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RimWorld => Releases => Mods => Outdated => Topic started by: TrashMan on July 29, 2016, 05:34:19 AM

Title: [A14] Adeptus Astartes - v0.5 - updated 5.08.2016
Post by: TrashMan on July 29, 2016, 05:34:19 AM
Well, plenty of great 40K mods that just died for one reason or another, so have at least something:
http://www.mediafire.com/download/1nd2mdal0p6946a/%5BA14%5DAstartes.rar
EDIT:
==FIXED AND WORKING==

(https://s32.postimg.org/b1cmmhz6p/screenshot1.png) (https://postimg.org/image/b1cmmhz6p/)

CONTAINS:
- power sword
- power axe
- chainsword
- power fist
- power maul
- crozium arcanum
- force spear
- storm bolter
- heavy bolter
- assault cannon
- flamer
- astartes power armor (and helmet)
- Terminator power armor (and helmet)

+ things from the defunts 50K weapons mod (except the Vindicare stuff). Full credits to Headshot.



UPDATED:
Fixed missing tech levels
Added HE variants (which are closer to actual bolters)
Fixed a few graphical issues with some melee weapons


Get it now.
Everything worked fine last time I tested it..except termi armor. It works, but the head looks wrong because of how Rimworld handles layers and helmets
Title: Re: [A14] Adeptus Astartes
Post by: Sarelth on July 29, 2016, 10:01:41 AM
Some screenshots would be helpful. Hopefully when you get a chance you can add some.

Looks interesting so far though.
Title: Re: [A14] Adeptus Astartes
Post by: BlueFreakQ on July 29, 2016, 10:25:13 AM
Nice, are these pieces of old mods that you updated to 14, or your own new stuff?

I always add 40k to everything too :P

Edit: Did a little digging, turns out - both! :)

I'm happy to help out with this if you like.
Title: Re: [A14] Adeptus Astartes
Post by: bess666 on July 29, 2016, 10:47:43 AM
Quote from: TrashMan on July 29, 2016, 05:34:19 AM
Well, plenty of great 40K mods that just died for one reason or another, so have at least something:
http://www.mediafire.com/download/1nd2mdal0p6946a/%5BA14%5DAstartes.rar

CONTAINS:
- power sword
- power axe
- chainsword
- power fist
- power maul
- crozium arcanum
- force spear
- storm bolter
- heavy bolter
- assault cannon
- flamer
- astartes power armor (and helmet)
- Terminator power armor (and helmet)


I finished the first version at work and I don't have Rimworld here to test it ATM,  and I won't be able to do any testing for a few days, but I don't want to wait ......sooooo... no guarantees it will work.

The flamer is most likely to cause trouble, so just comment it out or delete if it does.
Alas, no screenshot either.

It looks great! I made a mod for myself use your textures.
https://ludeon.com/forums/index.php?topic=8387.msg84232#msg84232
Title: Re: [A14] Adeptus Astartes
Post by: TrashMan on July 29, 2016, 12:54:29 PM
Yeah, I thought you died, since I haven't seen a 40K mod out there that uses my stuff
Only the "For the Emperor", but that one is ded.

Which is why I said "fuck it, I'm gonna make something!"
Title: Re: [A14] Adeptus Astartes -
Post by: TrashMan on July 31, 2016, 07:10:55 AM
Update on the situation - got melee weapons and armor to work.

Guns are not cooperating, even though I copied code from core.

When I try to spawn guns,  I get errors - "cannot cast from source type to destination type".
Then again, Core and CCL is giving me a bunch of errors too.

anyway, since melee weapons and armor is working, I updated the file, so you at least have something to play with.
Title: Re: [A14] Adeptus Astartes -
Post by: SpaceDorf on July 31, 2016, 03:09:03 PM
I thank you, for your mod,

just a few days ago I found this poor seemingly abandoned piece and thought maybe I could fix it up a little by myself
but I failed so far ..

Warhammer 40k Weapons
https://ludeon.com/forums/index.php?topic=11953.0

So I am glad the Emperor called to you and the Astartes will be coming cleanse the Rim

Title: Re: [A14] Adeptus Astartes -
Post by: bess666 on August 01, 2016, 07:23:30 AM
Quote from: SpaceDorf on July 31, 2016, 03:09:03 PM
I thank you, for your mod,

just a few days ago I found this poor seemingly abandoned piece and thought maybe I could fix it up a little by myself
but I failed so far ..

Warhammer 40k Weapons
https://ludeon.com/forums/index.php?topic=11953.0

So I am glad the Emperor called to you and the Astartes will be coming cleanse the Rim

I made a mod for myself. I used texture of this mod and Warhammer 40k Weapons.I can unload test version here.
Title: Re: [A14] Adeptus Astartes -
Post by: BlueFreakQ on August 01, 2016, 11:20:35 AM
SpaceDorf, bess666,

One thing to keep in mind when working with outdated and abandoned mods is to check if the mod has a license or other usage agreement specified on the mod page or in the files themselves in the license file.  Without that license the mod _cannot_ be used as source material by other people.  It's fine to edit things you don't have a license for as long as it is for your own personal use, but releasing anything taken from mods like that is not allowed.

