Hey all, I'm the current Tyranid Mod administrator. Just so's you know, I don't check my personal page regularly so I am liable to miss any comments you leave me here. Anyone wanting to give feedback on or ask questions about the Tyranid Mod should do so at the Tyranid Mod page or the Tyranid Mod forum (check my homepage link). :)

Comment History  (60 - 90 of 479)
zahaqiel
zahaqiel Jan 24 2014, 2:26pm replied:

Did you read the FAQ that we keep posting in the news articles?

+1 vote     download: Tyranid Mod v0.5b2 for Soulstorm
zahaqiel
zahaqiel Jan 23 2014, 11:47pm replied:

We put up links on our forum. The main download is here:
Tyranids.gameapollo.com

The computer player fix is here:
Tyranids.gameapollo.com

+1 vote     download: Tyranid Mod v0.5b2 for Soulstorm
zahaqiel
zahaqiel Jan 22 2014, 1:07am replied:

Apparently "it's a carnifex thing" according to Miros, and it's on our list of things to fix already. :)

+2 votes     mod: Tyranid Mod
zahaqiel
zahaqiel Jan 19 2014, 9:11pm replied:

Hmm, no it's not. Bioplasma should have its own FX.

We had a bug during the pre-release betas where a lot of the FX got scrambled, and we thought we'd fixed them all but I'm guessing we missed this one. I'll tell Miros, he'll see what needs to be done.

+2 votes     mod: Tyranid Mod
zahaqiel
zahaqiel Jan 19 2014, 5:02pm replied:

That could be the bioplasma attack.

+2 votes     mod: Tyranid Mod
zahaqiel
zahaqiel Jan 15 2014, 11:05am replied:

The intention is to make sure that there can't be problematic parts... but we'll see how it plays out.

+1 vote     article: Titanum Wars Mod 1.00.11a (SS)
zahaqiel
zahaqiel Jan 15 2014, 9:32am replied:

We'd be totally fine with that.

As I've been saying for a while, the problem is that we use a model of distributed ownership when it comes to our art. Our modellers have authorised us to use their work, but we cannot authorise other people to do so without their say so. We'd face legal issues ourselves if we tried. So instead, we do what we can to increase compatibility with other mods. That way our modellers get to control where their work is used, and everyone still wins.

+6 votes     article: Titanum Wars Mod 1.00.11a (SS)
zahaqiel
zahaqiel Jan 15 2014, 8:43am replied:

For the record, we're aiming for 0.5b3 to be split into two parts - tyranids.module and tyranid_resources.module. The tyranid_resources mod will just be the models, animations and sounds portion of the mod and the main mod will combine it into the rest of our work.

This should allow anyone to build any kind of mod they want from the ground up and add in the Tyranid Mod art files without worrying about combiner-based code conflicts while still using the combiner method - or they combine with our main mod and use all our crazy code as well.

+4 votes     article: Titanum Wars Mod 1.00.11a (SS)
zahaqiel
zahaqiel Jan 15 2014, 3:15am says:

As I've stated multiple times, our modellers have a standing arrangement with the Tyranid Mod team (one which has existed for years and everyone else for the most part has respected) not to allow other people to repackage their models without their consent. This allows them to control how their work is used, which is something that matters to them in their real world careers. I attempted to get their permission for GrOrc, but was unable to do so. Funnily enough, since they didn't supply consent, GrOrc doesn't have their consent.

That's how ownership works. There is no such thing as "abandonment" when it comes to ownership of digital property - and unlike an opinion GrOrc has expressed earlier, silence isn't consent in any legal jurisdiction.

And as for it "not making sense" to use a combiner method, that's entirely up to GrOrc. His mod could be made combiner-compatible, but that's entirely on him. The "many-many" technical reasons can all be fairly easily worked around.

In any event, our next release of the Tyranid Mod should make it significantly easier for any mod team to make use of our art resources using the combiner method without having to resort to following GrOrc's bad example. I'm sure some clever person will create a combiner mod for TWM and leave GrOrc's privately-distributed version in the cold.

Now GrOrc, kindly stop spamming the Tyranid Mod feed. I've already stated that any posts you make there will be removed because you choke up our feed with your nonsense, which distracts us from helping people who actually respect the rules.

+3 votes     article: Titanum Wars Mod 1.00.11a (SS)
zahaqiel
zahaqiel Jan 13 2014, 3:16am says:

Well the new Nids are out. It's an interesting mix of changes. The Haruspex is particularly horrifying. :P

+3 votes     mod: Tyranid Mod
zahaqiel
zahaqiel Jan 8 2014, 2:17pm replied:

It's one of our design sketches for the Magma Vent from a while back. We went with a slightly simpler Magma Vent design in-game the end, but yes, the Magma Vent does basically replace the thermo-generator. :P

+1 vote     mod: Tyranid Mod
zahaqiel
zahaqiel Jan 7 2014, 1:38pm replied:

I totally get that. :P

0 votes     mod: Tyranid Mod
zahaqiel
zahaqiel Jan 7 2014, 12:40pm replied:

Sorry Hollow, I'ma cut your video because of the swearing.

Likewise GrOrc is no longer allowed to post on this page since he is incapable of listening to anyone who disagrees with him. Even if that's the site Terms of Service. Or site admins. Or RelicNews admins. Or the people he himself is asking permission from. Or the dictionary definition of the words "asking" and "permission".

+1 vote     mod: Tyranid Mod
zahaqiel
zahaqiel Jan 6 2014, 11:52pm replied:

Probably the fact that after having his mod deleted for breaking the terms of service, he continued to use the page to link to alternate locations where one could obtain the same terms-of-service-breaking mod?

Or it could have been his bad behaviour.

