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51
Agenda / Modelling Agenda
« Last post by Bahl on October 02, 2010, 03:03:25 PM »
MODELS FOR FINAL VERSION

DONE ork grenade p_model - chromeangel
DONE muzzle flash - bahl
DONE nc_hands - bahl
DONE cd_sentinel - bahl
DONE gf_killercan - bahl
DONE nc_tombspider - bahl
DONE nc_warscythe - typheron
DONE nc_gausscannon - bahl
DONE nc_flayer - bahl
DONE nc_staff - bahl
DONE at_wraithguard - razielk
DONE gf_attackbike - chromeangel
DONE nc_scarab - chromeangel
DONE te_gundrone - olimnuz
DONE bt_stormshield - zenarion
MODEL at_wraithgun - jiggaman(base model) - eltharyon
DONE bt_thunderhammer - bahl
DONE cd_psyker - (zenarion model and skin) - bahl

TAU CONTENT

DONE te_kroothands - zenarion
ANIM te_pulsecarbine - chromeangel(skin)
SKIN te_missilepod
SKIN te_hands
MODEL te_krootrifle - jiggaman
SKIN te_railgun - jiggaman
SKIN te_assaultpulserifle - jiggaman
SKIN te_pulserifle - jiggaman
SKIN te_fusionblaster - jiggaman
SKIN te_plasmacannon - jiggaman
SKIN te_flamethrower - jiggaman

UNUSED CONTENT

SKIN cd_boltpistol
SKIN bt_plasmagun
SKIN bt_multimelta
SKIN bt_melterpistol
SKIN cd_hydralisk
SKIN te_droneguns
ANIM at_grenade idle improvement
ANIM bt_chainsword attack
ANIM at_chainsword attack
ANIM cd_chainsword attack
ANIM gf_choppa attack
ANIM cd_sniperrifle reload
ANIM cd_laspistol reload
ANIM cd_lasgun reload
ANIM bt_lascannon reload
ANIM cd_grenade idle improvement
ANIM bt_grenade idle improvement
SKIN cd_plasmagun
-bt_cyclone - finish - ?
-iw_melter - rework - ?
-cd_chimera - rework - ?
-cd_plasmacannon - rework - ?
52
Rival Species - News / Re: New Alpha version for balancing
« Last post by Bahl on October 02, 2010, 11:38:20 AM »
Okey, my first little test with robots exposed the following problems:

DONE - the recoil of the shooting weapons seems to be calculated wrongly. it decreases too fastly making the recoil look very abrupt. ... stupid frame recalculation.

DONE - the log messages String concatenation exposes the same bug as in windows.. numbers are added at the front instead of where they belong.

DONE - the smallest cooking time made the grenades start from the left hand instead of the right one. ... that was confusing.

DONE - the server seems to be very busy logging the AI messages.

DONE - we have a leak creating edicts all the time after a player has left the server empty. ... fricking old voice game manager has a leak (if not more).

DONE - if the robot connects to rs_ca_platform choosing IW (which is forbidden) it will crash once he is supposed to choose the weapon (or class if i don't remember correctly).

DONE - the robot is idling all the time. ... never trust the compiler to initialise integers with 0.

DONE - after the bugfix for recoil, all muzzles need to be adjusted. ... gods what a fricking tedious task!
53
Rival Species - News / New Alpha version for balancing
« Last post by Bahl on September 26, 2010, 11:45:52 PM »
For now I'd just like to announce that I've finished my initial pre-alpha bug fixing and added a nice new feature: I now can address balancing issues without having to compile and debug the code! That should finally get me the solution for the load of balancing issues we have.

Additionally, I've managed to add the thunderhammer and stormshield to the game! Looks stunning and should actually be useful since I managed to add the sprinting ability to the terminator captain. Decided to add it generally (that means no matter which weapon he uses) because that's the way these kind of abilities are usually treated in my code. We'll see if that is a feasible decision during test.

And here comes the new alpha release:

http://www.rivalspecies.com/files/rspecies_1260_u3_full.zip
http://www.rivalspecies.com/files/rspecies_1260_u3_to_1264.zip

I may update the second file as I move along and fix initial test stopping bugs.

I've tested the long talked about robots and found a couple of bugs that I will work on during the next days. That means the server is only sporadically up! If you want the server up for balance testing:

Join the #rspecies1 IRC channel on quakenet and tell me, I can put it up anytime.

Remember though, that you will need a testing buddy to play with (and it is not going to be me, since I'm occupied fixing the mentioned bugs).
54
Rival Species - News / Re: Robots and hammers
« Last post by Bahl on September 21, 2010, 09:51:55 PM »
managed to run some test:
- running several agents (no problems repeatedly connecting and disconnecting two of them).
- running several avatars per agent (no problems to run two avatars for one of the agents).
DONE selecting a different team (too bad, he doesnt get the menu as a message, something is wrong there.. he just gets the class menus.)
-- seems to work now
DONE setting a goal position and speed works clientside, but serverside, nothing happens.
-- seems to work now, the robot was running as hardcoded in a 45 degrees angle forwards... and then had to stop at a wall.
55
Rival Species - News / Re: Robots and hammers
« Last post by Bahl on June 19, 2010, 08:10:51 PM »
goes without saying that I'm gonna rebalance the weapons :-). Same money should get you same dps, basic rule.
56
Rival Species - News / Re: Robots and hammers
« Last post by Alhaus on June 18, 2010, 10:15:21 PM »
oh dear, AC's all round.... thats gonna be messy. would not giving them all the hammer and shield make more sense? a termie assault squad?
57
Rival Species - News / Re: Robots and hammers
« Last post by Bahl on June 18, 2010, 09:18:39 PM »
Well, id say its only the sergeant that can take this weapon and have a sprint ability, not the normal termies. then wecan finally give the assaultcannon to everyone :-). and i hope to get the launchers in!
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