Unfortunately, the Warhammer 40K Weapons mod (https://ludeon.com/forums/index.php?topic=11953.0) does _not_ have a license for us to use it.
Title: Re: [A14] Adeptus Astartes -
Post by: SpaceDorf on August 01, 2016, 07:23:44 PM
To bad ..
would have PMed the creator before publishing and If there would be no answer, I would have written up something like the better publishers of abandoned mods do .. but since I failed, the point is moot.


Title: Re: [A14] Adeptus Astartes -
Post by: TrashMan on August 02, 2016, 07:14:12 AM
Quote from: SpaceDorf on July 31, 2016, 03:09:03 PM
I thank you, for your mod,

just a few days ago I found this poor seemingly abandoned piece and thought maybe I could fix it up a little by myself
but I failed so far ..

Warhammer 40k Weapons
https://ludeon.com/forums/index.php?topic=11953.0

So I am glad the Emperor called to you and the Astartes will be coming cleanse the Rim

I'll see if I can get the weapons working today.

However, I found another issue - terminator armor
(https://s-media-cache-ak0.pinimg.com/564x/d1/f2/04/d1f2049637a7a2edd8b5c6edd8e7200a.jpg)
Getting the look right is night impossible, given that Rimworld insists on drawing the head over the body on the side view AND drawing a base head even with a full helmet. Since terminators have a head that mostly hidden inside the armor.... well, that messes up many things.

The only way I can think off to fix it is to  make the body part of the helmet. But that might scew up color randomization.
Title: Re: [A14] Adeptus Astartes -
Post by: TrashMan on August 02, 2016, 07:17:03 AM
Quote from: BlueFreakQ on August 01, 2016, 11:20:35 AM
Unfortunately, the Warhammer 40K Weapons mod does _not_ have a license for us to use it.

Well, it's just a matter of drawing some weapon sprites. I have a bunch of them already.

As far as linceses go...well...most people don't seem to care if there's no $$$ involved.
Title: Re: [A14] Adeptus Astartes -
Post by: kimesikRUS on August 04, 2016, 04:38:00 AM
My colonist was crushed by SPESS MAHREEN!
Title: Re: [A14] Adeptus Astartes - v0.5 - updated 4.08.2016
Post by: TrashMan on August 04, 2016, 05:25:48 AM
UPDATED.

Working and with new stuff
Title: Re: [A14] Adeptus Astartes - v0.5 - updated 4.08.2016
Post by: RuggedWolf on August 04, 2016, 05:52:55 AM
Awesome mod it seems to be mostly working now, but get a few errors on startup and the chainsword textures seem to be missing, but good job  :)

[attachment deleted by admin - too old]
Title: Re: [A14] Adeptus Astartes - v0.5 - updated 4.08.2016
Post by: TrashMan on August 04, 2016, 06:50:09 AM
Well, f***. I added those weapons in before uploading. Should have done another test. And seems the defs are case-sensitive. Bullet_Las_Short is the name.
Will fix and upload later today.
Title: Re: [A14] Adeptus Astartes - v0.5 - updated 4.08.2016
Post by: SpaceDorf on August 04, 2016, 12:11:59 PM
Are you planning on adding the Astartes Implants as well ?
Title: Re: [A14] Adeptus Astartes - v0.5 - updated 4.08.2016
Post by: Great on August 04, 2016, 01:01:28 PM
That would be possible to add a special race or implant?High cost stuff that make your colonist become a real space marine.Even if it's op lolz.
Title: Re: [A14] Adeptus Astartes - v0.5 - updated 4.08.2016
Post by: SpaceDorf on August 04, 2016, 02:39:01 PM
I meant the complete set, including the black carpace whithout which the power armor can't be used :)

And use actual Geneseeds to produce :)

Which would have to be implanted in a Space Marine to gestate *gg*
So in only 20 ingame years you can produce a second Space Marine all by yourself ^^
Title: Re: [A14] Adeptus Astartes - v0.5 - updated 4.08.2016
Post by: TrashMan on August 05, 2016, 10:45:24 AM
Quote from: SpaceDorf on August 04, 2016, 02:39:01 PM
I meant the complete set, including the black carpace whithout which the power armor can't be used :)

And use actual Geneseeds to produce :)

Which would have to be implanted in a Space Marine to gestate *gg*
So in only 20 ingame years you can produce a second Space Marine all by yourself ^^

Dunno if that would be feasable to do.
Rimworld is pretty flexible, but even so....some things are not easy to add
Title: Re: [A14] Adeptus Astartes - v0.5 - updated 5.08.2016
Post by: TrashMan on August 05, 2016, 12:39:10 PM
UPDATED with a fixed version
Title: Re: [A14] Adeptus Astartes - v0.5 - updated 5.08.2016
Post by: SpaceDorf on August 05, 2016, 12:50:25 PM
its true about the implants,

but it would be cool,

also I was just a bit obnoxious about the geneseed .. its just, as OP as this guys are, the don't grow on trees.
Title: Re: [A14] Adeptus Astartes - v0.5 - updated 5.08.2016
Post by: SpaceDorf on August 05, 2016, 01:31:24 PM
Quote from: SpaceDorf on August 05, 2016, 12:50:25 PM
its true about the implants,

but it would be cool,

also I was just a bit obnoxious about the geneseed .. its just, as OP as this guys are, the don't grow on trees.

