out!]
when can we expect terminators, or deep strike deployment option?


Thu Nov 17, 2011 7:19 am
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Post Re: Warhammer 40K Compilation [R3.5 Out!]
Long story short on terminators;
If someone goes out, makes them work, has them all presentable and working and whatnot then by all means they can be added, but I lack the time, skill and interest to devote towards making them work.

Deep Strike, though, I'm fairly sure we can manage. I know of a couple of mods with a Deep Strike-esque teleporter deployment option, so I'll poke around and see what can be done. :)

Ed: A-HAH! I think I finally found a fix for part of the drop pod problem. Part of their code was forcing them to drop in at X:520*, which seems very wrong to me. Once I'm done futzing about with Deep Striking I'll release 3.6 with hopefully FINALLY fixed drop pods and Deep Striking.

*
Code:
   Position = Vector
      X = 520
      Y = 0


--

Deep Strike is almost done. Do you guys think it should have a big flash visual effect, or just the soldier appearing and a sound effect?


Thu Nov 17, 2011 8:10 am
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Post Re: Warhammer 40K Compilation [R3.5 Out!]
deepstrike is a portal which people walk out of, at least that how it was written like in the noval's in games it just a quick teleport.


Thu Nov 17, 2011 11:56 am
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Post Re: Warhammer 40K Compilation [R3.5 Out!]
In the interests of simplicity, I think it's best to go with the instant teleportation thing similar to the games for now. I think a portal-esque system could be pulled off, but it means a lot more time and effort investment, and would potentially be a lot laggier.


Thu Nov 17, 2011 3:35 pm
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