Space Coruscant (Battle over Coruscant)

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Anakin
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Re: Space Coruscant (Battle over Coruscant)

Post by Anakin »

no i don't think so
my one are a bit to new for beeing this
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Re: Space Coruscant (Battle over Coruscant)

Post by stardestroyer001 »

Anakin, you're my hero! (Not really, but you've just helped a lot by posting this:
I have now found perfect Jedi starfighters for my map.)

Do I have your permission to use your starfighters and R2 units in my map?

------------------------------------------------------------------
On a different note, the map's Invaded Venator hallways, etc. and I are having so much difficulty getting along.
String Pool Errors keep popping up so often because of the interiors that I have come to an important decision.
This decision will affect all parts of the map, and may get it released earlier/it gets more attention to detail.

The Decision:
Should I remove the Invaded Venator concept, and have no major infantry vs infantry battle?
Let's say 20 people is the determining threshold (if 20 people say remove, it goes, and vice versa). Poll your opinion!
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Re: Space Coruscant (Battle over Coruscant)

Post by Fiodis »

Unfortunately, GT's poll system is down.

But I say keep it.
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Re: Space Coruscant (Battle over Coruscant)

Post by commander501stappo »

Fiodis wrote:Unfortunately, GT's poll system is down.

But I say keep it.
it works for me
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Re: Space Coruscant (Battle over Coruscant)

Post by Anakin »

stardestroyer001 wrote:Anakin, you're my hero! (Not really, but you've just helped a lot by posting this:
I have now found perfect Jedi starfighters for my map.)

Do I have your permission to use your starfighters and R2 units in my map?
Why not? i have released. would be great the first map i can play my starfighters :P
i will make an update soon with Obi-Wans starfighter

which venator do you mean?? this one with the vehicle?? if you cannot make a battle in the ship and an way to come from one into the other(both undestroyable) i would remove it
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Re: Space Coruscant (Battle over Coruscant)

Post by stardestroyer001 »

Ok, thanks. I'll add your starfighters immediately. Just let me know when you've updated Obi-Wan's starfighter.

The Invaded Venator is the informal name that I made up for the battle inside a Venator.
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Re: Space Coruscant (Battle over Coruscant)

Post by AgentSmith_#27 »

Fiodis wrote:Unfortunately, GT's poll system is down.

But I say keep it.
They fixed it when they needed to poll people about the conversion pack, idk if it went down since then but it's always worked for me.

Personally I like the Venator idea. If it can't be done (within a reasonable time frame) take it out, otherwise leave 'er in!
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Re: Space Coruscant (Battle over Coruscant)

Post by Anakin »

stardestroyer001 wrote:Ok, thanks. I'll add your starfighters immediately. Just let me know when you've updated Obi-Wan's starfighter.

The Invaded Venator is the informal name that I made up for the battle inside a Venator.
Obi-Wan update is finished :mrgreen: and a new R2 D2 and R4 P17
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Re: Space Coruscant (Battle over Coruscant)

Post by stardestroyer001 »

@Anakin: Ok, thanks. I'll try to implement it (once the String Pool Error is resolved, then I can use the map to test if the starfighter successfully gets in the game) ASAP.

UPDATE:
So far the polls stand at 4 go, 10 keep. I've added a new interior, but it is by no means going to be included, if somehow the go's get up to 20. The String Pool Error is my nemesis right now :x

Also, I tried adding custom ambient music, but a message popped up:
(Sev. 2) "Memory pool "Music" . . . set to at least 33"
That's weird. What's more weird is that even though I add a Music pool in the list of memory pools, it still gives me the error. Oh well, I'll figure it out.

Finally, I'm going to add a third team, on the Separatist side. This will get the Separatists enough fighters on the field to be movie-accurate. What's more, their CP and ships are on the outside of the ship, so when they get in the Vultures and take off, it's just like the movie. :D
By the way, you will not see the third team's CP, nor can you capture it, or even land there. I made the whole thing so the player can't get an advantage by, say, landing a gunship and having troops spawn in and kill the third team's troopers. Nope, no stopping the third team (except for blowing up their starfighters). I'll be getting more Separatist-aligned teams so there's enough Vultures in the air to look like the movie, and perhaps more Republic-aligned teams if necessary. (It's NOT a playable team, because of hard-coding)
Last edited by stardestroyer001 on Wed Oct 20, 2010 8:22 am, edited 1 time in total.
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Re: Space Coruscant (Battle over Coruscant)

Post by commander501stappo »

a third team in space, thats awesome :eek:
:thumbs:
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Re: Space Coruscant (Battle over Coruscant)

Post by ps2owner »

stardestroyer001 wrote:Anakin, you're my hero! (Not really, but you've just helped a lot by posting this:
I have now found perfect Jedi starfighters for my map.)

