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 W40K.rte: Imperium of Man [Standalone/Steam: R20.8b] 
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Post Re: Warhammer 40K Compilation [R3.5 Out!]
the portal thing is quite quick since it just a Very small dot then it instantly goes big, termie is spawned then disappears, Noval wise, but honestly go with the game version. since the game version is also correct in terms of the Tabletop version.


Thu Nov 17, 2011 4:37 pm
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Post Re: Warhammer 40K Compilation [R3.5 Out!]
Just sticking in my two cents here, but the idea of a portal (if what you're getting at is still to make it EXACTLY LIKE TT) isn't really in TT nor the fluff . Its just a large bang of air filling the spot the teleported person once was., not some wuss eldar crap!

(And they dont even use them on their combat units!)


Fri Nov 18, 2011 12:38 am
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Post Re: Warhammer 40K Compilation [R3.5 Out!]
I'm gonna stick with the "no effects + sound" for now. It seems a bit odd, but at the same time it's quite cool to have Marines just appear out of thin air with no warning. Especially if several of them appear in rapid succession.

The only hazard is that they sometimes end up sprawled out, contorted, or buried just under the surface, and I don't even want to imagine what would happen if you tried to deepstrike more than one actor per teleport. :roll: Otherwise it's pretty safe though.

If anyone has any quick requests, make them now. I'm going to bundle this up and roll out 3.6 later today.


Fri Nov 18, 2011 6:49 am
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Post Re: Warhammer 40K Compilation [R3.5 Out!]
KommradKommissar wrote:
Just sticking in my two cents here, but the idea of a portal (if what you're getting at is still to make it EXACTLY LIKE TT) isn't really in TT nor the fluff . Its just a large bang of air filling the spot the teleported person once was., not some wuss eldar crap!

(And they dont even use them on their combat units!)

i said, In the Noval's that how it been described, in both tabletop and the games it just a teleport.


Fri Nov 18, 2011 1:13 pm
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Post Re: Warhammer 40K Compilation [R3.6 Out!]
As promised, here it is: link.

Changelist;
×× Drop pods should now be 99.99999999999% reliable (for serious!) in scenes with nonstandard height/width.
×× DEEP STRIKING! Teleport your forces straight to the battlefield for an incredibly reasonable 25oz! No more risky dropship business. The Imperium of Man does not endorse the use of the Steel Rain maneuver, nor can it be held responsible for any accidents that might occur as a result of Deep Striking into solid objects due to coordinate miscalculations or any accidents that may occur as a result of trying to transport more than one person and their equipment at a time.
×× Shotgun can switch between buckshot (red shells, default) and slug (green shells) rounds. Also now has a Medium-type lasersight instead of a Short.
××× Buckshot shells fire a fairly wide somewhat tight spread of small, light, and sharp projectiles. Best used up close or against big targets.
××× Slug shells fire a dense, Kraken Bolt style projectile. Hits hard and is better at range than buckshot.
××× Firing from the hip is very inaccurate as you would expect, but well-aimed slug rounds can take heads or limbs off.


Sat Nov 19, 2011 1:25 am
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Post Re: Warhammer 40K Compilation [R3.6 Out!]
Arcalane wrote:
As promised, here it is: link.

Changelist;
×× Drop pods should now be 99.99999999999% reliable (for serious!) in scenes with nonstandard height/width.
×× DEEP STRIKING! Teleport your forces straight to the battlefield for an incredibly reasonable 25oz! No more risky dropship business. The Imperium of Man does not endorse the use of the Steel Rain maneuver, nor can it be held responsible for any accidents that might occur as a result of Deep Striking into solid objects due to coordinate miscalculations or any accidents that may occur as a result of trying to transport more than one person and their equipment at a time.
×× Shotgun can switch between buckshot (red shells, default) and slug (green shells) rounds. Also now has a Medium-type lasersight instead of a Short.
××× Buckshot shells fire a fairly wide somewhat tight spread of small, light, and sharp projectiles. Best used up close or against big targets.
××× Slug shells fire a dense, Kraken Bolt style projectile. Hits hard and is better at range than buckshot.
××× Firing from the hip is very inaccurate as you would expect, but well-aimed slug rounds can take heads or limbs off.


Love the mod! But your latest update brought up this error
Attachment:
Picture 1.png
Picture 1.png [ 61.12 KiB | Viewed 4994 times ]


Sat Nov 19, 2011 5:29 am
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Post Re: Warhammer 40K Compilation [R3.6 Out!]
It's because of a \ instead of a /.

Those slashes (\\) make crashes on mac.


Sat Nov 19, 2011 6:24 am
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Post Re: Warhammer 40K Compilation [R3.6 Out!]
Aye. I'm not sure how I made those mistakes since they were all copies of the normal one, which has the proper slashes... :???:

I've fixed them for the next release. In the meantime, either disable them in the weapons index if you don't want them, or fix it yourself; open Weapons/Las Weapons/Standard.ini, go to line 188 and reverse the directions of the first two slashes to get W40K.rte/Weapons/Las Weapons/Gausspis.bmp. The Hellpistol and offhand Hellpistol (in Weapons/Las Weapons/Hellguns.ini) will need their slashes fixing too; line 10 and line 168 respectively.


Sat Nov 19, 2011 6:30 am
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Post Re: Warhammer 40K Compilation [R3.6 Out!]
Hand Flamers and Inferno Pistols are now in, and they can be used with shields. I expect they're going to be very useful for clearing out bunkers, although they both have very limited ammo, and, in the Hand Flamer's case, very short range.

Time to tackle some more of this backlog.


Sun Nov 20, 2011 4:21 pm
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Post Re: Warhammer 40K Compilation [R3.6 Out!]
Big, Brutal, and Bold. 3 alliterating words to describe this mod. But honestly this is one of my favorites at the time.


Sun Nov 20, 2011 5:12 pm
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Post Re: Warhammer 40K Compilation [R3.6 Out!]
Plasma Cannon is in. If you thought the Plasma Rifle or Lascannon were powerful, think again. 750oz, 8 shots, and it will kill just about anything you point it at in a single hit. Do not fire at any target that is very close or the cannon will destroy the target, the cannon itself, and quite possibly the wielder. You can blast tunnels with it if you stand well back!

Upcoming changes list in the first post has been updated with some other minor stuff too.

Ed: Anyone know if there're any scripts for grenades that make 'em stick to whatever they hit?


Mon Nov 21, 2011 1:08 pm
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Post Re: Warhammer 40K Compilation [R3.6 Out!]
Arcalane wrote:
Ed: Anyone know if there're any scripts for grenades that make 'em stick to whatever they hit?

There's a .lua file for that in Base.rte, I don't remember what it's called but look around.


Tue Nov 22, 2011 2:36 pm
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Post Re: Warhammer 40K Compilation [R3.6 Out!]
Tried that, just made the grenade stick to the actor when pulled out, then explode after being thrown. The results were... not pretty. :-?


Tue Nov 22, 2011 8:14 pm
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Post Re: Warhammer 40K Compilation [R3.6 Out!]
Here!


Tue Nov 22, 2011 8:22 pm
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Post Re: Warhammer 40K Compilation [R3.6 Out!]
No good, that's a launched grenade, not a thrown one. I know thrown sticky grenades don't really make sense. Shush. :(

Upcoming changes list is coming along nicely, next version should be R4.


Wed Nov 23, 2011 12:00 am
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