Pages: [1]
Author Topic: Fanning the flames of war  (Read 19456 times)
ChromeAngel
Administrator
Marine Chaplain
*****
Posts: 1267


View Profile WWW
« on: January 26, 2013, 11:17:37 AM »

This week the EX team brings you a new patch, to improve upon the previous special weapons Alpha.  Sorry for the long wait for such a  small patch but things are still quite busy in RL (more details on my blog ).

Edit Updated 27/01/2013 See Bellow

Download 7.27 (33,443 KB)
40ksource.com
chromeangel.co.uk

Installation instructions
  • Install Alpha 7.26 if haven't already.
  • Extract the 7.27 patch to your sourcemods folder ( they should overwrite files in the ex_alpha folder ).
  • Restart Steam.
You should now see both the Exterminatus Beta 7.0 and Exterminatus Alpha listed in your library.

Features
  • New Imperial lamp post model by Stahlhagel, textures by ChromeAngel

Balance
  • Nerfed flamer damage per fireball from 30 to 20.
  • Buffed flamer projectile speed and growth rate, but reduced their lifetime "the light the burns twice as bright burns half as long".
  • Buffed plasmagun accuracy from 2 degrees spread to 0 spread.

Tweaks
  • Re-wrote the flamer effects code, so hopefully it will be less laggy and will be visible to other players.
  • Added specular and normal textures to flamer view model and an animated pressure gauge.
  • Attempted to add dynamic lighting and their own sounds to flamer fireballs.
  • Switched the flamer to use the meltagun hiss sound effect.
  • Added new skins to props in the "Hulk door" set, mappers set the skin property of your props to use the different skins.
  • Updated Ichar IV (Loxn's original) to demo the new lamp posts, doors and environmental effects from The VMan.

Future
Stahlhagel has more map props in the works as well as a new tyranid class the Pyrovore!

Edit 27/01/2013 - Alpah Patch 7.28
Small patch for today  to try and fix the 3rd person flamer effect and add a new lamp prop by Stahl.

Download 7.28 (28,318 KB)
40ksource.com
chromeangel.co.uk

Installation instructions
  • Install Alpha 7.27 if haven't already.
  • Extract the 7.28 patch to your sourcemods folder ( they should overwrite files in the ex_alpha folder ).
  • Restart Steam.
You should now see both the Exterminatus Beta 7.0 and Exterminatus Alpha listed in your library.

If you have problems installing or running this patch visit the Steam Community Game Group, chat room on Steam.  I'll be there to offer advice during testing times (please be patient, I will be in-game, participating in the test at the same time).

Features
  • New Imperial wall lamp model by Stahlhagel, textures by ChromeAngel

Tweaks
  • Re-wrote the flamer effects code, so hopefully it be visible to other players.
  • Updated Ichar IV (Loxn's original) to demo the new wall lamps and fix the white out in the sky.

« Last Edit: January 27, 2013, 12:39:53 PM by ChromeAngel » Logged

Valvatorez Jr.Commissar
Marine Scout
***
Posts: 81


I need a hat sprite. Because Hats are cool.


View Profile
« Reply #1 on: January 26, 2013, 02:01:07 PM »

The Pyrovore better not suck like he does in the table top game Tongue Although Biovore spores could use a damage nerf as he can easily pin down short range classes in certain areas like Thunderhawk.

Also the less Half Life 2 props the better. As they don't fit 40K very well, especially those Soviet car props from the 1960's.
Logged

"An open mind is like a fortress with its gates unbarred and unguarded" -Space Marine Librarian

Stahlhagel
Marine Scout
***
Posts: 97


View Profile
« Reply #2 on: January 26, 2013, 02:28:19 PM »

so you still didnt change the unrealistic flamer balls speed despite the values i posted you while figgling with it.

and the plasma gun is still just a lame upgrade to the plasma pistol... i guess its too much to ask to look out of the box for 1 goddamn time.
Logged

Valvatorez Jr.Commissar
Marine Scout
***
Posts: 81


I need a hat sprite. Because Hats are cool.


View Profile
« Reply #3 on: January 26, 2013, 02:56:24 PM »

I just started up the Adept lab and needs to act like a proper rifle. It shouldn't take four shots to do 100 points of damage with the plasma rifle. Three shots to take out a warrior might seem OP but Tier 2's should be easily owning Tier 1 classes without team work.

