Warhammer 40,000: Imperium of Man Compilation [R17 Out!]
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Arcalane
Joined: Sun Jan 28, 2007 10:32 pm Posts: 1222 Location: UK
Warhammer 40,000: Imperium of Man Compilation [R17 Out!]
Major's Sprite Seperation Checklist: (keeping track of splitting up the new sprite sheets - next step is integration) Flame Weapons, Fuel Tanks, Gibs - ✓ (all done!) Plasma Weapons, Gibs - ✓ (all done!) Shotguns, Ammo Drums - ✓ (all done!) Marine Sniper Rifle - ✓ (all done!) Autocannon, Ammo Drum - ✓ (all done!) Bolt Weapons, Mags - ~ (need to do gibs) Auto Weapons, Mags - ✓ (all done!) Thrown Explosives - ✓ (all done!) Launchers, Ammo - ✓ (all done!) Fire Support - ✓ (all done!) Las Weapons - ✓ (all done!) Meltas - ✓ (all done!) Assault Cannon - ✓ (all done!) Melee Weapons & Tools - ✓ (all done!) Shields - ✓ (all done!)
Coding - ✗ (not started)
ORIGINAL COMPILATION:
This is a compilation of WH40K Space Marines and Imperial Guard Mods found on the forums.
The Space Marines, made by ivan21 and Wingwolf.
Bolters. Coded by Mehman and sprited by Natti.
To change which Chapter you want to use, open up SpaceMarines.ini and follow the instructions! Now it works perfectly and you can easily enable more than one Chapter at a time. Thank weegee for the fix.
The download below is the original compilation arranged by Asklar with help from weegee and a couple of others. It does not include the changes made in the recompilations!
Attachment:
File comment: PRE-RECOMPILATION VERSION. DOES NOT INCLUDE RECENT UPDATES. Does include; Blood Angels, Dark Angels, Ultramarines, Black Templar, Space Wolves, Imperial Guard. W40K.rte.rar [9.75 MiB]
Downloaded 10765 times
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RECOMPILATION/REWORK:
This is a reworked version of the mod with contributions from many, many forumites. It comes with many new and different features, too many to easily list.
Unpacking it will overwrite the original mod compilation if you have that installed. You have been warned.
Item List:
R16 Changelist:
×× Plasma weapon adjustments! For Pistol, Rifle, and Cannon; ××× Reduced gravity's hold over the plasma pistol and plasma rifle, allowing their shots to travel further. So the sights are actually vaguely useful now. Cannon ballistics remain unchanged. ××× Switched plasma weapon effects, allowing for usage of a single projectile in place of the 'current' triple effect, without sacrificing firepower. ××× This also means quieter plasma impacts, especially for the cacophonous Cannon, of which I'm sure the Noise Marines would currently approve. ××× Updated/tweaked plasma projectile scripts for maximum lethality. Hopefully this ought to be the last of the trouble with them. ××× Plasma Cannon shots and Plasma Missiles now generate a 'Plasma Core' on impact, in addition to their normal effects; ×××× This Plasma Cannon Core stays where the shot detonated, whilst the Plasma Missile Core will drift forwards at a fairly slow speed. ×××× In both cases, they radiate tremendous heat and lethal radiation (i.e. dangerous, deadly particle effects), rapidly damaging anything close by. They also spew out smaller plasma shots. ×××× After five seconds, the Plasma Core then explodes like another Plasma Cannon shot, a final blast to wipe out any standing just at the edge of range.
×× Adjustments to Fire Support options; ××× Finally got a working orbital laser lance strike, thanks to Cave! Gameplay and visual effects are very work-in-progress, expect much balancing and tweaking. ××× Updated Orbital Plasma Battery shots to match the same style as the new projectiles. ××× Orbital Plasma Battery shots now fire in an advancing left->right style, similar to the Cluster Mortar, and as if fired from an actual triple-barrel turret. The overall spread is slightly tighter than the Cluster Mortar, but there is more space between shots. ××× Adjusted Cluster Mortar shot spacing so it should be properly centered on the designated point.
