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PostPosted: Mon Jul 08, 2013 4:56 pm 
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Don't think the white helmets are a mistake - http://kofler.dot.at/40k/units/Ultramar ... quad_2.gif

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PostPosted: Mon Jul 08, 2013 5:01 pm 
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Oh.

Looks ugly though... :P

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PostPosted: Mon Jul 08, 2013 6:11 pm 
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I think his bolter would like a word with you. Perhaps it can change your mind? By scrambling it? :P

In all honesty though I agree

About the low kill chance: It makes charging into battle without any concern for safety more possible :D

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PostPosted: Mon Jul 08, 2013 6:35 pm 
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ComJak wrote:
About the low kill chance: It makes charging into battle without any concern for safety more possible


I've already experienced this a few times now, very epic indeed! :)

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PostPosted: Mon Jul 08, 2013 6:38 pm 
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Oh, and a minor suggestion:

I read you're looking to implement chainswords at some point.
A temporary 'fix' would be to simply change the currect THUNK melee sound to a very short chainsaw sound... :D

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PostPosted: Mon Jul 08, 2013 10:01 pm 
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Okay, let's see if I can get all this in one go.

Visionhunter wrote:
Rhinos are a bitch to control though and some of these reload times are ridiculous.

I agree about the Rhino, making a tank that handles well in RWR is beyond my skills. Some of the reload times are getting a bit shorter in the next update.

Visionhunter wrote:
I noticed tank gun barrels and some green soldiers' heads do not have a skin and are simply bright white. Not sure if this is a problem with just my version or if others have the same problem.

Like ComJak said, the white helms are supposed to be there. Once rank-specific models are a thing, only veterans will spawn with those. The the tank gun barrel issue seems worrying though. Are you sure it's a white color and not a flat gray?

Visionhunter wrote:
Will you be adding a third faction soon?

The Space Wolves will be making an appearance with the next update. I've got a soldier model and ranks but the names haven't been added yet.

Visionhunter wrote:
ComJak wrote:
About the low kill chance: It makes charging into battle without any concern for safety more possible


I've already experienced this a few times now, very epic indeed! :)

I really like the low kill chances since it makes battles last longer. In smaller battles, Instead of murdering a bunch of dudes, walking a bit, then murdering some more, you get a more protracted engagement where it feels like the enemy is being pushed back. Not to say this doesn't happen in vanilla, but that rarely happens in small battles. Moving from cover to cover or becomes less dangerous as well. And, like you mentioned, you can move in and stab the fuck out of them :D

Visionhunter wrote:
Oh, and a minor suggestion:

I read you're looking to implement chainswords at some point.
A temporary 'fix' would be to simply change the currect THUNK melee sound to a very short chainsaw sound... :D

I'm actually going to add a Power Sword in the next version. Charging into battle will be at least 10x more awesome! Unfortunately, remodeling the knives to chainswords doesn't really work and a chainsaw sound coming from a combat knife doesn't work in my opinion. I won't change the sound in the main mod but I'll upload a chainsword sound as an optional replacement.

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PostPosted: Mon Jul 08, 2013 10:10 pm 
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I'll see if I can get a screenshot of the supposed tank barrel glitch.

Looking forward to the optional chainsaw sound and Space Wolves! :P

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PostPosted: Mon Jul 08, 2013 10:20 pm 
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I have no clue if this would be of any use with melee weapons in this mod, but basically it's possible to have a weapon that you switch into, i.e. either primary or secondary weapon rather than the quick stab knife, that essentially has the same effect as stabbing when used without having to model the interaction via short range invisible projectiles or another hack.

E.g. in vanilla, medikit weapon declares its effective "character_state" as "unwound", it could also be "wound", "stun" or "death". It also has consume enabled, which means that this item vanishes as a result of a successful action. It could be turned off to have a short range weapon that can be used several times as expected.

One of the frames in medic1 animation which medikit uses for "recoil" (=think of it as "action"), has '<control key="shoot" value="1" />' which marks the moment when the actual stun/death/wound/unwound event gets triggered in the nearby in-front characters. Range is same as with stab, and unfortunately not customizable yet.


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PostPosted: Tue Jul 09, 2013 12:12 am 
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Space Wolves as a third? Why would Salamanders fight Space Wolves?

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PostPosted: Tue Jul 09, 2013 12:17 am 
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Game keeps crashing for me every 3 to 10 minutes.


02:12:36: : CHECK: character in invalid block: is player=0 dead=1 position=Vector3(1100.05, 7.02122, 505.059) velocity=Vector3(313.53, 0.0113049, 3.21735)
02:12:37: Can't assign material _missing_material_ to SubEntity of Ogre/MO8496 because this Material does not exist. Have you forgotten to define it in a .material script?
02:12:37: : out of characters -- creating more
02:12:37: Can't assign material _missing_material_ to SubEntity of Ogre/MO8497 because this Material does not exist. Have you forgotten to define it in a .material script?
02:12:37: : out of characters -- creating more
02:12:37: Can't assign material _missing_material_ to SubEntity of Ogre/MO8498 because this Material does not exist. Have you forgotten to define it in a .material script?
02:12:37: : out of characters -- creating more
02:12:37: Can't assign material _missing_material_ to SubEntity of Ogre/MO8499 because this Material does not exist. Have you forgotten to define it in a .material script?
02:12:37: : out of characters -- creating more

This continues until Ogre/MO8543

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