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 W40K.rte: Imperium of Man [Standalone/Steam: R20.8b] 
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Data Realms Elite
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Post Re: W40K.rte: Imperium of Man Compilation [R16B2 Available!]
Hey, were are my credits for the gravchute scripts? :C

Also, have people liked them?


Thu Nov 08, 2012 7:37 pm
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Post Re: W40K.rte: Imperium of Man Compilation [R16B2 Available!]
Updated credits. Which reminds me, I should sort out some actual effects for them at some point. :oops:


Thu Nov 08, 2012 11:30 pm
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Post Re: W40K.rte: Imperium of Man Compilation [R16B2 Available!]
Effects of which type?

You could make the gravchute emit null MOSRotatings that gib on impact with some smoke particles to give that sexy hover effect.


Fri Nov 09, 2012 12:23 am
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Post Re: W40K.rte: Imperium of Man Compilation [R16B2 Available!]
Blue glowy bits, mostly. I hadn't considered smoke-creating mosrots, might throw that in if I can get it working nicely.

Any feedback on the new plasma effects, guys? :( Anyway, I'll be uploading R16B3 in a day or two with some more fixes, tweaks, and possibly a new fire support option. Yes, another one. But don't worry, it'll be awesome. ;)


Fri Nov 09, 2012 9:18 am
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Post Re: W40K.rte: Imperium of Man Compilation [R16B2 Available!]
i'd suggest making the main trail disappear faster but be emitted more so the entire thing looks like one giant blob instead of a giant blob with shrinking blobs behind it with space between them


Fri Nov 09, 2012 8:28 pm
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Post Re: W40K.rte: Imperium of Man Compilation [R16B2 Available!]
Engine limitations, ho!

That said I was able to sidestep the problem thanks to 4zK and Shook, so plasma bolts should look a little more coherent now.


Sat Nov 10, 2012 8:19 pm
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Post Re: W40K.rte: Imperium of Man Compilation [R16B3 Available!]
Aaand here's that R16B3; http://www.mediafire.com/download.php?z6saasd1v3ez9ki

Most notable changes would be the improvements to plasma rifle/pistol trail effects. Kinda underwhelming I guess, but development is a little slow at the moment.

New fire support option isn't 100% in yet, as I haven't had time to work with it or sort out the effects just yet. All in due time, though.


Tue Nov 13, 2012 10:57 am
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Post Re: W40K.rte: Imperium of Man Compilation [R16B3 Available!]
even though we have rocket launchers and hand held autocannons can we get some indirect firepower like man portable mortars or something? maybe even with that guided dotted line that the uber cannon has?

also it would actually be cool if you had imp guard emplacements that were mortars you could control or just let fire at anything. they have to have mortars.


there's so much focus on off map fire support i think we've forgotten the magic of a mortar you can control. the magic of a mortar one of your troops can carry and seriously ♥♥♥♥ ♥♥♥♥ up with it, especially if you have a squad of them.



this thought came to me when i was using the plasma cannon and thought to myself "this would be infinitely more useful if it had a longer sharprange".


hand held plasma mortar. even if it's not in the fluff, think about it... failing that i think all the fire support weapons need longer sharpranges.


also another weapon that shoots a giant slug at an enemy like the imperatus's slug thrower.


Thu Nov 15, 2012 6:02 am
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Post Re: W40K.rte: Imperium of Man Compilation [R16B3 Available!]
not sure if anyone's tried, but the hellgun doesnt seem to be working in r16-b2 it fires, but no effects other than sounds...


also the new patch messes with this mod, there's some mad memory leak or something...


Thu Nov 22, 2012 5:33 am
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Post Re: W40K.rte: Imperium of Man Compilation [R16B3 Available!]
I haven't noticed any issues on my end, but I'll go in and doublecheck all of them in a bit.

In other news, the orbital laser strike is coming along nicely. I'm having some odd hiccups with the impact effect but otherwise ♥♥♥♥ is looking badass.

Question, though; should the beam/target point be damaging just by being next to them, or should the damage only occur when the main explosion/'impact' actually occurs?


Thu Nov 22, 2012 2:20 pm
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Post Re: W40K.rte: Imperium of Man Compilation [R16B3 Available!]
I think targets near the beams should be damaged as well.


Thu Nov 22, 2012 3:42 pm
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Post Re: W40K.rte: Imperium of Man Compilation [R16B3 Available!]
So 1 for damaging during warmup, and I'm going to assume the rest of you don't give a ♥♥♥♥ as usual. :P

So here's a picture of the WIP FX:
Image

On the left is a beam that just hit, and on the right is a beam that's just about starting to warm up - still a couple of seconds to go before it shreds anything.

I'm still iterating on the main beam appearance for the moment, don't mind the impact effects too much. They'll get plenty of attention as well. I think I'm going to have a tight expanding ring/wave effect going on there, as opposed to the sort of 'fluffy' plasma impacts.


Fri Nov 23, 2012 5:11 pm
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Post Re: W40K.rte: Imperium of Man Compilation [R16B3 Available!]
I think this needs a bit of an update with how the new AI is, because When I try to run this now, It makes the game suddenly slow to a crawl, and the enemy AI does nothing but stand there digging the air or standing and staring at random things, so I believe the new AI is conflicting with this mod since it uses an old AI or something


Tue Nov 27, 2012 11:34 am
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Post Re: W40K.rte: Imperium of Man Compilation [R16B3 Available!]
Way ahead of you, I updated the AI scripts a couple of days ago and have been running on 1.05 pretty much since it came out for testing purposes.


Tue Nov 27, 2012 5:18 pm
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Post Re: W40K.rte: Imperium of Man Compilation [R16B3 Available!]
Ahh alright, I was wondering since I had just tried to play campaign with it and found that out the hard way @_@ Good to know the next version will be compatible again


Tue Nov 27, 2012 8:06 pm
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