×× Misc; ××× Adjusted the groups of all weapons for better compatibility with v1.05+ AI behaviour. ××× Adjusted the groups of all actors for better compatibility with v1.05+ AI behaviour. ××× Removed an unnecessary 'print' line in the Lasgun script. ××× Temporarily disabled bouncy grenades for the IG Launcher since their script is bugging out at me. ××× Updated/overhauled AI for all main actors to work with the new system, so less overhauling whenever the main AI is updated. AI script file naming now goes healdelay-healamount-minhealth-maxhealth(-jetpackoption).lua. ×××× ex; 3k-1-25-75 means an actor heals 1 hp every three seconds, up to 75 hp, so long as they have more than 25 hp. ×××× Added minimum ceiling for health regen -- if an actor's health drops below a certain amount (actor dependent) then they stop healing. The regen should kick in again if they're restored above minimum by outside means. ×××× Increased all max health regen values to compensate.
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TO-DO:
×× Gibs! For just about everything. ×× Get new promo images?
PONDERINGS/WISHLIST:
Anyone is welcome to work on sprites or code for any entry on this list, or anything from the Imperium that they feel the Compilation is missing, but I can't promise it'll be added.
Anything with a ? is low importance or just theoretical. Anything with a ! is high importance.
×× Valkyrie Dropship, Vulture Gunship, Land Speeders! ×× Random Scout/Guardsman Heads! ×× IG & Turret/Equipment Drop Pods! ×× New Plasma Cannon sprites!
×× Auspex tool for stock metagame and FoW dispersal. Toggleable between short-range radial/medium-range cone? Or maybe some fancy effect that reveals actors through the fog without displaying terrain? ×× Bunker modules? Should be mostly 'stock' scale, but Imperium-themed. ×× Glowy effects on Power Weapons.
×× More Chapters? ×× Replace the chain weapon sprites and chain/power weapon coding/effects? ×× Chapter-specific Commanders/Special Actors for Unmapped Lands/Cortex Shock? Apothecary? Captain? Techmarine? DoW-style Force Commander? ×× Sisters of Battle? ×× Ogryn? ×× Special weapons for CortexShock? ×× Custom digger and other tools? ×× Armed Servo Skulls? ×× Storm Shield Bash/Shock?
NOT HAPPENING: Tanks and vehicles of any description.
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Upcoming Version Changes; ×× Swapped the Melta-Cutter design for a more unique, 'underslung' appearance like the Assault Cannon and Heavy Flamer. Same basic chassis, but different grip/etc. system and a more distinctive muzzle assembly. ×× A Major Overhaul: resprites of just about every weapon ever! ×× New Combat Shield for Imperial Guard and Space Marine units. This shield is not as tough and bullet-resistant as the larger Storm Shields, but its reduced weight makes it much easier to deploy.
If you're using the original version of the compilation at the top and are using the Imperial Guard, be sure to enable the Space Wolves as well; the Imperial Guard use the Space Wolf Sergeant as their Brain. If you're using the new versions of the compilation, this is unnecessary - the IG (and Korps) have had the Commissar set to be a Brain.
Remember to enable the Chapter(s) you are going to use in the Factions.cfg (UnmappedLands.rte) and in SpaceMarines.ini (W40K.rte)!
Other 40K Mods: Necrons and Orkz by Ork-Gothic Despite their age, they should work with the current build.
Another Space Marines chapter is available here (BA only), but is not included due to conflicts/redundancy/cleanliness/filesize purposes, though some elements such as shields have been incorporated.
A very old and unfinished Tau faction is available here.
DudeAbides has a four-pack of rebalanced/reworked Space Marines, Tau, Necron and Orks available here. I strongly recommend checking out his improvements to the Tau and Necron factions!
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Credits: Companies Games Workshop - Warhammer 40,000. Black Industries & Fantasy Flight Games - 40K RPG series (Deathwatch, Dark Heresy, etc.), which have provided much-needed reference stats and images. Firaxis Games - XCOM Enemy Unknown sound effects (Imperium Light Shotgun fire/reload). Gearbox Software - Borderlands sound effects (Sniper Rifle reload, Inferno/Hellfire Bolt impacts, Autoweapon firing/reloading). Relic Entertainment - Assorted sound and voice effects taken from Dawn of War, Dawn of War II, and Space Marine. Zombie Studios - Assorted sound effects taken from Blacklight: Retribution, used by some Autoweapons for firing and reloading.
