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Author Topic: Genestealer Public Alpha  (Read 30908 times)
ChromeAngel
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« on: September 27, 2011, 12:57:50 PM »

All the features intended for the Genestealer patch have been completed. I have been trying to get them balance tested since late July, but I haven't been able to corale enough team members or alpha testers together at one time to get large enough game going.

As a result i'm opening up the alpha build to the general public in that hope that we'll be able to get together much larger testing crew.  This build is a patch from 5.51 (the latest beta) to 5.993(a beta 6 release candidate) not a full installer, so you'll have to have the current beta installed to use it.  This patch is about 87MB as it adds a load of new models skins and replaces most of the maps with newer builds.

Download Mirrors

Additional 5.94 Patch

Additional 5.95 Patch

Additional 5.96 Patch

Additional 5.97 Patch - Undead

Additional 5.97B Patch

Additional 5.98 Patch

Additional 5.99 Patch

Additional 5.991 Patch

Additional 5.992 Patch

Additional 5.993 Patch

Installation instructions
  • Install the Exterminatus 5.51 Beta (if you haven't already)
  • Copy your "SteamApps/SourceMods/ex" folder and name the copy "ex_alpha"
  • Extract the ex_alpha_patch_5.93.zip file to your SourceMods folder (all these patches should overwrite some of the files in the "ex_alpha" folder)
  • Extract the ex_alpha_patch_5.94.zip file to your SourceMods folder
  • Extract the ex_alpha_patch_5.95.zip file to your SourceMods folder
  • Extract the ex_alpha_patch_5.96.zip file to your SourceMods folder
  • Extract the ex_alpha_patch_5.97.zip file to your SourceMods folder
  • Extract the ex_alpha_patch_5.97b.zip file to your SourceMods folder
  • Extract the ex_alpha_patch_5.98.zip file to your SourceMods folder
  • Extract the ex_alpha_patch_5.99.zip file to your SourceMods folder
  • Extract the ex_alpha_patch_5.991.zip file to your SourceMods folder
  • Extract the ex_alpha_patch_5.992.zip file to your SourceMods folder
  • Extract the ex_alpha_patch_5.993.zip file to your SourceMods folder
  • Restart steam (You should now see "Exterminatus - Alpha v5.993" appear in your installed games library)

New Features
  • Additional 1st tier player class for the tyranid team Genestealers, armed only with talons.  The gameplay balance of this class needs testing as does any side-effect his special "leap" move (2ndry fire) .
  • Burst Fire mode for the Boltgun (switch modes with the secondary attack).  Needs balance testing in range of situations.
  • Map voting, bind the map vote screen to a key through the options menu.  Only maps listed in the map cycle.txt will be listed.
  • Map and HUD Timers, so Typheron can get adding them to his holdout maps.
  • Map ex_hivecity by Nqss
  • Add a ServoSkull NPC, purely asthetic, not included in any of the map yet, but added it to the FGD.  Model by Valentin Pavluchenko (via Nqss)
  • Added an autogun prop, original model by DarkWulf, I just got around to texturing it.

Changes
  • Map ex_ichar_iv_8_0 ,new version from Loxn
  • Map ex_oribtal (fomerly ex_nic) by Nic2, Typheron and Chromeangel, new version with  with improve layout, lighting, polish, missions, translations and thumbnail for voting
  • Map ex_thunderhawk , re-worked with timers
  • Map ex_spakehulk, re-worked with timers

Bug Fixes
  • Fixed a bug where an empty plasma pistol would prevent veterans from using their chainsword (thanks to WangTangManPro for the bug report)

Known Issues
  • The menu backdrop still says "BETA", even though it's an alpha

+++EDIT - October 09, 2011, 02:23:14 pm +++
Due to some bugs found during fridays test i've added a second alpha patch to fix some of he problems the carnifex was having moving around.  The patch also addresses Genestealer exploits on Lycantium and adds a whole new version of Hive City.

The link to download this patch is listed above.
---EDIT---

+++EDIT+++
In response to bug reports and player feedback during last Sunday's test i've added a 3rd alpha patch.

New Features
  • Added a fire mode indicator the imperial ammo HUD
  • Added a new Ultrmarine (power) sword prop by Farseer, for use in new and updated mas

Changes
  • Bolters no longer reset to single shot mode after reloading
  • All players are now immune to falling damage (although they still make falling pain sounds)
  • Shortened the default spawn wave length ( ex_respawn_wave_length ) from 20 to 15 seconds.
  • Nerfed the Genestealer class by reducing it's health from 110 to 80

Bug Fixes
  • Fix timer countdowns being clipped at certain resolutions
  • Fixed  a sky box bug in hive_city
  • Prevented spawning frozen immediately after the map loads (an old old bug)

The link to download this patch is listed above.
---EDIT---

+++EDIT+++
In response to bug reports and player feedback during last Sunday's test i've added a 4th alpha patch.

