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Seregruth
Seregruth 5hours 16mins ago says:

except for the hand/fist, which could be imho a bit bigger, I´m absolutely speechless. And you even keep the polycount low! oh my gwad!

+1 vote     media: Imperial Knight Magaera WIP
Seregruth
Seregruth Oct 21 2014, 5:25pm replied:

:D So ungefähr...

+2 votes     media: čeština translation
Seregruth
Seregruth Oct 21 2014, 2:03pm says:

ne že bych to stejně neplánoval pařit v němčině nebo angličtině, ale i tak dobrý :D

+4 votes     media: čeština translation
Seregruth
Seregruth Oct 20 2014, 5:49pm replied:

I feel somehow tempted to justify our behavior by pointing out that in the meantime (i.e. after leaving Shapers and losing motivation again) we have made a significant progress towards actually releasing the mod.

+2 votes     article: Reboot
Seregruth
Seregruth Oct 19 2014, 7:15pm replied:

so is it going to be an equivalent of sniper rifle (extreme range, long reload time) or something between sniper rifle and bolter (for instance longer range but standard rate of fire)?

+1 vote     media: Tyrannic War Vets shoot in up the place.
Seregruth
Seregruth Oct 19 2014, 7:13pm replied:

truly said, even though this dirt could be a sign of their "veteranism"...

+1 vote     media: Tyrannic War Vets shoot in up the place.
Seregruth
Seregruth Oct 19 2014, 3:36pm replied:

you have to use one of the RSKINxxx shader if you want to make the skin animations visible. My animation is, however, pretty long (has to be decent/slow) so I had to divide all the tentacles into separate meshes and apply skin to them uniquely. And it works fine... Now I´m having that trouble again with this vessel Moddb.com

+1 vote     media: Trials of a modder...
Seregruth
Seregruth Oct 19 2014, 3:29pm replied:

finally someone appears to inform the fans about the developement...
but no, let me deny this information ;) on the other hand posting "MOD IS DEAD" is a pretty strong tool, if you want to force the unactive modders to do something! so thx for this, news will come soon.

+2 votes     mod: Vong Invaders Expansion
Seregruth
Seregruth Oct 19 2014, 9:15am says:

is that a stalker bolter?

+1 vote     media: Tyrannic War Vets shoot in up the place.
Seregruth
Seregruth Oct 17 2014, 10:56am says:

so what´s the difference between this and the old artillery tank?

+1 vote     media: CIS Defoliator in action
Seregruth
Seregruth Oct 15 2014, 6:01am says:

I can´t wait to see this mod done. However, are you sure that the bolter needs to be so high-poly (mainly those cylinders on the end of the gun)?

+2 votes     media: Tyrannic_Vets
Seregruth
Seregruth Oct 7 2014, 5:48pm says:

I sadly still get the feeling, that it is somehow...flatly artificial :/ Unfortunately,I´m afraid, this is a matter of the game engine and I doubt you could change this... But hell´ye, it´s still nicer than any pirate simulator out yet! Not even mentioning troubles with the old engine...

+2 votes     media: Shader System: St. Albans Hull Planking
Seregruth
Seregruth Oct 5 2014, 3:11pm says:

I know that you resized the top gun due to balancing but with this small gun it looks weird - like a huge man with muscles and a very tiny *****... The design of the gun is not bad at all, just that it imho "needs a realy big gun".

+3 votes     media: Annihilator Class Heavy Tank
Seregruth
Seregruth Sep 19 2014, 2:51pm says:

"rebalance Last Stand"? like you get new items on 20+ level, or just changed/edited those original 20 wargear pieces?

+1 vote     download: Greathammer Mod v2
Seregruth
Seregruth Sep 9 2014, 5:25pm says:

are you going to use this rather primitive wood+rags/hide style for all Mordor buildings, or just some of them?

+2 votes     media: Mordor Warehouse
Seregruth
Seregruth Aug 29 2014, 11:57am says:

as said, I´m somehow missing the "omg, it´s the Tau behemoth suit of destruction, run!!!" feeling which I get from the original Riptide. apart from the head (which could be smaller), the mesh shouldn't´t need any changes. I would however improve its animations so it looks less tall. on that ingame screen, the battlesuit walks too uprightly, so if you could make it move like if it was crouching, it would certainly make it look more the way I like it :D and the second thing I would change is the position of its arms - I would move the guns/end backwards, which would force the part between them and shoulder face down and not forwards, thus making the model again more compact. and my very last suggestion would be rotating the entire arms so they don´t hang along the body but are rather raised sideways from it, the angle in shoulder (between arm and body) could be around 40 degree). thanks to such a change it will look again less tall/more wide and monstrous.
regards, Seregruth