Data Realms Fan Forums Users Abdul Alhazred: Lua scripted AI. akblabla: Acid spray ini code, scripts, and FX. Arcalane: Reworked version of the compilation, many assorted sprite/code/minor script contributions. Asklar: The original compilation, bayonet code, artillery/missile strike code, minor AI enhancements, Assault Marine jetcrash/airbrake scripting, Gravchute scripting, Emperor's Hammer/Imperial Purge activities. Azukki: Dynamic Bullet Sharpness Script, 'Sweeper' Heavy Weapon Script. Bad Boy: Laser Sight script polish/refinement. BlackAlpha: Smarter AI mod. CaveCricket48: The original Focus Gun scripts remade for the Meltaguns, remade and fixed Las weapon scripts, the new missile scripts, and a bunch of other stuff. Without him, we wouldn't have half the awesome toys we do now. Coops9753: SAW drop pod airbrake code, and assistance with Assault Marine airbraking code. Also, the Stub Semi-Auto sprite, and all the Autoweapon muzzleflare sprites. Darlos9D: The DarkStorm flamer which the current flamers used as a base, flamer burn scripting, and original laser sight scripting. Duh102: Original lascannon and lasgun FX lua and code chunks. Findude: Bounce/reflection script. Glowsticks: Death Korps of Krieg Guardsman sprites, updated DK helmet sprites. Gotcha!: UniTec grenade belt scripts. UniTec Teleport Beacon code, which was used as a base for the Deep Strike. ivan21 and Wingwolf: Original Space Marines and Imperial Guard mods. Without these, this compilation would not exist. Kettenkrad: Scripts for randomized IG Helmets and mag animation on various weapons, Terminator sprites, and IG/SM "Widow" turret sprites. Also, the Stub Revolver sprite. Script for the Cluster Mortar airbursting borrowed from the General Industries L-GED munitions. Lizardheim: Machine Pistol, Carbine, Autogun, Guard Sniper Rifle and Heavy Stubber sprites. LordVonKain: Many assorted sprite contributions. Mehman: Custom bolter explosive shot scripts, and MEW autoadjusting scope script. Mingebag7: Elysian Drop Trooper sprites. Natti: Original bolter sprites. Tearagion: An assortment of completely new sprites, and some resprites/improved sprites. TheFanciestOfPants: Original NVC Sabre that was converted into the IG Power Sword. wooden: Reminded me that Macs exist, so I made a Mac compatible version. weegee: Kindly fixed the problem of enabling more than one chapter. Some people I'm probably (still) forgetting, sorry! If you're not on this list and think you should be, let me know.
Last edited by Arcalane on Sun May 12, 2013 1:10 pm, edited 375 times in total.
Fri Sep 16, 2011 7:36 pm
wooden
Joined: Sun Dec 19, 2010 10:53 pm Posts: 423 Location: UPLAND DRUUD
Re: Warhammer 40000 Mod Compilation
Sweet i have been waiting for these to be converted for ages and now they are AND they are bundled thanks a bunch
Fri Sep 16, 2011 8:49 pm
Asklar
Joined: Fri Jan 07, 2011 8:01 am Posts: 4898 Location: In your office, earning your salary.
Re: Warhammer 40000 Mod Compilation
To be honest, they were always compatible. I just had to do it.
If I'm not wrong, this ones should be compatible with B23 and up.
Fri Sep 16, 2011 8:52 pm
wooden
Joined: Sun Dec 19, 2010 10:53 pm Posts: 423 Location: UPLAND DRUUD
Re: Warhammer 40000 Mod Compilation
Odd must of just been me having a mac T-T
Fri Sep 16, 2011 8:53 pm
Asklar
Joined: Fri Jan 07, 2011 8:01 am Posts: 4898 Location: In your office, earning your salary.
