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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: Warhammer 40000 Mod Compilation [Update!]
Guys, let me say this in the most respectable and loving way.
Which part of:

Asklar wrote:
This mods aren't mine. I just arranged them in one .rte to get the best of each one.


Didn't you get? =P

The terminator isn't finished, and I wouldn't know how to finish it.

And the jetpacks, because they are old, still have the extra-powerful first burst, so using the jetpack in short bursts greatly increases it's effectiveness.


Fri Sep 23, 2011 3:15 am
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Post Re: Warhammer 40000 Mod Compilation [Update!]
I'm fully aware. Doesn't mean you can't finish them though (provided you want to of course)


Fri Sep 23, 2011 1:10 pm
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Post Re: Warhammer 40000 Mod Compilation [Update!]
Asklar wrote:
The terminator isn't finished, and I wouldn't know how to finish it.


he just said...lol. but if someone were to ASSIST him im sure that could happen.or you could take it and do it yourself. also a dreadnought would be wicked. but thats not for Asklar to do. these arnt his mods. he didnt make them. dont expect him to work on them.im sure someone else could be found to do them.

-Blade


Fri Sep 23, 2011 2:37 pm
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Post Re: Warhammer 40000 Mod Compilation [Update!]
Yo Asklar, if you want any help, I'd be happy to try and work on this with you. Imo a dreadnought would work well once the walkpaths are done.


Sat Sep 24, 2011 2:46 am
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Data Realms Elite
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Post Re: Warhammer 40000 Mod Compilation [Update!]
Well, I didn't actually have any plans on doing more stuff for this, but, if you want to do stuff, you are welcome.

And yes, I'll probably be helping you with the stuff.


Sat Sep 24, 2011 3:50 am
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Post Re: Warhammer 40000 Mod Compilation [Update!]
I suggest looking at the DarkStorm lasers and making the lasgun/laspistol look more like that first, to bring them in line with their portrayal in the assorted games. The small projectile moves so fast and has almost no impact register beyond sparks on metal, which makes it pretty hard (for me, at least) to gauge where I'm shooting in the middle of a firefight.

Also the sounds are a bit off and probably need replacing.


Sat Sep 24, 2011 7:26 pm
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Post Re: Warhammer 40000 Mod Compilation [Update!]
i support this endeavor. i love me some warhammer 40k. it would be nice to see some other races too if people are still willing to work on it. i would if i knew how and had the time.


Thu Sep 29, 2011 6:59 pm
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Post Re: Warhammer 40000 Mod Compilation [Update!]
Arcalane wrote:
I suggest looking at the DarkStorm lasers and making the lasgun/laspistol


First of all, this is a very professional community.
We don't just steal other people's mods. :]
We ask first.
ohmygodlol

Also, asklar said it himself, he's not going to be doing alot with this, if anything.
You'd be better off independently putting one in yourself.

Bladethebetrayer wrote:
i would if i knew how and had the time.

You can learn, just look around in mod making.


Thu Sep 29, 2011 11:09 pm
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Post Re: Warhammer 40000 Mod Compilation [Update!]
BigBomb wrote:
Arcalane wrote:
I suggest looking at the DarkStorm lasers and making the lasgun/laspistol


First of all, this is a very professional community.
We don't just steal other people's mods. :]
We ask first.
ohmygodlol


I'm not saying "rip them off 100%". I'm saying "Darlos has pretty awesome lasers that look a bit more like lasers right now compared to the current las weapons, which just shoot very fast red bullets. Looking at how he does it could help improve the las weapons". ;)

Sure, ask first, but there's no point reinventing the wheel if it can be avoided.

BigBomb wrote:
Also, asklar said it himself, he's not going to be doing alot with this, if anything.


I'm aware - I was referring to Kettenkrad's offer of help mostly, assuming that goes anywhere.

-

BigBomb wrote:
You can learn, just look around in mod making.


QFT. It can look daunting at first, that's why there are plenty of tutorials. Start with, say, tweaking your favourite guns first. Examine bits of code here and there, try giving a gun the ability to swap between two types of ammo using the pie menu or something. Work your way up towards actors and such from there.

For example, I've been experimenting with some tweaks to this very mod that add an armour-piercing shells option (for those rare enemies that are immune or highly resilient to the standard explosive shells) to the four bolters, using the Coalition Grenade Launcher ammo swapping scripts and new round/magazine types.


Thu Sep 29, 2011 11:37 pm
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Post Re: Warhammer 40000 Mod Compilation [Update!]
Thank you very much. I will take your advice whole heartedly. And I agree it is very daunting XD


Fri Sep 30, 2011 8:33 pm
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Data Realms Elite
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Post Re: Warhammer 40000 Mod Compilation [Update!]
Guys,
No need to quarrel I've always wanted to say that!.

I just made a compilation, if anyone wants to expand it or make another WH40K mod please feel free to do it, and if you want I can add it in here.


Sat Oct 01, 2011 12:19 am
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Post Re: Warhammer 40000 Mod Compilation [Update!]
Asklar wrote:
Guys,
No need to quarrel I've always wanted to say that!.

Who is quarreling? *thinks asklar didnt us it right*
anyway I'm trying to learn to code at the moment so I can start modding a bit myself. I see dreadnoughts , cloud and space elves in my future XD


Sat Oct 01, 2011 12:50 am
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Post Re: Warhammer 40000 Mod Compilation [Update!]
I love the weapons, and the sound too.
I love the bolter !
I will use it forever lol :smile:


Tue Oct 04, 2011 11:44 pm
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Post Re: Warhammer 40000 Mod Compilation [Update!]
One thing that really bugs me is the flamer is the one from the Orkz mod. It's an Orky Burna, not an Imperium Flamer. Since there are only Imperium factions in the Compilation right now, I felt this needed fixing.

So I fixed it. I sat down, pulled out image editing software, pissed around with offsets for far too long (many thanks to Azukki's guide) because I kept mixing up X/Y directions, and eventually I got this;

ImageImage
I wouldn't say it's perfect by a long shot (I am no spriting master and my focus was on the outline not the details), but I'm fairly satisfied with it. The fuel tank ejection is really awkward and the hand offsets are probably slightly off but otherwise it works pretty well.

Attachment:
File comment: Flamer
NewFlamer.bmp [1.69 KiB]
Not downloaded yet

Attachment:
File comment: Tank
FlamerTank.bmp [1.26 KiB]
Not downloaded yet

Attachment:
File comment: Code
Flamer.ini [5.96 KiB]
Downloaded 100 times


Save both .bmp files to W40K.rte/Weapons/Other/Flamer. Back up your current Flamer.ini if you want, then save the attached one above in the same folder.

Image

Asklar; If you want to make this officially part of the compilation, then go ahead. Feel free to adjust the hand offsets and the sprite as well, if need be. The fuel tank/mag offsets are all set though. I spent far too long getting those right.


Sun Oct 16, 2011 5:06 am
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Data Realms Elite
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Post Re: Warhammer 40000 Mod Compilation [Update!]
It looks good and works good.
Can I make you a small question?
There are some other weapons that aren't that good (namely the shotgun).
Would you mind giving them a go? Changing the sprites and offsets but keeping them working the same? Just if you want, of course.
I could turn them into a patch for the mod.


Sun Oct 16, 2011 5:20 am
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