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P.Rex
P.Rex 7hours 5mins ago replied:

Hello Peter,

I've just added something to the downloads section I think you'll like.

+1 vote   mod: No Grass, Please!
P.Rex
P.Rex Jul 23 2015, 2:10pm replied:

True, I did that.

+1 vote   media: Tatem Wastes
P.Rex
P.Rex Jul 19 2015, 4:34pm says:

My favorite one is the right one, it really captures the spirit of the old 2001 promo art. For Toa Sanctuary- depends on whether you want it to stand out or blend in with its surroundings. If the former then I say the right one, if the latter then pick the middle one.

+5 votes   media: Mata Nui stone texture variants
P.Rex
P.Rex Jul 18 2015, 6:30am replied:

Thank you very much! Although I'm no professional, I've put a lot of research into this project (and learned quite a bit in the process), so I'm glad to see it pays off. :)

+1 vote   mod: No Grass, Please!
P.Rex
P.Rex Jul 12 2015, 9:22am replied:

Which ones did you have in mind?
Most of the vanilla dinosaurs seem fine to me even by today's standards, I only wanted to remake Spinosaurus so it could be semi-aquatic and the Velociraptor for the plumage. Other than that, I'd much rather focus on making new content.

+1 vote   mod: No Grass, Please!
P.Rex
P.Rex Jul 9 2015, 4:21pm replied:

It's based on the same AI as the Plateosaurus, meaning it can kill the hunter but would normally prefer to avoid conflict.

+1 vote   media: Vulcanodon WIP
P.Rex
P.Rex Jul 8 2015, 5:22pm replied:

Yes.

+1 vote   media: Vulcanodon WIP
P.Rex
P.Rex Jun 30 2015, 10:10am replied:

Nope, it's been known since the sixties.

+2 votes   media: Vulcanodon WIP
P.Rex
P.Rex Jun 20 2015, 9:17am replied:

No, this is a hybrid of several dinosaurs and other animals.

+1 vote   media: Indominus Rex
P.Rex
P.Rex Jun 15 2015, 3:33am says:

The map looks awesome! Oh how I missed those ridiculously indestructible TS pyramids.
My only complaint is that the trees don't look like they belong there at all. Perhaps make (or adapt from RA2/YR) a few palm trees instead?

+4 votes   media: Map: [6] Tour of Eejit
P.Rex
P.Rex May 31 2015, 4:14am replied:

Sorry for the late reply.
Don't worry, the project is not abandoned! I've got a few things in the oven. Stay tuned.

+2 votes   mod: No Grass, Please!
P.Rex
P.Rex May 4 2015, 4:56pm says:

The wall looks great, but in my opinion it still doesn't quite fit with the other GDI assets. Perhaps a change of color? I think the walls would be perfect with a light concrete base color, plus a GDI gold/remap color stripe.

+9 votes   media: GDI: Walls
P.Rex
P.Rex Apr 20 2015, 1:20pm says:

The purple area actually has its charm. Since it's a Red Tiberium zone, I'd take it that it's been so deeply contaminated, and for so long, that it already looks like a completely alien planet- so strange and hostile even the tiberium itself barely wants anything to do with it. The purpleness might have to be tweaked a bit but I think you shouldn't be rid of it entirely.

The "clean area" concept is strange and cool too in its own way. It would add a unique challenge to missions, not just commando missions but also base-building with very limited resources, in which you could perhaps add things like capturable caches/nodes that give you points, or protectable airfields where you get supplies or reinforcements.

+4 votes   news: Weekly Bulletin 19/04/2015
P.Rex
P.Rex Mar 16 2015, 2:20am replied:

Thank you! Indeed, I have a few ideas for non-exhibit stuff such as scenery items, buildings etc. and of course I'm always open to suggestions. I hope you give this mod a try!

+2 votes   mod: No Grass, Please!
P.Rex
P.Rex Feb 25 2015, 5:34pm replied:

Looking good, I plan to reskin, rig and animate them for Zoo Tycoon use, maybe also modify the Spinosaurus a little bit (to resemble the 2014 restoration) and use that to replace Blue Fang's Spinosaurus.

