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 Imperial Guard *beta released* 
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Joined: Mon May 07, 2007 1:49 pm
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Post Re: Imperial Guard
I probably will if I can fix the refrences. if not... I'll pack the guard, ultra and wolves RTEs in one download :)


Thu Feb 26, 2009 12:20 am
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Post Re: Imperial Guard
DOUBLE GOOD NEWS

The referencing error was fixed. And is now a stand alone RTE :grin:

AND I have the sounds. All I need to do now is set them up in game and it's BETA TIEM :D


Thu Feb 26, 2009 5:14 pm
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Post Re: Imperial Guard
can i propose just a small think???


Thu Feb 26, 2009 6:05 pm
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Post Re: Imperial Guard
vagyr wrote:
can i propose just a small think???

Sure feel free. Any idea is a valid idea.


Oh BTW... Beta :lol:

Gonna work on the commissar and kasrkin next I think


Last edited by Wingwolf on Thu Feb 26, 2009 7:33 pm, edited 1 time in total.



Thu Feb 26, 2009 6:29 pm
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Post Re: Imperial Guard *beta released*
errrm, it looks great and everything, but it's trying to reference something from SM2.rte at the moment

fatal exception!

=]


Thu Feb 26, 2009 6:43 pm
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Post Re: Imperial Guard *beta released*
You forgot to replace the SM2.rte with Guard.rte in ammo.ini and devices.ini

Also, the lifetime and sharpness of the Lasgun seem a bit high x)


Thu Feb 26, 2009 7:00 pm
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Post Re: Imperial Guard *beta released*
can you make some turrets(gun emplacments) for them???


Thu Feb 26, 2009 7:22 pm
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Post Re: Imperial Guard *beta released*
TeeKoo wrote:
You forgot to replace the SM2.rte with Guard.rte in ammo.ini and devices.ini

Also, the lifetime and sharpness of the Lasgun seem a bit high x)


Jesus... I'd been trying to remove that refrence problem all day >_<
Just noticed it's with the power sword... That I had commented out ¬_¬

Forgive me. I'll have it fixed by release or next beta.
Thanks for the quick replies guys :D

And Vagyr, I had an idea of maybe making tarantula guard turret or a bolter defence emplacement


Last edited by Wingwolf on Thu Feb 26, 2009 7:31 pm, edited 1 time in total.



Thu Feb 26, 2009 7:26 pm
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Post Re: Imperial Guard *beta released*
oooh...
i just thought than this was a good think to point out...
sorry...


Thu Feb 26, 2009 7:30 pm
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Post Re: Imperial Guard *beta released*
vagyr wrote:
oooh...
i just thought than this was a good think to point out...
sorry...

No need for apologies. Your ideas are welcomed :D

Also fixed and reuploaded

I should mention there's a lot of other junk in some folders. These are parts of my space wolves mod. so treat them as spoilers :P


Last edited by Wingwolf on Thu Feb 26, 2009 7:40 pm, edited 1 time in total.



Thu Feb 26, 2009 7:31 pm
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Post Re: Imperial Guard *beta released*
ok then...
i will make a 500 lines list and post it here(joking)


Thu Feb 26, 2009 7:36 pm
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Post Re: Imperial Guard *beta released*
Alright. Sprites are magnificent. Voices are ohgodbritishwhysomany but okay. General sounds, fine. The actor seems a bit large comparing it to vanilla CC actors and the Ork mod.

Now the gun. It fires laser beams, so it shouldn't really kick, right? Use the emitter method so there is no kickback.
Now I just wish Ivan made his marines more sturdy and large so there would be some point in ordering them instead of IG with a meltagun ;-;


Thu Feb 26, 2009 10:56 pm
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Post Re: Imperial Guard *beta released*
Kallemort wrote:
Alright. Sprites are magnificent. Voices are ohgodbritishwhysomany but okay. General sounds, fine. The actor seems a bit large comparing it to vanilla CC actors and the Ork mod.

Now the gun. It fires laser beams, so it shouldn't really kick, right? Use the emitter method so there is no kickback.
Now I just wish Ivan made his marines more sturdy and large so there would be some point in ordering them instead of IG with a meltagun ;-;


I have no idea how to fix the kickback myself

and the voices are directly from Dawn of war :P


Fri Feb 27, 2009 12:05 am
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Post Re: Imperial Guard *beta released*
Voices are good, Games Workshop is British company isn't it? :wink:

About kickback check out Duh's Neutron Star Chunk Cannon, it uses method you need to apply(I think :oops: ), I did similar thing on my cryo cannons but I'm using TDExplosive instead (I never really explored this area nor know about modding much but I think that AEmitter may be much better solution, I used TDE becuse that's all I could think off with my lacking knowledge, I did greande before so I had rough idea about what I'm doing :wink: ), what you do is make gun shoot something ultra light so no kickback is generated and that "something" fires actual shot.

Lasgun aka Flashlight should be maybe little less effective, also some glow would help to make beam look awesome. Also it should either be rapid fire like in TT or maybe shoot like literaly laser as seen in DoW game.


Fri Feb 27, 2009 4:03 am
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Post Re: Imperial Guard *beta released*
Lasguns have kickback, it's fine. I also vote for making it a single laser, like in the computer games.


Fri Feb 27, 2009 4:54 am
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