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  (150 - 180 of 590)
zahaqiel
zahaqiel @ Tyranid Mod

Well most of the coders we've had were proficient in LUA coding already.

Our modelling guys were already studying modelling and decided to help out because it gave them stuff to do in their free time that let them practice what they were already doing. Ditto for our animators.

Our UI artists were all already doing digital art in their own time so again, this gave them some practice at doing more complicated stuff.

I guess it really depends on what part you want to start with. Doing it all on your own is probably going to be a bit rough given how much goes into a full race mod.

Good karma+1 vote
zahaqiel
zahaqiel @ Tyranid Mod

We don't, but there is a lot of information on the relicnews forums.

Good karma+1 vote
zahaqiel
zahaqiel @ Tyranid Mod

Hope things get better soon.

Good karma+3 votes
zahaqiel
zahaqiel @ Tyranid Mod

I have indeed. If you want us to host it as an installable package for you, we can do that. :)

Good karma+2 votes
zahaqiel
zahaqiel @ Tyranid Mod

If we had a Russian translator we would - but we've only got translation staff for German and Italian unfortunately.

Good karma+2 votes
zahaqiel
zahaqiel @ Tyranid Mod

After 0.5b3 - but we figure it saves time for people who aren't involved in the 0.5b3 updates to start work on the 0.6 stuff now. That way it's less work after 0.5b3.

Good karma+3 votes
zahaqiel
zahaqiel @ Tyranid Mod

Miros has a lot of IRL stuff, so code is slow but progressing. And Ministry has been doing up a new unit for 0.6.

Good karma+3 votes
zahaqiel
zahaqiel @ Tyranid Mod

We are aware of the bug, I believe we have it fixed for 0.5b3. Unfortunately we don't have a patch for it in the meantime.

Good karma+2 votes
zahaqiel
zahaqiel @ Tyranid Mod

There's a reason for all of those things - this is a spare time project of all of us. We don't get paid to do this, we have to work it in around our real lives. That means things happen very slowly until we're close to a release.

Sorry if that makes us "too quiet", but we're hardly going to be loud when we have nothing to say.

Good karma+1 vote
zahaqiel
zahaqiel @ Tyranid Mod v0.5b2 for Soulstorm

Buy and install Soulstorm through Steam.
Download and run our installer.
Run Soulstorm.
Go to the game manager and activate the mod.
Play with Nids.

Our mod installer should detect the install location of Soulstorm regardless of how you've installed it.

Good karma+2 votes
zahaqiel
zahaqiel @ Tyranid Mod

It's a known issue, we're looking into it for 0.5b3. I would recommend in the meantime playing with the AI control panel.

Like I said to the person who thought the mod "ruined" Soulstorm, if you're running Windows 7 or earlier, check in your start menu for the "Tyranids AI Control Panel". In Windows 8 and higher, you don't get the start menu shortcut yet, but it can be found in your Soulstorm folder under Tyranids\data\ai\AIControlPanel.exe.

It gives you complete control over the AI settings for each AI tier.

Good karma+1 vote
zahaqiel
zahaqiel @ Tyranid Mod

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.

Good karma+1 vote
zahaqiel
zahaqiel @ Tyranid Mod

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.

Good karma+1 vote
zahaqiel
zahaqiel @ Tyranid Mod v0.5b2 for Soulstorm

Have you tried the CPU player patch?

Good karma+2 votes
zahaqiel
zahaqiel @ Tyranid Mod

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.

Good karma+1 vote
zahaqiel
zahaqiel @ Tyranid Mod

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

Good karma+2 votes
zahaqiel
zahaqiel @ Tyranid Mod v0.5b2 for Soulstorm

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

Good karma+2 votes
zahaqiel
zahaqiel @ Tyranid Mod v0.5b2 for Soulstorm

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.

Good karma+1 vote
zahaqiel
zahaqiel @ Tyranid Mod

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.

Good karma+3 votes
zahaqiel
zahaqiel @ Tyranid Mod v0.5b2 for Soulstorm

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?

Good karma+1 vote
zahaqiel
zahaqiel @ Tyranid Mod v0.5b2 for Soulstorm

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

Good karma+1 vote
zahaqiel
zahaqiel @ Tyranid Mod v0.5b2 for Soulstorm

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

Good karma+1 vote
zahaqiel
zahaqiel @ Tyranid Mod v0.5b2 for Soulstorm

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

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

Good karma+1 vote
zahaqiel
zahaqiel @ Tyranid Mod

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

Good karma+2 votes
zahaqiel
zahaqiel @ Tyranid Mod

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.

Good karma+2 votes
zahaqiel
zahaqiel @ Tyranid Mod

That could be the bioplasma attack.

Good karma+2 votes
zahaqiel
zahaqiel @ Titanum Wars Mod (SS) was restricted here on ModDB

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

Good karma+2 votes
zahaqiel
zahaqiel @ Titanum Wars Mod (SS) was restricted here on ModDB

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.

Good karma+8 votes
zahaqiel
zahaqiel @ Titanum Wars Mod (SS) was restricted here on ModDB

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.

Good karma+5 votes
zahaqiel
zahaqiel @ Titanum Wars Mod (SS) was restricted here on ModDB

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.

Good karma+5 votes
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