Changes
  • Buffed the Genestealer class by increasing it's health from 0 to 85, this should allow them to take an additional bolt pistol hit before dying

Bug Fixes
  • Fix timer countdowns with 2 line descriptions being clipped
  • Fixed a hole in the room of ex_digsite's outpost objective
  • corrected some messed up clipping on kill icons for veterans, terminator and stealers/li]
The link to download this patch is listed above.  I think we're getting close to a new beta release, Sunday's test will tell how true that is.
---EDIT---

+++EDIT+++
In response to bug reports and player feedback during last Sunday's test i've added a 5th alpha patch.

Changes
  • Tweaked the meltagun, so it now fires through grates, but does a little less damage
  • Tweaked the Warp Blast secondary fire, so it now fires through grates (still working on the primary)
  • Nqss has changed ex_Hivecity to use timers, either control point can be re-captured while it's timer counts down.

Bug Fixes
  • The veterans pistol should now show a pistol kill icon
  • The veterans chainsword should now show a chainsword kill icon
  • Plugged an exploit in ex_Spacehulk that enabled stealer rushing
  • Fixed a couple of minor bugs in ex_Digsite

The "Burning Bug" has been heard in recent tests.  Please keep an ear open for this anomaly and report in as much detail as possible any situations when it occurs.  We're trying to work out how to reproduce it in lab conditions, so it can be tracked back and fixed.

The link to download the 5.97 patch is listed above.  I just realized I missed a file out of the patch, so i'll have to post a 5,97B patch in the morning. (Done)
---EDIT---

+++EDIT+++
In response to player feedback during last Sunday's test i've added another alpha patch aimed at re-balancing EX to take burst fire into account.

Changes
  • nerfed the boltgun rate of fire by 0.03 of a second per shot and reduced the damage per hit by 1.
  • Reflected the boltgun changes in the stormbolter.
  • Reduced the maximum melta damage per tick by 2
  • Made a slight speed increase to the thrope's warp bolt projectile
  • Tweaked the lighting and added servo skulls to Lycantium
  • Nqss has rebuilt most of the terrain in Digsite(_57) we need some player feedback on the new look.

The link to download the 5.99 patch is listed above.  I'm expecting that the carnifex will get the most benefit out of this patch, although the Thrope should be able to hang in combat a little longer too.  I hope enough of you guys can tear yourselves away form MW3 and Skyrim for an hour or so to help us gauge the balance.
---EDIT---

+++EDIT+++
In response to player feedback during last Sunday's test i've added another alpha patch aimed at re-balancing EX and fix a client crash that was occurring.

Bug Fixes
  • Avoid a crash being produced when a bolter is holstered and the play isn't switching to another weapon.  Not sure when exactly this is, but I suspect it's when a dead marine drops his bolter.


Changes
  • Nerfed carnifex health from 550 to 505.
  • Buffed the maximum melta damage per tick by 1
  • Reduced the spread on the thrope's warp bolt projectile

The link to download the 5.991 patch is listed above.  
---EDIT---

+++EDIT+++
Attempting to fix a particularly vauge client crash that occurred during the 5.991 test.

Bug Fixes
  • Avoid a crash that appears to be produced when a bolter switches fire modes
---EDIT---

+++EDIT+++
Attempting to fix a crash relating to player ragdolls and another related to how the boiter the switches fire mode.

Bug Fixes
  • Avoid a crash that appears to be produced when a bolter switches fire modes
  • Avoid a crash that appears to be produced intermittently when a player ragdoolls
  • Made another attempt at fixing "the burning bug"

Changes
  • Rebuilt the final objective of ex_spacehulk which should avoid the problem of the un-pressable button
  • Attempted to plug all the Stealer holes in ichar_iv (I had to got back to an old version since I don't have the source for version 8 and Loxn is LITW, there may be some old bugs re-appearing)
  • Nqss has made several changes to Hive City including spawn protection for the marines and marine only doors
  • Farseer has re-recorded the "For the Emperor" battle cry that was popping in previous builds
---EDIT---

The link to download the 5.993 patch is listed above.  If we get any more client crashes please can you email me (leader@40ksource.com) the .MDMP files from your steamapps/<yourname>/source SDK base 2007/ folder.
« Last Edit: January 20, 2012, 08:28:40 PM by ChromeAngel » Logged

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« Reply #1 on: October 07, 2011, 02:48:44 PM »

Exploit/Deathtrap: In Ex_Orbital in the MAIN SM Spawn, there is a structure opposite the door leading to the Hangar. Getting on top of this structure with any class is possible, but if u get there with a Genestealer then to the left there is a giant hole in the geometry on top of the cliff. You can leap there and get outside of the map bounds but you cannot leap out.
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ChromeAngel
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« Reply #2 on: October 07, 2011, 06:55:56 PM »

Exploit/Deathtrap: In Ex_Orbital in the MAIN SM Spawn, there is a structure opposite the door leading to the Hangar. Getting on top of this structure with any class is possible, but if u get there with a Genestealer then to the left there is a giant hole in the geometry on top of the cliff. You can leap there and get outside of the map bounds but you cannot leap out.
You must be talking about Ichar IV, there are no cliffs in ex_orbital (it's all interior).