+2 votes     mod: Tyranid Mod
zahaqiel
zahaqiel Jan 6 2014, 11:54am replied:

Might be possible - for the most part we've abandoned DC because coding a mod for two games at once is quite difficult. But as a quick project after 0.5b3, I don't see why not.

+1 vote     article: More Tyraniduary...
zahaqiel
zahaqiel Jan 6 2014, 7:02am replied:

Having worked with other mod teams before on combiner projects, the majority of the glitches arise from UI differences, custom mechanics (such as Influence and the build system) and AI.

This should circumvent all those problems.

Also Miros seems to think we should be able to do it, so *fingers crossed for 0.5b3.*

+1 vote     article: More Tyraniduary...
zahaqiel
zahaqiel Jan 5 2014, 7:59pm replied:

I like how you think the "bugs" are in my head, meanwhile every legitimate site you previously put your stuff on is systematically removing your mod for not following the proper rules of conduct.

How are you this delusional?

+1 vote     article: Discussion about "copyrights" within DoW-modding activity.
zahaqiel
zahaqiel Jan 5 2014, 7:07pm replied:

As long as you continue to refuse to follow the modding community's rules, your mod will never be able to be hosted on sites that disallow illegal behaviour, like this one.

You will always have to rely on sites that allow modders to do illegal things (like Warforge allows people to steal DoW2 models for their mods), and you will be directly encouraging criminal behaviour. You are a prime example of the kind of people who ruin the modding community.

+3 votes     article: Discussion about "copyrights" within DoW-modding activity.
zahaqiel
zahaqiel Jan 5 2014, 5:57pm replied:

I'm waiting to hear back from them anyway.

I know the DoWPro team wants to start working on adding Tyranids, we're still talking that over with them at the moment.

+2 votes     article: More Tyraniduary...
zahaqiel
zahaqiel Jan 5 2014, 5:56pm says:

I've had a crazy idea this morning which would potentially boost Tyranid Mod compatibility for combiner usage.

I still need to talk it over with Miros to see whether I'm right about us being able to do this, but I think we may be able to make all the Tyranid art resources - models, animations, sounds, etc - be their own mod (something like tyranid_resources.module) which the Tyranid Mod would then load using the combiner method, like we already do with the Objective Points mod.

This would give other mod teams the option of combining with the main Tyranid Mod or just the Tyranid Mod art assets, which would then give them ultimate flexibility on how to work Tyranids into their own mods.

If it's possible, we'll have it in 0.5b3.

+2 votes     article: More Tyraniduary...
zahaqiel
zahaqiel Jan 5 2014, 3:27pm replied:

I know right? His work is amazing. I'm really hoping he gets through all of the models, because we'd love to host his work.

+1 vote     mod: Tyranid Mod
zahaqiel
zahaqiel Jan 5 2014, 1:21am replied:

Hmm... I'll send them a message.

+1 vote     article: More Tyraniduary...
zahaqiel
zahaqiel Jan 4 2014, 2:23am replied:

Definitely keep them in their separate folders. :P

0.5b2 is liable to have compatibility issues with other mods at times due to the kinds of changes we've been making lately. Mea culpa.

+1 vote     mod: Codex
zahaqiel
zahaqiel Jan 4 2014, 2:20am replied:

Awesome to see they're bringing back some really early edition units - the exocrine and haruspex.

0 votes     mod: Tyranid Mod
zahaqiel
zahaqiel Jan 4 2014, 2:18am replied:

I didn't know Codex had Tyranid Mod compatibility set up yet?

0 votes     article: More Tyraniduary...
zahaqiel
zahaqiel Jan 4 2014, 2:01am replied:

Incidentally none of the modellers you just named created models for the Tyranid Mod - do you even know whose work you stole?

+1 vote     article: Discussion about "copyrights" within DoW-modding activity.
zahaqiel
zahaqiel Jan 4 2014, 1:17am replied:

Your words are idiotic. You were given a way to use those models with our permission, but >you were too lazy and selfish to change your code to accomodate that.<

So I followed my modellers instructions on how to handle the request and denied it. And I was pretty clear as to why that was.

Now you have to rely on a site that hosts illegal mods just to continue your work. That's entirely on you. You broke the community rules, that's why your stuff is being taken down from ModDB and RelicNews. Get that through your head.

As for me, I did create content - the newest releases were all made from my design work. The new construction system? My idea. The new resource? My idea. I've been with the Tyranid Mod since it started, but you just like to make up whatever story you can to justify your bad behaviour. You're 44, act like it and grow up.

+4 votes     article: Discussion about "copyrights" within DoW-modding activity.
zahaqiel
zahaqiel Jan 3 2014, 5:43pm replied:

No probs - it's something we've tried to be pretty open about. We found in the past that not explaining what our plans were led to people getting bored and thinking we weren't progressing at all.

+1 vote     mod: Tyranid Mod
zahaqiel
zahaqiel Jan 3 2014, 5:13pm replied:

For reference - the 0.5 series is the new resource system, new build system, finalised core balance and filled out animations and sounds.

0.6 is multiple tech-trees.

Everything after that is 1.0 territory.

+1 vote     mod: Tyranid Mod
zahaqiel
zahaqiel Jan 3 2014, 5:06pm replied:

The numbering system relates to what we planned to implement. Originally 0.5 was intended to be one release, but it turned out to be taking too long to get all the parts in place in one go. 0.6 has its own set of improvements which need all of the 0.5 improvements to be done first. The numbering system allows us to track what is intended to be in it and where it fits into our goal schedule.

So basically the reason why it's 0.5b3 rather than 0.6 is because it's the third 0.5 beta, and the 0.5 betas are meant to achieve specific things. Technically it's 0.5.3, but the DoW engine doesn't let us express that in the module file.

+1 vote     mod: Tyranid Mod
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