Do I have your permission to use your starfighters and R2 units in my map?

------------------------------------------------------------------
On a different note, the map's Invaded Venator hallways, etc. and I are having so much difficulty getting along.
String Pool Errors keep popping up so often because of the interiors that I have come to an important decision.
This decision will affect all parts of the map, and may get it released earlier/it gets more attention to detail.

The Decision:
Should I remove the Invaded Venator concept, and have no major infantry vs infantry battle?
Let's say 20 people is the determining threshold (if 20 people say remove, it goes, and vice versa). Poll your opinion!
i kinda brought it up...

oh well, anyway i dont think ill be able to beta(large file size)
oh and your vultures on the ship (movie accurate;) )are cool(i always have thought about an at-at on a stardestroyer)

EDIT: i agree with AgentSmith_#27 about the venator
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Re: Space Coruscant (Battle over Coruscant)

Post by commander501stappo »

I think he should keep it, I don't care how long it takes.
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Re: Space Coruscant (Battle over Coruscant)

Post by Deathplayer »

okay. finally i found time to play the beta.
my opinion: the concept is great, i like the interiors and the invisible hand (it is the invisible hand, isn't it?). there's still a lot of work to do, but that's no problem because the map is just in the beta phase. well, if there was more providence-class cruisers, the map would feel more varied, because there's just the invisible hand.

i'm finished with my review (too lazy to write more, and i'm sure you know all the other "problems")
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Re: Space Coruscant (Battle over Coruscant)

Post by stardestroyer001 »

Good news . . . ish.
UPDATE:
-"Venator" part of the Invaded Venator is complete.
-The "ish" part: I run the debug executable and when it loads my map it crashes and tells me there's a string pool error. But when I run BF2 normally, it doesn't crash! :?
So, is that a good thing?

EDIT: Never mind, it's crashing again. :x
-Cutting down on unnecessary parts of the map.
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Re: Space Coruscant (Battle over Coruscant)

Post by LO65 »

Wow this seems like a cool map besides the bugs i think it is cool that there is a Inf V Inf battle besides the space battle going on outside...is it too late to get the beta?
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Re: Space Coruscant (Battle over Coruscant)

Post by commander501stappo »

he already said that one page before.
stardestroyer001 wrote:The beta testing sign-up is long over. Sorry
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Re: Space Coruscant (Battle over Coruscant)

Post by LO65 »

i figured so but you never know! Anyway this seems liek a good space map i usually get bored from all of the same old strategy (flying into enemy hangar and killing AIs systems and winning)
This seems like it will be a nice change!
I didn't know he said that cuz i didn't bother reading all ten pages i just don't have that time
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Re: Space Coruscant (Battle over Coruscant)

Post by commander501stappo »

yea, I also get bored sometimes. but it's still fun when you change the speed and add new weapons.
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Re: Space Coruscant (Battle over Coruscant)

Post by LO65 »

that is true so how big is this map exacly? (sorry if that was mentioned earlier) i think it would be cool to have a fairly moderate size space map if there is going to be inf V inf in a ship and also is there going to be mor ethan 32 units per team because of the ground battle thingy?
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Re: Space Coruscant (Battle over Coruscant)

Post by stardestroyer001 »

The space map is gigantic and is bigger than any space map I have ever played, with the possible exception of that "Space Euphoria" map (with the pieces of ships everywhere). The land battle, by contrast, is smaller due to the lesser numbers of troopers in the capships (don't know why there aren't any troopers spawning in at certain command posts, must be they've all died or thrown themselves out the airlock ;)).

UPDATE:
-FINALLY! I decided to incorporate the ARC-170 Venator with the Invaded Venator, so essentially you are fighting in the ARC-170 Venator. The String Pool Error (SPE) is now gone! :runaway: Interiors are small (I was afraid that if I add more objects the SPE would come back) but fun to play in.
-Due to the hopelessness of getting troopers in fighters I have decided to force them in. I'm looking for the LUA codes for that and will get back to you guys.
-Gonna add more turrets.
-Gonna try again getting locals in. Original Topic: http://www.gametoast.com/forums/viewtop ... 27&t=24537
-Once again, adding Obi-Wan's starfighter crashes the game and gives me "Entity ... missing geometry ..." I've made sure to edit the LUA correctly, correctly fix the MSH via hex-editing, renaming things double-checked...I'm just confused with this.
-Not to give certain deadlines, but the beta will come out soon because, 1) the SPE has been resolved, and 2) The "ground battle" is done. We're now at 75%!
-The sun disappeared. Trivial, but necessary, and must be fixed before final release. Wonder where it went... (Sun, sun, Mr. Golden Sun...sorry :oops: )

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