+1 vote   mod: No Grass, Please!
P.Rex
P.Rex Feb 20 2015, 1:39am replied:

Indeed, I have made a few prehistoric animal models already (originally for Carnivores, but they can be adapted), at the moment I have a Yutyrannus in-progress. I might also adapt some of Carnivores' animals such as the Moschops and Dimetrodon.

+1 vote   media: New Plants!!!
P.Rex
P.Rex Feb 20 2015, 1:36am replied:

At least two of the dinosaurs (Spinosaurus and Velociraptor) are going to be remade eventually, so the answer is Yes.

+1 vote   mod: No Grass, Please!
P.Rex
P.Rex Feb 10 2015, 11:27am replied:

I agree, the game's 15 years old now... good time for an open version.

+2 votes   mod: No Grass, Please!
P.Rex
P.Rex Jan 28 2015, 6:04pm replied:

This version is obsolete, I suggest you download Beta 7 instead.

+1 vote   download: Carnivores Triassic Beta 6
P.Rex
P.Rex Jan 22 2015, 2:39pm says:

Thank you for this lovely insight into your level design process, and the beautiful graphics accompanying it. I also use Game Maker for my platformer project, it's a powerful tool, and indeed I have encountered similar problems regarding pattern repetition (though my solution was a bit different).
I have added this game to my watch list and hope to see more of it soon.

+3 votes   news: View on the game graphics
P.Rex
P.Rex Jan 16 2015, 6:55am says:

Hi, I just found out about this game. I like the concept, and appreciate the fact you're implementing customization and modding capabilities from early on. Will there eventually be an option to create new animals as well? It would make this game a lot more appealing to modders, and personally I'd love to be able to create an entire ecosystem, flora, fauna and all, and watch it come to life. I also appreciate that the default texture pack is 256x, Minecraft's biggest fault was its default low-res so you already have an advantage.
There seems to be a problem with the Alpha though, whenever I start a new game on any planet that has water, I always land at sea.

+1 vote   download: SoA Pre-Alpha 0.1.6
P.Rex
P.Rex Dec 31 2014, 5:58pm replied:

Oh, I see. These assets aren't all in the same mod, you need to download each of them separately from the Saga forums: Thecarnivoressaga.com

+1 vote   member: P.Rex
P.Rex
P.Rex Dec 31 2014, 4:58pm replied:

I don't know, haven't heard of it until now.
If you haven't already, I suggest you check out the Mods section in The Carnivores Saga, it's probably there somewhere.

+2 votes   member: P.Rex
P.Rex
P.Rex Dec 27 2014, 3:38pm replied:

Set the compatibility to Windows 98/ME and run as administrator, it should work fine then.

+1 vote   member: P.Rex
P.Rex
P.Rex Nov 18 2014, 1:50pm replied:

Hmm. This IS a Tiberium Pack, not a Red Alert Pack, but I might make one eventually. I originally planned to add the giant ants from RA1 to this pack, so I would throw these in as well.

+3 votes   download: Tiberium Pack
P.Rex
P.Rex Nov 1 2014, 12:17pm replied:

New terrain types are impossible to add in Zoo Tycoon, at least for the moment. As for buildings and other things- we'll see. It'll be some time before I update this mod if at all. I'll try to get around the building render problem so it would be possible to recreate entire GDI, Nod and Cabal bases.

+3 votes   download: Tiberium Pack
P.Rex
P.Rex Oct 26 2014, 6:51am replied:

I wanted to add some decorative TS structures at first, the reason I didn't was that Zoo Tycoon requires renders from all four directions of a building, and TS buildings are viewed from only one direction. To solve that I'd need to recreate the buildings myself and render them from scratch, or find someone willing to do that for me.

+3 votes   download: Tiberium Pack
P.Rex
P.Rex Oct 18 2014, 4:45pm says:

Your bulletins are always one of the highlights of my week.

+2 votes   news: Weekly Bulletin 18/10/2014
P.Rex
P.Rex Oct 2 2014, 5:16pm replied:

You're supposed to extract ALL of them. Like, all into the same folder, as-is. Then run TRIASSIC.EXE to play.

+2 votes   download: Carnivores Triassic Beta 7
P.Rex
P.Rex Sep 22 2014, 5:06am says:

I'm curious to see how this project will develop.

+1 vote   media: The Dense Forest of Sauridae.
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