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Exterminatus - Rival Species 2 / Contributions / Re: Sherb's Tyribble Tyranid HUD [Updated 04.02.10]
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on: February 07, 2010, 04:56:33 AM
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sorry sherb but when i tried to put it into my ex fodlers it broke it  what am i doing wrong? im trying to follow your intructions but im getting confused  You don't have to put it into your Ex folder, but into the SourceMods folder! I already created a folder hierachy inside of the zip file that looks like this: "ex/materials/VGUI/ex/(this is where the materials will go)", so you just drop it into the sourcemods folder and it'll get dropped in the right space!
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Exterminatus - Rival Species 2 / Contributions / Sherb's Tyribble Tyranid HUD [Updated 04.02.10]
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on: February 02, 2010, 04:20:11 AM
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Sherb's Tyribble Tyranid HUD Version 1.1 [Download] sherbs_tyribble_tyranid_HUD_1.1.zip [40.97kB] [Updated 04.04.10] Notice: Make sure to back up your nid_ammo_fill.vtf, nid_ammo_hud.vtf, nid_health_fill.vtf, nid_health_hud.vtf, nid_logo.vtf and nid_obj.vtf before installing!I got bored so I started working on a few adjustments to the Tyranid HUD! Old Tyranid HUD Updated - Full Health, Full Ammo Updated - Half Health, Half Ammo Update:I made a logo closer to the official one. It's a path (vector graphics) so it can be infinitely scaled for other purposes like web graphics or wallpapers (will upload the PSD later).    I know the objective marker is currently a little too transparent, I'll look into changing this soon! Update 04.04.10:I made the objective marker more visible! Plus I uploaded the PSD files in case anyone wants to use it! [Download] tyranid_logo.psd [78,60 kb] Do you have suggestions, wishes and critique? :3
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Exterminatus - Rival Species 2 / Player Discussion / Re: Sujestions
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on: February 02, 2010, 02:33:38 AM
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Originally the Exterminatus (EX) heavy bolter (HB) was intended to be a belt fed model. However animating the droop and swing of the belt in sync with that of the carrying marine was beyond our capabilities, Did you try using jigglebones? They are kind of like bones in a player model, but are mostly not animated, but given physical properties and animate by themselves according to their movement.
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Exterminatus - Rival Species 2 / Open Testing / Re: Suggestions and Requests
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on: February 02, 2010, 02:28:55 AM
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Okay, first off: You did a great job on this mod, I really like playing it and I think it really has potential!  From the 3 days I played Exterminatus, I've collected these suggestions: - No Fall Damage
It's just 10 damage or something and not that noticeable, but regardless it can be a bit annoying to die of fall damage or constantly lose HP for taking shortcuts. My suggestion would to scrap it altogether (it also plays the default HL2 fall damage sound) - Player Clipping
A system like in Left4Dead where you can run slightly through other players to easier get through tight places would really help. It's frustrating to play Tyranid and getting stuck on your own kind all the time. Maybe a soft-clip system like in Left4Dead would work, where players can run through others. - Crouching as Zonethrope
As the unit is already rather slow, crouching as Zonethrope shouldn't make you any slower (he's floating), that's also because you have to do it a lot (in spaces other units can traverse without problems)! - Automatic Crouching
In some parts in the mod, a Tyranid cannot progress without crouching, and you often don't know get stuck and go "Oh wait I have to crouch". I remember Left4Dead had a few spaces where they installed triggers that made the players crouch automatically. This allows for a better gameflow and less chance that players will get stuck. Maybe triggers like that in a few places would help! - Doors
In some maps, doors are the scourge of the tyranids! They open really slow, have to be opened by running into them and tyranid parts are sticking through them as you do that, thus everyone has enough time to get ready to kick your ass. I would suggest more buttons for opening doors remotely, and bigger triggers that open the door before you run into them - Jump Height
In digsite, I was sad to see that there was a few secret spots to reach, but I was not able to jump up far enough to reach them! A general increase in jump height, for Marines but especially for the Tyranids would make everything more interesting. Maybe the ability to do a charged high jump would be even better! - Health Regeneration
For their missing ability to engage in long distance battle, some Tyranid units could use a slow health regeneration. Especially the Warriors often have a hard time fighting heavy bolters, so giving them a regen so they can execute hit & run tactics would make them more useful to the team. - Area of Effect Cursor
To see where you will be hitting with the Zonethrope, a flashlight-like cursor that paints the area where their shot will hit might be useful when using them. - Heavy Bolter
It's purely visual, but I'm sad I only see the heavy bolter's handle! It would be cool to see more, it'd feel much more badass. - Mission Markers
I would suggest making them a bit more transparent, as they sometimes get in the way of the action! - Zonethrope Secondary
Eventually, the zonetrope could have some sort of secondary attack. Either maybe a type of psi shield bubble it can use to defend friendlies, or maybe the ability to direct AI gaunts to a position (since they are synapse creatures and all!)
(more to come, and maybe pictures)
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