Re: Warhammer 40000 Mod Compilation
Well, I can make a version for Mac, but I'd need to know what things I have to change to make it Mac-compatible.
Fri Sep 16, 2011 8:57 pm
wooden
Joined: Sun Dec 19, 2010 10:53 pm Posts: 423 Location: UPLAND DRUUD
Re: Warhammer 40000 Mod Compilation
Last time i checked you just cant use \ and there is something about sounds i got this error
W40K.rte/Weapons/Other/Plasmapis\reload_Start.wav
If you need a mac tester just ask i seem to be the resident mac user :3
Fri Sep 16, 2011 9:00 pm
Asklar
Joined: Fri Jan 07, 2011 8:01 am Posts: 4898 Location: In your office, earning your salary.
Re: Warhammer 40000 Mod Compilation
Alright, fixed it for macs and some small issues I found out.
Everything should work fine.
If you find a bug post it here or PM me.
Fri Sep 16, 2011 10:00 pm
URLEFT4DEAD
Joined: Sun May 08, 2011 2:20 pm Posts: 40
Re: Warhammer 40000 Mod Compilation
This is awesome, bolters are so freaking powerful. Any chance you could see if you can find some Ork mods for a Ork compilation? Edit: I noticed that when ever I shoot dummy's with plasma weapons it seems to do about 40 damage but they just die like they are being shut down? And I can't get other legions to work but I am not bothered by that. More interested about the plasma weapons.
Last edited by URLEFT4DEAD on Fri Sep 16, 2011 11:53 pm, edited 1 time in total.
Fri Sep 16, 2011 11:40 pm
Asklar
Joined: Fri Jan 07, 2011 8:01 am Posts: 4898 Location: In your office, earning your salary.
Re: Warhammer 40000 Mod Compilation
There is an Ork mod, but it's just one so I don't think a compilation is needed =P I also found some Necrons mod. I'll put a link to those in the main post, but before I'll check if they work.
Fri Sep 16, 2011 11:42 pm
URLEFT4DEAD
Joined: Sun May 08, 2011 2:20 pm Posts: 40
Re: Warhammer 40000 Mod Compilation
Cheers for that now I can have Ork v Space marine battles.
(Sorry but I read through the instructions and I think I confused my self with why the chapters won't work. I never find out how to do anything in this game >.>)
Sat Sep 17, 2011 12:32 am
Kettenkrad
Joined: Mon Oct 25, 2010 5:51 am Posts: 1131 Location: Sydney
Re: Warhammer 40000 Mod Compilation
Uuuh Ivan I love all of your sprites so goddamned much. Does Ivan come here often anymore?
EDIT: Also, Asklar, nice job with the chapter selection, excellently done.
Sat Sep 17, 2011 4:47 am
Asklar
Joined: Fri Jan 07, 2011 8:01 am Posts: 4898 Location: In your office, earning your salary.
Re: Warhammer 40000 Mod Compilation
I just compiled stuff. Anyone could have done the same.
This mods are just too good to be forgotten.
Sat Sep 17, 2011 4:51 am
Jack Trades
Joined: Fri Sep 16, 2011 4:40 pm Posts: 234
Re: Warhammer 40000 Mod Compilation
Now if someone added the rest of W40k stuff there (Orcs and Necrons and Tau)...
Sat Sep 17, 2011 10:21 am
Natti
Joined: Fri Jul 03, 2009 11:05 am Posts: 3397 Location: Redundant Department of Redundancy Department
Re: Warhammer 40000 Mod Compilation
Hey, I thought our bolters were completely forgotten. Thanks for still remembering them, Asklar!
Sat Sep 17, 2011 10:24 am
Asklar
Joined: Fri Jan 07, 2011 8:01 am Posts: 4898 Location: In your office, earning your salary.
Re: Warhammer 40000 Mod Compilation [Fixed]
Okay so, update (nothing new, just fixes! Thanks a lot weegee).
And I found more marine content, the Black Templars, and the Imperial Guard.
Should I add them? It would add a couple of weapons and many actors, but the file will be much heavier.
Does someone know how much is the size limit for uploading files to the forums?
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