The first scheduled test game for this version of Exterminatus will be held on my dedicated server (
93.96.78.12:27016 ) tonight at 19:00 BST (GMT+1).
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« Reply #3 on: October 07, 2011, 11:54:14 PM »

you've posted not the latest version of map , which i gave you , you are posted one with balance issue and visual bug

im pretty sure that i gave you one of the last versions
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ChromeAngel
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« Reply #4 on: October 08, 2011, 12:58:02 AM »

The version of hive_city in this alpha patch is the most recently dated one I have.   Can you send me the latest one ( leader@40ksource.com ), so I can include it in the next alpha.

It looks like their might be some quick fixes we can do to to turn out a 5.94 alpha before the weekend is out.
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« Reply #5 on: October 08, 2011, 04:48:52 PM »

thats odd , because in thread about the map i posted the latest playbale version with "_b1"
can be changed name to regular ex_hivecity , so there won't be trouble in future , just version notification
i'll send it to you anyways

« Last Edit: October 08, 2011, 05:33:35 PM by Nqss » Logged

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« Reply #6 on: October 09, 2011, 05:31:05 PM »

Chrome , don't forget to do the fake ex_objectives , so they act as usual objectivies , but doesn't have spawn points relay

stealers are fun to play , but they makes some maps impossible to play for imperial team
so maps need fixes for the stealers

i also want to say , that , fexes are only nids which makes map giant , coz they fat
and almost every corner should be empty and huge , i don't know , they are cool , but damn , huge spaces
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« Reply #7 on: October 09, 2011, 07:42:50 PM »

Timer is cutoff to one fourth of what it should be, monitor resolution is 1440 x 900.


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ChromeAngel
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« Reply #8 on: October 09, 2011, 08:05:25 PM »

The turnout for this third test was somewhat better then the previous two.  Which is surprising given the late arrival of the patch.   I guess Sunday afternoons are the best time to gather testers.

Due to the rushed release of the 5.94 patch hive_city has gone out with a couple of known bugs in it, these will be fixed in 5.95, which will be coming later in the week.  You can actually fix one of these bugs yourselves by copying all the "throne.*" files from "ex_alpha/models"/ to "ex_alpha/models/props".

The general consensus seems to be that the new Genestealrer class is not only playable as is , but actually preferable to the warrior class in most cases.  This could be attributed to the novelty of the new class, but i'm inclined to think it needs nerfing a bit.  Currently i'm thinking a 20% reduction in his maximum health would be a good place to start.

We probably need some kind of "slow capture" system to prevent too many "stealer ninja" or "lictor ninja" sneaky captures.  Any ideas?

The new bolter burst mode also functioned as intended and does no seem to have un-blanced the game as it could have.  The consensus from the testers was that defaulting back to the standard mode after reloading was confusing, so i'll be taking that out for 5.95.  A mod of fire indicator has been requested, the suggesting adding that the sunburst on the marines ammo counter could be chanced to show the bolter's mode.  I do like that idea, but it's going to take a bit longer to do, probably a week or so.

It's been suggested that we add some kind of "fake" or "non-spawning" objectives, to enable maps like thunderhawk and hive_city to visually direct players to their next objective, without changing where they spawn.  This is probably going to take some planning.  Do they get names? Do they appear on the Tactical Overview?  However they work they will take a while to add before Nqss and myself can start adding them to maps.  I doubt  they'll be in for Beta 6 anyway.

The Stealer talons seem to be missing their kill icon and the verteran and  terminator combination weapons icons don't seem to be clipped correctly.  Mentioning it here, so I don't forget.

It was also suggested that a Carnifex should be able to push most of the marine classes (excluding termies) out of his way.  Personally i'm not sure it's worth time it would take to code.

