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RUNNING WITH RIFLES Multiplayer

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PostPosted: Tue Jun 18, 2013 3:45 pm 
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Couple of items I've thought up of since making the video (if you notice my "suggestions" section was blatantly empty).

1. Larger weapon and character models: I think the mod would benefit from larger models on everything just to add a sense of scale to the guys. Not a huge problem but it would be nice. It would also allow you to show more detail in the armour and things like that.

2. Shotgun may be a bit OP because most of the action happens at close quarters. Especially with the tight spread it has, it's basically 1 shot 1 kill at the ranges the space marines fight at.

3. HEAVY BOLTER PLEASE!!!! haha I just really want to see one ingame. I think the animations and stuff like that are free to mod now?

That's all I got for now. Keep it up.

ComJak

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PostPosted: Tue Jun 18, 2013 4:19 pm 
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ComJak wrote:
Couple of items I've thought up of since making the video (if you notice my "suggestions" section was blatantly empty).

1. Larger weapon and character models: I think the mod would benefit from larger models on everything just to add a sense of scale to the guys. Not a huge problem but it would be nice. It would also allow you to show more detail in the armour and things like that.

2. Shotgun may be a bit OP because most of the action happens at close quarters. Especially with the tight spread it has, it's basically 1 shot 1 kill at the ranges the space marines fight at.

3. HEAVY BOLTER PLEASE!!!! haha I just really want to see one ingame. I think the animations and stuff like that are free to mod now?

That's all I got for now. Keep it up.

ComJak


1. If I enlarged the models, I would have to redo all of the animations. They wouldn't be able to take cover properly either, seeing as all of the waist-high walls are only thigh-high for a space marine. They'll have to be human-sized for now, unfortunately.

2. I might add fire delay when firing delay support is implemented. I'm definitely going to implement some AI changes once the AI is externalized. I'm surprised you didn't bring up the lascannon, that one will probably have to be removed completely for multiplayer to work.

3. That's planned, but I'm still not sure how to balance it. I might replace the prone animation with a brace animation and make it prone-only.

To answer some of the things you brought up:

  • The Lascannon is weaker because it and the non-useless Missile Launcher mode are pretty much the same in tabletop WH40k. The missiles are less accurate and are slower to compensate.
  • The Missile Launcher seems OP, but it's not very effective against enemies in the open. It does work well when the enemy is behind cover though. It's pretty much the polar opposite of the other weapons.
  • Surprisingly (to me at least), the Storm Bolter is actually available to regular marines in the tabletop game.
  • You didn't bring this up, but I thought I'd mention that the Plasma Pistol was added to help counter Sonic Blasters, Shotguns and to give you an edge in melee combat. The Bolt Pistol is for players that use Sniper Rifles or the weapons with long reload times.

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PostPosted: Tue Jun 18, 2013 4:30 pm 
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Then redo the animations :D Space marines don't NEED cover... haha honestly, I wouldn't mind bigger marines that can't really take cover. DOW I didn't have cover did it? nope! space marines need no cover!

Lascannon I still haven't really tried out but it's funny to use haha.

For the Heavy Bolter, maybe make a whole firing animation that moves the position of the gun into the underslung position and then begins firing? Not sure how it actually works :(

Missile launcher is OP against AI because AI love to group behind rocks and stuff.

I'm glad you're actually balancing things against others. I thought they were just randomly thrown in weapons that were from 40k.

ComJak

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PostPosted: Tue Jun 18, 2013 5:20 pm 
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Whenever a weapon is added, you can be sure that it has been tested and balanced extensively. I've been working on the Storm Shield since 0.85 :D

I also try to avoid adding weapons that don't bring anything new to the mod. You won't be seeing Combi-Bolters, for example, until faction-specific weapons are supported.

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PostPosted: Tue Jun 18, 2013 7:06 pm 
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Hey, why don't you change map textures?


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PostPosted: Wed Jun 19, 2013 5:04 am 
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I can't do textures. New world textures wouldn't add much to the game either.

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PostPosted: Fri Jun 21, 2013 9:42 am 
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Woah you continued! your mod yes i will paly it and one more thing the world textures add more intense gameplay and it will amazed the player of your mod that they will think that the creator of this mod is awesome!

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PostPosted: Sun Jul 07, 2013 2:06 pm 
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Dumb question: How do I install the mod?

I thought I'd just copy all the folders and files into the RWR installation folder, but that just gave me a crashdump when starting the game.

Where on earth do I save the folder or the individual folders/files?

EDIT: running-with-rifles\media\packages doesn't do it, neither does running-with-rifles\media\packages\vanilla

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Last edited by Visionhunter on Sun Jul 07, 2013 2:15 pm, edited 1 time in total.

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PostPosted: Sun Jul 07, 2013 2:14 pm 
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Visionhunter wrote:
Dumb question: How do I install the mod?

I thought I'd just copy all the folders and files into the RWR installation folder, but that just gave me a crashdump when starting the game.


you put it to overlays folder? running-with-rifles\media\overlays ( might be overlay too im not sure anymore)

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PostPosted: Sun Jul 07, 2013 2:23 pm 
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joneau wrote:
Visionhunter wrote:
Dumb question: How do I install the mod?

I thought I'd just copy all the folders and files into the RWR installation folder, but that just gave me a crashdump when starting the game.


you put it to overlays folder? running-with-rifles\media\overlays ( might be overlay too im not sure anymore)


There is no such thing as an overlays folder there. Only packages, textures_config and textures_splash folders and a few files.

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