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Messages - Bahl

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301
The next Rival Species Beta is getting into sight! Since the Tester Team has somewhat dwindled in numbers, I need You to test the new version and give feedback for its balancing and debugging!

So join the public Tester Team, increase its numbers and get cracking at this new Alpha version:

http://www.banntal.de/rivalspecies.com/files/rspecies_1260_u3_full.zip

simply download the file, copy it 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.

+++ update +++

By now we have a patch for the current alpha running on the server:

http://www.banntal.de/rivalspecies.com/files/rspecies_1260_u3_to_1260_u39.zip

It fixes quite some bugs concerning performance. I hope with this fix, the version gains a lot in playability.

I have started a 24/7 dedicated linux server with this version, so you can fully test the multiplayer game. Have fun, and be prepared for the bugs and imbalances!

Report any of those on our new Forum:
http://www.banntal.de/common/smf/index.php?theme=8;action=collapse;c=3;sa=collapsebut

302
okey, thats an information for chromeangel then. ill Pm him about it.

303
on which site? please paste the url of the page that tells you that you cant register.

304
Content Discussion / Re: The Sidesteps
« on: April 25, 2007, 09:43:28 PM »
but im trying to increase it again, it is overdone.

305
General Discussion / Re: Ordo Xenos server offline perminatly
« on: April 25, 2007, 06:24:10 AM »
what the hell is Hamachi? ;-). Yeah sure id like to know more about it :-).

306
General Discussion / Re: Ordo Xenos server offline perminatly
« on: April 22, 2007, 09:40:58 PM »
thanks for the info T, though its a sad one.

307
recently (actually quite some days ago) Jiggaman finished the models and skinmeshes of the Tau Battlesuit weapons! Dont let your eyes be fooled by the low polycount, it is a requirement. The model is absolutely decent and currently in the progress of being skinned by the man himself.



+++ update +++

JiggaMan has finished the skins of the first of these weapon combinations. So enjoy the little update and the new image!

On other notes, i have finished the Necron hands skin, so that we are now able to finalize the Necron weapon models. They are already in the current alpha version (complete with effect) but they lack their animations. We are now at version 1.259.

Last but not least, Zenarion has started working on a towershield for the BT terminators. That will allow us to finish the thunderhammer weapon combination for close combat terminators. he will provide a new tactical option: a rather slow moving, heavy armored 'tank' that is able to clean any strong position within his reach.

308
General Discussion / Re: Tau Flamer Skinmeshed
« on: April 07, 2007, 08:23:18 PM »
smoothing groups seem a bit off at the ignite-muzzle. otherwise pretty perfect :-). im not exactly sure, if i would model the small detail at the ammo-box, but you are definitively not pushing the polybudget.

309
General Discussion / Re: Wraithcannon WIP
« on: April 07, 2007, 08:22:33 PM »
very well so far :-). a bit early to say too much, but youre getting at the shape and polybudget really good now.

310
General Discussion / class and point system
« on: April 07, 2007, 08:20:04 PM »
about classes, there are some VERY ineteresting finds in http://www.gameinformer.com/News/Story/200703/N07.0327.1745.51023.htm

and about the point system, we got a nice suggestion over form RS2: add a cap to the personal points and deistribute whats left to the weakest of the team!

what do you think?

311
Content Discussion / Re: Skinning tau weapons
« on: April 02, 2007, 09:06:28 PM »
and dont forget to store your original source file too ;-). its valuable for me and will be needed for future high res packs.

312
Well well, the current alpha is proceeding well and seems to be already quite playable!
That means, we are starting to near a new beta.

And on top of that, I have some nice new fanart for you!
This time, it is a Terminator squad breaking into a sieged city by Oliver Lee aka OlimnuZ, enjoy!

313
Content Discussion / melter effect
« on: January 29, 2007, 10:05:20 AM »
well lads, i need a good idea for a melter effect. i mean, we cant do heat bending like in hl2. so what to do? we have beams, particles, tracers, projectiles at hand, but how to build a melter effect with that?

314
General Discussion / current status
« on: January 03, 2007, 04:42:46 PM »
well lads, i guess you already wonder, why you don't hear so very much from my side.  i was working on code transformation to a more portable scheme during the last weeks and it was ... a heck a lot of work. well, today i finally saw the end of the tunnel (not just the light) so my transformation (that i was working on for months (years?)) now finally nears its end.

to any of you that know a little about HL1 code: I for example removed the event calls and instead use messages to call the event effect functions on the client. but i don't just do it 1 to 1 as this description might suggest. instead the messages are sent when the player hits the attack key (or reload) and all the rest is calculated on the client. that means, basically traffic is reduced to the input changes from the keyboards of every player and the shared values controlled by the server. all the rest is calculated on each client. each client has its own tree of shared objects that represent the players, robots and weapons and areas and artifacts (and some other little stuff). with that knowledge he can calculate the game state rather independently. to illustrate that: i for example suddenly had a huge improvement on the burst fire responsiveness.

well, the work isn't done yet and cant be finished until after my finals. but i assure you, it is on an incredibly good way. i guess i will be back around the 10th of January.

315
Rival Species - News / New Server, Pre-Christmas Gaming and Developement
« on: December 22, 2006, 01:10:16 PM »
Merry Christmas to ya all! And here is a not so little Pre-Christmas present for your RS gaming pleasure :-), brought to you by the Ordo Xenos! Hop over to the forum thread http://www.rivalspecies.com/phpBB2/viewtopic.php?t=1225 and congratulate them to their stunning decision to host a new RS server these days! Yep, thats right, you read correctly! We have a new server AND it is available 24/7 AND it has an opening christmas game today! Most likely in the evening of the GMT time zone. Hop over to http://www.rivalspecies.com/phpBB2/viewtopic.php?t=1224 to read more!

Apart from this great news, we also made quite some progress in the developement of the next Rival Species beta! Bahl has been hard at work incorporating the missing Vehicles for all the new species in RS (Orks, IG, Necrons and Tau) and adding their weapons. As well extensive internal reworking of the code took place and we finally have real pipelines for compiling the model content of the game. (That will some fine day lead to a high res texture pack for the RS models.)

Except from that, Jiggaman continued his work on the Tau Battle Suit Weapons and Zenarion created the Kroot hands and the Kroot Rifle. As well Meazum did quite some work on sound and animation projects and is currently working on a skin for the Tau battle suit! If he manages to finish that, we shall welcome him on the dev team :-).

Ill add some nice eye candy of the IG vehcile weapons later on, probably tomorrow.
+++ edit ++
Well, it has not exactly been tomorrow but rather the next year ;-). So here they come without further ado; the Cadian Sentinel weapons:


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