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1  Exterminatus - Rival Species 2 / News / Re: Salamanders, Fists and Templars on: November 07, 2013, 10:35:03 AM
Here it is:

Maybe there are just some files missing in the downloadable package.
2  Exterminatus - Rival Species 2 / News / Re: Salamanders, Fists and Templars on: November 05, 2013, 01:28:46 PM
I noticed that the health display at the Imerial Fists chapter is missing. Some textures of the thunderhawk model too.
3  Regional / German Language Forum / Re: Ork in Blender on: May 31, 2013, 08:49:40 AM
Der sieht wirklich gut aus. Ist das eine Animation mit dem geöffneten/ geschlossenen Mund? Finde ich auf jedenfall sehr schön gemacht.
4  Exterminatus - Rival Species 2 / News / Re: Alpha 7.34 - Sounds like a swarm on: March 10, 2013, 04:10:48 PM
I took a look into the alpha and notice at first that the Bolter and Stormbolter sounds are gone. Maybe the new sounds arent correctly implemented?
5  Exterminatus - Rival Species 2 / News / Re: Alpha 7.34 - Sounds like a swarm on: March 10, 2013, 11:25:46 AM
ChromeAngel, I sended you a PM with a short changed version of city_conflict with shifted ammo shrines.
6  Exterminatus - Rival Species 2 / News / Re: Alpha 7.33 Roll Up Patch on: March 03, 2013, 10:07:14 AM
I got a small bug by choosing the heavy Marine with Rocket Launcher. If I take the Boltpistol it change optical between the boltpistol and the Rocket Launcher all the time, but I still have the Boltpistol in use.

Just a notice. If we got the Beta please rename ex_city_conflict_v5 to ex_city_conflict. You missed it in the last Beta so the map has since that time the v4 in the name, Chrome Angel.  Wink

Btw the link to the youtube video dont work for me.
7  Exterminatus - Rival Species 2 / Contributions / Re: ex_city_conflict on: March 02, 2013, 01:15:52 PM
It wasnt never planed to forbid the Space Marines to enter the vents. Like Chrome said, if they do that, then they be missing at the defending of the generators.

Otherwise the only way I could lock the vents for the Space Marines would be doors which are open just for the Tyranids and that wouldnt be realistic.
8  Exterminatus - Rival Species 2 / Contributions / Re: ex_city_conflict on: February 26, 2013, 07:15:22 PM
Here is some new stuff.

I replaced some HL² lamps with the new ones from Stahlhagel and also added the Tyranid droppod particles effects from vman into the skybox and give the Space Marines some ammo shrines (one at the Arbites station and one at the generators).  City_conflict has now a fourth objective. After they absorbed the biological material, the Tyranids have to escape into the sewers. The last objective open a door and leads to victory.


On the ground you can see the two entrances into the sewers which open, when the biological material got absorbed.



On the other pictures you can see the new wall lamps and the sewers.
9  Exterminatus - Rival Species 2 / Contributions / Re: New Content Incoming on: February 17, 2013, 10:20:42 AM
Atm I try to replace some HL² lamps with the new ones in city conflict. Is it possible to give them a glowing texture? Especially the street lamp with the stand looks odd with a light entity on it, because the lamp will be just illuminated and dont light itself. This looks odd.

I have an other question. Are the effects for the skybox in the alpha already and when yes, where can I find them (which entity is needed for them)?
10  Exterminatus - Rival Species 2 / Player Discussion / Re: Loading screens on: February 09, 2013, 07:36:30 PM
I sended you a PM, Stahlhagel.
11  Exterminatus - Rival Species 2 / Player Discussion / Re: Loading screens on: February 05, 2013, 04:17:33 PM
I would prefer the first one, too. Like Oolon said, its the most useful version.
12  Exterminatus - Rival Species 2 / Contributions / Re: New Content Incoming on: January 12, 2013, 08:37:23 AM
This all sounds very nice.

What about a Space Marine statue? We had one for RS1. You can see that Ngss use some HL² statues on tarsis, which could be replaced.

Personally I have no wishes for models, because I still havent a concept for my new map.
13  Exterminatus - Rival Species 2 / Contributions / Re: ex_palidus on: January 08, 2013, 07:02:05 PM
What you say give me to think, Stahlhagel. How I wrote in the firstplace the idea behind this map was to replace city_conflict. Of course if we hold the original version it could be look cheap to recycle an old map.
But to make a complete new map will be a lot of work again (ok with the new areas I have a 30% finished map). When I contiue the work on palidus then I wont make the whole map with this rocks. This was my first try to work with the displacement tool and it dont make fun to work with it. Its to awkward to form the mountains. I will look what ideas I have.

The new stuff from vman sounds good. Maybe some of you can post some pictures of it and can tell me which entity I have to use to implement it (models no problem, but particle effects more).

14  Exterminatus - Rival Species 2 / Contributions / ex_palidus on: January 06, 2013, 08:28:46 PM
Hello guys. This is not a complete new map, more a new structured city_conflict. The idea behind the map was at first to make city_conflict better playable. I heard often that the original city_conflict feels to static or unbalanced and makes no fun. That in mind I made the map bigger and added the classic objective design in it.

But with consultation of Chrome Angel the current city_conflict will stay and the new one will run under a different name. At first some pictures.







The structure of the old area changed just a little bit. On the generator objective is the connection into the new area. The sideway from the ruins to the generator, the sewer and the passable gouvernment building are gone. The arbites station tower isnt passable too, but now there are three ways into it and all the breakable walls are already destroyed, so that no side who hold this objective get to much efforts in the tower (especially the Space Marines). Atm I have some perfomance problems with the new version, but I almost fixed the VIS bug now (water disappears in some view angles). There are just very small areas where it could still happen.

I also made the map more darker and it had more fog. The first picture show an imperial base with a radar station, infantry baracks, two generators and a garage which is passable how you can see it on picture 4.  I hope this version will be fun.
15  Exterminatus - Rival Species 2 / Contributions / Re: ex_city_conflict on: December 27, 2012, 11:13:58 PM
You couldnt trapped in this area. You can destroy some of the arches.  Wink
One on the side to the repair garage and one on the side to the middle ruin.
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