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  (120 - 150 of 549)
zahaqiel
zahaqiel Mar 9 2014 replied:

The Objective Points Mod is included with 0.5b2. You can indepedently update it if need be, but it should work straight out of the box.

+1 vote   mod: Tyranid Mod
zahaqiel
zahaqiel Mar 9 2014 replied:

The AI hotfix is just for 0.5b2 - it's a bug specific to that version. If they said to use 0.5b1 then ignore the hotfix.

+1 vote   mod: Tyranid Mod
zahaqiel
zahaqiel Feb 28 2014 replied:

Have you tried the CPU player patch?

+2 votes   download: Tyranid Mod v0.5b2 for Soulstorm
zahaqiel
zahaqiel Feb 20 2014 replied:

Not sure what you mean by "making it not a game option", but if you want to use our mod with another mod, there's always the combiner method.

+1 vote   mod: Tyranid Mod
zahaqiel
zahaqiel Feb 20 2014 replied:

I'm not going to go over something we've already gone over in great detail, so I'm simply going to give you the news post we put up on exactly this issue:
Moddb.com

+2 votes   mod: Tyranid Mod
zahaqiel
zahaqiel Feb 8 2014 replied:

Go to the Game Manager in the main menu, it should list the mod. Select it, then click the Activate button.

+2 votes   download: Tyranid Mod v0.5b2 for Soulstorm
zahaqiel
zahaqiel Jan 31 2014 replied:

That would be because not all the units have sounds. Genestealers should though, so like I said before I'd recommend checking your sound settings.

+1 vote   download: Tyranid Mod v0.5b2 for Soulstorm
zahaqiel
zahaqiel Jan 29 2014 replied:

Weird. That's the exact opposite of what most people experience when combining the NidMod - generally it works for the player, but not the AIs.

+3 votes   mod: Tyranid Mod
zahaqiel
zahaqiel Jan 27 2014 replied:

The sound thing - no, that isn't normal. Have you checked the in-game sound settings?

Buildings vanishing - that shouldn't happen either, but we've had some very rare reports of it happening. Have you updated Soulstorm with the official patch?

+1 vote   download: Tyranid Mod v0.5b2 for Soulstorm
zahaqiel
zahaqiel Jan 25 2014 replied:

oi did you read the FAQ that we keep posting in the news article or any of the comments in this thread?

+1 vote   download: Tyranid Mod v0.5b2 for Soulstorm
zahaqiel
zahaqiel Jan 24 2014 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 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 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 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 replied:

That could be the bioplasma attack.

+2 votes   mod: Tyranid Mod
zahaqiel
zahaqiel Jan 15 2014 replied:

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

+2 votes   news: Titanum Wars Mod (SS) was restricted here on ModDB
zahaqiel
zahaqiel Jan 15 2014 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.

+8 votes   news: Titanum Wars Mod (SS) was restricted here on ModDB
zahaqiel
zahaqiel Jan 15 2014 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.

+5 votes   news: Titanum Wars Mod (SS) was restricted here on ModDB
zahaqiel
zahaqiel Jan 15 2014 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.

+5 votes   news: Titanum Wars Mod (SS) was restricted here on ModDB
zahaqiel
zahaqiel Jan 13 2014 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 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 replied:

I totally get that. :P

0 votes   mod: Tyranid Mod
zahaqiel
zahaqiel Jan 7 2014 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 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 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   news: More Tyraniduary...
zahaqiel
zahaqiel Jan 6 2014 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   news: More Tyraniduary...
zahaqiel
zahaqiel Jan 5 2014 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   news: Discussion about "copyrights" within DoW-modding activity.
zahaqiel
zahaqiel Jan 5 2014 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   news: Discussion about "copyrights" within DoW-modding activity.
zahaqiel
zahaqiel Jan 5 2014 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   news: More Tyraniduary...
zahaqiel
zahaqiel Jan 5 2014 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   news: More Tyraniduary...
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