Comments?
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« Reply #9 on: October 09, 2011, 08:19:47 PM »

We probably need some kind of "slow capture" system to prevent too many "stealer ninja" or "lictor ninja" sneaky captures.  Any ideas?

trigger capture , which starts its own timer which not sepparated entity
on the end of timer - point captured
if we got both teams in the area - timer stopped , until one team in area

could be done also botton , with same effect , you have to push it for some amount of time , while your mates are covering you
It's been suggested that we add some kind of "fake" or "non-spawning" objectives, to enable maps like thunderhawk and hive_city to visually direct players to their next objective, without changing where they spawn.  This is probably going to take some planning.  Do they get names? Do they appear on the Tactical Overview?  However they work they will take a while to add before Nqss and myself can start adding them to maps.  I doubt  they'll be in for Beta 6 anyway.

everything is absolutly same , with names and overview visuals , except spawnings
i also suggest to chabge sizes of icons of all objectivties , to smaller

It was also suggested that a Carnifex should be able to push most of the marine classes (excluding termies) out of his way.  Personally i'm not sure it's worth time it would take to code.
i got an idea , carnifex starts running like that after hitting shift - uncontrolable , so you cant turn or stop , run untill you stops by exuast or hit wall
so it can be done by copieng code , and this move instead sprint for fex
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« Reply #10 on: October 11, 2011, 09:16:26 PM »

Quote
We probably need some kind of "slow capture" system to prevent too many "stealer ninja" or "lictor ninja" sneaky captures.  Any ideas?

Points adjacent to the one recently capture are locked for X amount of time (30 secs). But the point which was capped can be recapped instantly. Honestly, i would prefer a TF2/Battlefield capture system, where u gotta stay in the area and hold it... OR where u press a button but you have to channel it until it completes.

Quote
It's been suggested that we add some kind of "fake" or "non-spawning" objectives, to enable maps like thunderhawk and hive_city to visually direct players to their next objective, without changing where they spawn.  This is probably going to take some planning.  Do they get names? Do they appear on the Tactical Overview?  However they work they will take a while to add before Nqss and myself can start adding them to maps.  I doubt  they'll be in for Beta 6 anyway.

Seems like a good feature. I think that we just need decals to add to the mod (imagine a white arrow , so they guide the player to the objectives. Map makers should be the ones who implement them correctly in the map. But an objective system could work, but in that case we need new icons for them and we really need to think it through properly... otherwise it would confuse a lot more.


Quote
It was also suggested that a Carnifex should be able to push most of the marine classes (excluding termies) out of his way.  Personally i'm not sure it's worth time it would take to code.

im worried that if i will try to melee someone as a fex that i would miss cause he got pushed to the side. otherwise... i dont know, im 50/50 on this idea.

THE IDEA which i do want however, is removing fall dmg from all classes. And im not the only one.
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« Reply #11 on: October 11, 2011, 09:52:55 PM »


Seems like a good feature. I think that we just need decals to add to the mod (imagine a white arrow , so they guide the player to the objectives. Map makers should be the ones who implement them correctly in the map. But an objective system could work, but in that case we need new icons for them and we really need to think it through properly... otherwise it would confuse a lot more.
...
how do they confuse more if those are same objectives,but without spawnings , which is used in 2 maps already with similar mechanics of single spawn per team
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« Reply #12 on: October 12, 2011, 03:38:41 PM »


how do they confuse more if those are same objectives,but without spawnings , which is used in 2 maps already with similar mechanics of single spawn per team
[/quote]

Well imagine you're a new player in lycantium... There 12 objectives on the hud (or on the tact screen). How would the new guy know the correct way? Would the players get annoyed by the screen clutter? Thats what will happen if we do it badly or we dont think it through. It has to be understandable even by the newbies, otherwise its just screen clutter and wasted effort.
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« Reply #13 on: October 12, 2011, 09:39:13 PM »



Well imagine you're a new player in lycantium... There 12 objectives on the hud (or on the tact screen). How would the new guy know the correct way? Would the players get annoyed by the screen clutter? Thats what will happen if we do it badly or we dont think it through. It has to be understandable even by the newbies, otherwise its just screen clutter and wasted effort.
there is some maps like that already,confusing
there is tact screen to help
different choosable icons for any objective could  be handy
if we do it badly
exactly , why would we do it badly?
why it suppose to be 12 objectives?
regular 12 objectives will fuck up everything same way
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ChromeAngel
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« Reply #14 on: October 13, 2011, 08:53:58 AM »

I don't think Nqss is suggesting having these non-spawning objectives in addition to a full set of regular objectives, more like using them to mark the location of sub-missions on maps like Thunderhawk and hive_city.  That's my understanding.

[thinking out loud]
Now in order to try and reduce the confusion of these different map behaviors maybe just have different naming conventions for maps that play in different styles.  If we document the maps as if they have different game modes the mod may appear more extensive to new players and they will have a better expectation of the complexity.

I'm thinking rename spacehulk to atc_spacehulk and thunderhawk to atc_thunderhawk (ATC = Against the Clock).  Maybe put a timer on hive_cty and call ATC a second game mode.

Thinking about it spacehulk uses progressive spawns and a countdown, so that wont work so well :/
[/thinking out loud]
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