--- EDIT ---

It works.
Awesome. The HE-Bolter is just how I imagined a Bolter would be.
Not just a big gun, but like described a real handheld self-propelled armor breaking grenade launcher.
read out loud it sounds OP just by definition
Title: Re: [A14] Adeptus Astartes - v0.5 - updated 5.08.2016
Post by: TrashMan on August 06, 2016, 06:28:04 AM
Quote from: SpaceDorf on August 05, 2016, 01:31:24 PM
It works.
Awesome. The HE-Bolter is just how I imagined a Bolter would be.
Not just a big gun, but like described a real handheld self-propelled armor breaking grenade launcher.
read out loud it sounds OP just by definition

That's because it is.

it's an ASTARTES bolter. A normal human one would be smaller and less powerful (but still very strong).

EDIT:
does anyone know if it's possible to RESTRIC weapon usage? In other words, to require power armor?
Title: Re: [A14] Adeptus Astartes - v0.5 - updated 5.08.2016
Post by: bess666 on August 06, 2016, 06:08:25 PM
I made a small mod. Bolter turret from wh40k DOW2 :)

license: You may do whatever you want with the code in my mod as long as you dont use it to make money in any way shape or form. This includes taking donations. Include author me :)

P.S. for those who care licenses.

[attachment deleted by admin - too old]
Title: Re: [A14] Adeptus Astartes - v0.5 - updated 5.08.2016
Post by: SpaceDorf on August 16, 2016, 06:00:51 AM
Hey Trashman, I just leaved through my Deathwatch Sourcebook and thought of your mod.
So how are things coming along ?
I saw you asking around regarding tweaks to the power armor the other day :)
Title: Re: [A14] Adeptus Astartes - v0.5 - updated 5.08.2016
Post by: TrashMan on August 27, 2016, 10:22:15 AM
Yeah, can't get hte Terminator armor to look right.
Why?
Because
a) the head is rendered over the body in side view, and the teminator helmet is partialy inside the armor. In other words, for the terminator it should be the other way around. Only part of the helmet should be visible. So I tried just cutting out parts of the helmet, so it appears like it's behind.
But that didn't work because:
a) the head is always rendered below the full helmet. Always. So even if I cut the helmet, now the head is sticking out..badly.

Thus I have no way to make it look good. I though about simply having the helmet include pieces of the torso/shoulders, so when it's rendered over the body, it will still look like it's not.
But the torso and helmet are differently scaled, so getting it to look right is a sysiphian task. And, even if I get that working, what about the color? Use a blue helemt with a green torso armor and it will look like crap because parts of the torso baked into the helmet will be blue.

Can't make it work because Ty never though that far ahead.
Title: Re: [A14] Adeptus Astartes - v0.5 - updated 5.08.2016
Post by: TrashMan on August 27, 2016, 10:37:56 AM
Here, illustrated problem

[attachment deleted by admin - too old]
Title: Re: [A14] Adeptus Astartes - v0.5 - updated 5.08.2016
Post by: SpaceDorf on August 27, 2016, 10:55:43 AM
That to bad :(

I wished it had worked better.

---- EDIT ----

It looks just like I understood but it looks awesome nontheless.
And I am not an artist, I really can't think of any solution you allready thought of.
The best thing seems to leave the Helmet out, and hope Tynan implements a solution :(

---- EDIT ----

Did you have success with the concept of using Bolters only with power armor ?



I had the Idea, that Bolters get a huge debuff to aiming time and accuracy when used normally, and the power armor has a buff that sets this off ..
Title: Re: [A14] Adeptus Astartes - v0.5 - updated 5.08.2016
Post by: TrashMan on August 28, 2016, 11:26:29 AM
Nope.
I've been asking Ty to implement the possiblity of adding such restrictions and/or penalties for a long time now.

FFS' it really shouldn't be difficult. It's just an item check!
Title: Re: [A14] Adeptus Astartes - v0.5 - updated 5.08.2016
Post by: mrofa on August 29, 2016, 08:57:11 PM
Head is drawed over apparel and helmet is drawed over head, so what you need to do is full helmet like on the image
Title: Re: [A14] Adeptus Astartes - v0.5 - updated 5.08.2016
Post by: BlackflagNarwhal on October 28, 2016, 04:56:25 PM
This mod gonna get an update to 15?
Title: Re: [A14] Adeptus Astartes - v0.5 - updated 5.08.2016
Post by: TrashMan on January 13, 2017, 04:22:43 AM
Sorry guys, I got caught into others things.

That said, I don't think this mod should be incompatible with 15, unless something changed in the weapon/armor code, there are edit to any core files.

I'll update it if I get around to it, if not, everyone is free to muck about with it - edit, distribute, etc, whatever.