+2 votes     media: Portfolio Update
Seregruth
Seregruth Aug 29 2014, 11:40am replied:

I have to agree with eatachainsaw. the original riptide looks overall more bulky, these ones look somehow fragile to me. however, I don´t think you have to tweak the model, changing the animation should be able to do the job instead (detailed suggestion on your profile). these are mere "perfection" ideas, the model is great even without them ;)

+1 vote     media: Dawn of Testing - The Riptides are in-game!
Seregruth
Seregruth Aug 28 2014, 7:49pm says:

actually I think that someone made a tool for making GC maps with a simple previewer. however, I also might be completely wrong...
in that case, such a thing would be certainly useful(I use this method for "previewing" fighter formations).

+1 vote     media: How make a galactic map
Seregruth
Seregruth Aug 22 2014, 2:46pm replied:

that was no admin, it was me cause I didn´t want to spoil the fun for others. in the meantime, I found out that it´s random. the third time I was doing that quest it was on the left side and I could reach it. idk if anyone else had the same bug, but in those first two tries I wasn´t allowed to enter the very left or right column of maze.
shame it´s only a couple of missions (if you replay it many times), but it looks very promising!
a question though: does the random demon assault after "waiting" scale with my her´s level? cause the army spawned there is pretty strong, not sure if a level 1 hero would be able to repel them, since I got no bonus command points...

+1 vote     download: TPC_beta_v0.8.3_patch
Seregruth
Seregruth Aug 20 2014, 9:43am says:

campaign, yes!!! though I have a bug (or intentional limitation?) to report... I´ve tried to find the Gorgon, but in that puzzle-game it didn´t allow me to go to the last column with "2"/Gorgon´s place(the option NO-SPOILERS was greyed out/unselectable). And the second time more options (right and top to be exact) couldn´t be selected from the very beginning... :/

+1 vote     download: TPC_beta_v0.8.3_patch
Seregruth
Seregruth Aug 7 2014, 6:42pm replied:

if it was about the UI.. this is hardcode restriction according to my experience. I´ve added these brackets for third ability (tried it with space building in GC too), and the window was there, but the ability didn´t connect to it (even though it was coded exactly as the first 2 windows). but thanks for that, will take a look on it ;)

+1 vote     media: Slave Ship Defensive Beams Ability
Seregruth
Seregruth Aug 7 2014, 6:35pm replied:

it´s using stock EaW textures so it´s not the best... but still better than those white particle imho.

+2 votes     download: Water Props for EaW Mapping
Seregruth
Seregruth Aug 7 2014, 8:23am replied: +1 vote     media: Rendili Residential Area
Seregruth
Seregruth Aug 7 2014, 7:02am says:

A: yes
B: no
C: no way!
D: yes
E: yes!
F: yes

+8 votes     article: Poll
Seregruth
Seregruth Aug 7 2014, 5:33am replied:

PR is a great mod, but I have probably missed this aspect then, since I remember only 3 abilities per ship with the last (unusable manually) fired via autofire (+appropriate script). do you remember on which unit did you see it?

+1 vote     media: Slave Ship Defensive Beams Ability
Seregruth
Seregruth Aug 6 2014, 8:01pm says:

the ability has been tweaked a bit since then - it charges up longer and those beams remain visible for shorter time, so it´s more like "chaaarge-boom-they´re all dead" rather than "charge-boom-still boom?-oh, it´s already finished, nice"...

+4 votes     media: Slave Ship Defensive Beams Ability
Seregruth
Seregruth Aug 6 2014, 5:49pm replied:

they might get in trouble for using SW trademark and characters/names/places associated with it...

+1 vote     game: Rulers of the Galaxy
Seregruth
Seregruth Aug 6 2014, 5:36pm says:

lua... eh... where do you define hardpoints and abilities?

+1 vote     article: Modding support
Seregruth
Seregruth Aug 6 2014, 11:11am replied:

and what is it good for (in means of game mechanics)? if you destroy it, the ship won´t be able to use special abilities anymore?

+1 vote     media: New hardpoints
Seregruth
Seregruth Aug 6 2014, 10:22am says:

so you´re adding a bridge HP?
what about the third bar - energy? they intended to implement it in EaW, but doesn´t seem like they really managed it(at least you can´t force the game to show the energy bar).

+1 vote     media: New hardpoints
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