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xx Robots and hammers
June 05, 2010, 10:45:11 am by Bahl
I'd like can take a little look at the decline of this project at this random point in time, because it is a warm summer day in Sweden :-). I won't waste my (and your, if there still should be somebody out there reading this) time with a lot of words, but this much:

This project has been running low both on the fan and the dev side for years now. Basically it is me doing some stuff and some occasional contributions from different former team members. So in case you didn't realize that before, there are no large hops to be expected. On the other hand, we do have a new weapon (as mentioned before) and it is even decided that it'll be a Terminator weapon. That will require us to give the terminator sergeant a sprint ability (otherwise, he will never be able to charge someone with his big hammer and just be a sitting duck somewhere). On the other hand, we can give free access to the Assaultcannon (and will probably remove the powerfist from that combination for balance reasons).

This decision has against my hopes never been discussed openly, since the only comment on the news post was a reference to old times music :-). Very fitting... .

The second information concerning our decline is: Since we don't seem to have any players anymore, it has become extremely important to replace them with artificial players. So far I have finished a prototype of a linux server program that can run agents on our server (yes, we have a server, it is not online, but I could put it online any time). I'm currently making progress in porting the prototype to the windows platform (as I need that for development issues) and there is 'only' a basic socket communication left to implement.

Edit: And by some pure luckshot I managed to finish the step mentioned above :-D. So now we do have both windows and linux socket servers that work with the agent based robot system. Next step is to integrate them with the actual game server and then we basically have a new release that can support some stupid robots that run around and play pace car. My protocol shall later include control of the combat and entity interaction, but for the beginning, that will be handled by the followbot code. All the agent is gonna do, is decide for the robot where to go and which team, class, weapon to take. That should be sufficient to fill the server with loads of stupid targets to fire all kinds of weapons at and occasionally get shot in the head ;-).

Edit 2: First screenshot of an agent robot ingame :-D.



Edit 3: Yay, the agent is actually appearing correctly and even shooting at me when I'm on the opposite team!

Edit 4: He is now even aiming properly, switching weapons, using grenades and doesn't crash the server anymore when he kills me or another followbot. Additonaly, some minor bugs are fixed (score in scoreboard, recoil etc...).

Edit 5: He is even respawning correctly when dying and his stupid colleague (the followbot) is working correctly against him. Now it's really just the navigation that is missing for his first test appearance.
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xx And the hammer is coming down!
March 22, 2010, 12:52:10 pm by Bahl
Some modeling progress on the old and dusty agenda! It has been ages since the last. (A little more than a year to be more correct.)



The last step has been done by Zenarion and my humble self, finishing the stormshield to make this a powerful close combat combination. Now the question is out: Who is supposed to use it and how should it work? Feel free to comment :-).
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xx Merry new alpha 1263
December 12, 2009, 08:57:49 pm by Bahl
Please drop your jaws and read that I've finally managed to find the time to fix the reported bugs in 1262... thus coming forth with 1263!

Okay, it took a bit longer to finish the last step in this, getting the package up and the server running. But here it comes:

http://www.rivalspecies.com/files/rspecies_1260_u3_full.zip
http://www.rivalspecies.com/files/rspecies_1260_u3_to_1263.zip

The server should be up now.
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xx Another new alpha 1262
February 21, 2009, 01:20:37 am by Bahl
Short news for now, since it is late and my eyes are bleeding:

http://www.rivalspecies.com/files/rspecies_1260_u3_full.zip
http://www.rivalspecies.com/files/rspecies_1260_u3_to_1262.zip

The server is back up as well ^^, so feel free to give it a try and report the bugs in replies to this news thread.
23 comments | Write Comment

xx Happy New Alpha 1261
January 01, 2009, 08:35:25 pm by Bahl
Yep, it's time for a new alpha again. I figured the first of January would be the best possible date for the release. Just like the last one, it is a public pre-release alpha. To me it already feels a lot like a beta but i know there are quite some bugs remaining. So again, join the public Tester Team, increase its numbers and get cracking at this new Alpha version:

http://www.rivalspecies.com/files/rspecies_1260_u3_full.zip
http://www.rivalspecies.com/files/rspecies_1260_u3_to_1261.zip

simply download the two files, copy ".._u3_full" to Your Half-Life 1 folder and extract it with the directory structure in place. You should have a new modfolder called rspecies_test afterwards and a new entry in your steam games after a restart of steam. Afterwards, extract the patch to alpha 1261 to the same mod folder and you should be updated. While extracting, you should be asked whether to overwrite existing files. If that doesn't happen, you're probably doing it at the wrong place.

And as a little eyecandy on top, I'm showing off the latest finished vehicle weapons for the Cadian Guard: The Sentinel Auto Cannon, Multi Laser and Flamer! They've been finished by ChromeAngel and started by someone else of whom I don't have a record of the name anymore.
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