Also flamer model is the size of an Astartes pistol. If it's gong to be that small give it to the Assault with the chainsword and nerf his ammo capacity. You'd think it would be you know as large as the Bolter.
« Last Edit: January 26, 2013, 03:03:42 PM by Oolon Colluphid » Logged

"An open mind is like a fortress with its gates unbarred and unguarded" -Space Marine Librarian

Stahlhagel
Marine Scout
***
Posts: 97


View Profile
« Reply #4 on: January 26, 2013, 03:19:16 PM »

opness would be EASILY solved by lowering the ROF and having a light spread.

a plasma gun has the same firepower as the autocannon. now imagine what an autocannon would do ingame.

yet all we get is a stupid noskiller spam weapon with low damage, further encouraging ingame dakka spam.

its the same problem we had with the early versions of the venom cannon.
Logged

Valvatorez Jr.Commissar
Marine Scout
***
Posts: 81


I need a hat sprite. Because Hats are cool.


View Profile
« Reply #5 on: January 26, 2013, 03:53:38 PM »

opness would be EASILY solved by lowering the ROF and having a light spread.

a plasma gun has the same firepower as the autocannon. now imagine what an autocannon would do ingame.

yet all we get is a stupid noskiller spam weapon with low damage, further encouraging ingame dakka spam.

its the same problem we had with the early versions of the venom cannon.

That would make the Plasma gun an anti tank and sniping weapon, which would make sense in that regard.
Logged

"An open mind is like a fortress with its gates unbarred and unguarded" -Space Marine Librarian

Stahlhagel
Marine Scout
***
Posts: 97


View Profile
« Reply #6 on: January 26, 2013, 05:06:47 PM »

it was supposed to be an endtier all purpuose hard hitter kinda like a vc without the splash.

but there was a slight misunderstanding and now we have to make it work for tier 2... which is kinda hard to do considering the plasma gun is one of  the best weapons in 40k.
Logged

ChromeAngel
Administrator
Marine Chaplain
*****
Posts: 1267


View Profile WWW
« Reply #7 on: January 26, 2013, 07:57:37 PM »

After Action Report 7.27
7.26's elephant in the room, flamer lag is fixed.  However the effect is still not showing in the 3rd person view.  Flames don't appear to penetrate carnifex armor, which is the same problem meltaguns had.  Worryingly Knives don't either.  Flamers need a custom kill icon and equipment icon.

Zeroing the spread on the plasmagun does not seem to have made significant improvements to it's accuracy.  Plasmabolts can't collide with spore mines, need to check their collision types.  Talking with Stahl about making the plasmagun charge up between shots, so you can shoot at the current ROF and damage or hold the attack key longer to make the bolt more powerful (better anti-fex).  Stahl suggested using a particle system as used by FirewWarrior for it's plasmagun to indicate it's charging.

Weird glitch whiting out the skybox on Ichar IV when you look at a certain part of the sky.
Logged

ChromeAngel
Administrator
Marine Chaplain
*****
Posts: 1267


View Profile WWW
« Reply #8 on: January 27, 2013, 01:41:34 PM »

After Action Report 7.27 B
Flamer is still B0rked in 3rd person view :/

It occurs to me that it would be a lot easier for mappers to make use of all out props if they had preview images.  If anyone wants to help out the mod in an easy way, snapping screenshots of all the props and scaling them down to thumbnail size would be fairly easy (if monotonous).
Logged

Stahlhagel
Marine Scout
***
Posts: 97


View Profile
« Reply #9 on: January 27, 2013, 06:56:09 PM »

bug list:

-3rd person flamer broken
- old sound still used instead of melta, please remove it, its seriously annoying
-updated ichar not in map rotation it seems, buggy version is in. also put in the env effects please, the skybox stuff looked great
-lamps are not in the updated ichar for some reason
-3rd person reload on plasma is buggy, it warps one of the hands
- current plasma damage is ridiculous, even for an uncharged shot. it took 3 !!!  shots to down a stealer.
- the plasma projectile mechanics are flawed, but we had that discussion. it seems the spawn point moves with the players direction, you will notice how the spawn changes slightly of the projectile depending on situation
-flamer is using old flamer fx. please remove the old fx to prevent false patching in the future
-warp bolt model not removed from zoantrope secondary attack
-plasma projectile model not removed from plasma shot
-flamer projectiles fly too slowly and the flamer hit needs a more frequent updates to allow for better sweeps
-trope projectile is still a spammy lucker weapon with nearly no influence of player skill on it.
i already opted for a slower firing, plasma projectile speed weapon with excellent accuracy. atm you can spam those relentlessly without depleting psychic powers making the dakka trope OP, and the meditrope near defenseless
- venom cannon still needs a slight slpash damage nerf, a very tiny splash nerf and slightly lower rof
- vore needs a slight rof nerf
- stealer might do with an increased claw range to help with the aiming in close combat

thats all for now. love it or hate it :v
Logged

Pages: [1]
Print
Jump to: