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Posted: Sun Mar 12, 2006 4:12 pm
by Teancum
Leviathan wrote:I guess you're talking of
Sharad Hett,
Y2g'... In fact, the designing of a "
Jedi Tusken Raider" does not necessarily bother me, but his presence on a world like
Cloud City isn't realistic...

Why wouldn't he be on Bespin? Jedi were assigned to different planets while on different missions, right?
Anyways, I don't understand what the big deal is. He's only there for Hero Assault anyways - so all you 'canon junkies' can relax. Besides, I didn't say I was keeping him. I just wanted to see if it would make a decent A'sharad Hett.
Posted: Mon Mar 13, 2006 2:13 pm
by Leviathan
Teancum, I was talking about the fact a "Tusken Raider" present on one of Bespin's "Could Cities" might be rather troubling, even though A'Sharad Hett does not really belong to this species...
Waht do you think about this model teancum?
Posted: Mon Mar 13, 2006 5:20 pm
by JadenKorr86
You see this skin of plo koon, can you put this model in all maps you made.
Is dificult to add this skin?
index.php?name=PNphpBB2&file=viewtopic&t=4099
Thx to answer and thx to put this skin.
Sorry for my english.
PS: Sorry for kit, zam and qui gon, i don't now the dificult is to make a model or convert a model for another game.
Great job for all maps.
Posted: Mon Mar 13, 2006 11:52 pm
by D.Whiter
this map is da bomb. lol. It was be great to make it a bit diff than in bf1 and have it like raining or something to make it look dark stuff. But its a classic. Good Job
Posted: Tue Mar 14, 2006 12:29 am
by yodaminch
Teancum: Regarding the tusken jedi. I was actually hoping to try that for a Sharad Hett skin to go with my A'sharad. How does the tusken look in game. Any big clipping or animation issues?
Posted: Tue Mar 14, 2006 12:36 am
by Teancum
He works fine actually. I was surprised. The model has a few different bones, but it worked really well.
Posted: Wed Mar 15, 2006 1:14 am
by Teancum
New version in the first post. If the link does not work, try back in twenty minutes. I'm uploading it now.
Posted: Wed Mar 15, 2006 2:03 am
by Captain_Mazda
Great work Tean.
Posted: Wed Mar 15, 2006 2:30 am
by D.Whiter
k iv noticed that when planes or whatever they are in star wars, get destroyed they float around like in space. is there a way to fix it so they fall to the ground?
Posted: Wed Mar 15, 2006 2:58 am
by squipple
Nice enhancements Tean. I like the new jedi and the choice of ships. I like that Plo Koon has the health regen force move. It would be cool if the other new jedi had something different too. Is it possible for a force move to give everyone in it's radius upgraded weapons (lke precision pistol or whatever)? That would be a good one for the Tusken.
Some stuff:
- The A-wing wasn't textured
- When in 2-flag, Yun wouldn't switch to Force Push
- In 2-flag against the rebels, One of the AI rebels made it over to our flag and wouldn't grab it. He was on top of the flag, so he should have been grabbing it, but it wouldn't attach to him, so he stood there and got shot.
- In assault, AI really have issues. Have any barriers or planning routes been set up for that mode?
- All my sound dropped out right after starting 1-flag. This may be part of the sound thing you were mentioning in your to-do list.
- The Mos Eisley music needs to be fed to :jab:
Again, great job so far. I don't want to sound discouraging, just here to report what I see might be wrong.

Posted: Wed Mar 15, 2006 3:14 am
by DeathRow
Ive got a problem with the 0.90 beta...when I try to extract it, it says " The Archive is either in unknown format or damaged"
Can someone help?
Posted: Wed Mar 15, 2006 7:28 am
by benkenobi
re dl it darthdeathrow
Posted: Wed Mar 15, 2006 10:29 am
by Teancum
*sigh* How many times must I mention that the AI is the absolute best it can possibly be?
Posted: Wed Mar 15, 2006 10:40 am
by squipple
Apparently one more time. Sorry Tean. Jeez, I post something in a positive, constructive manner, and it seems like every time I get a reply of disgust from this community. I'm just tryin to help out.
You're sayin you can't add barriers or extra planning paths in the Assault layer to stop them from running against the curbs of the platforms?
Posted: Wed Mar 15, 2006 10:51 am
by Teancum
@ Squipple -- I appreciate your comments, but all I'm saying is that I've replied more than once to AI problems saying it's impossible to get any better.
Posted: Wed Mar 15, 2006 11:19 am
by forresal
Many thanks T for letting us play and test this as you get closer to finalizing.
You have been doing some awesome work! Thank you for time and efforts!!

Posted: Wed Mar 15, 2006 11:21 am
by Epena
Downloading new version now, I can't wait!
Could I suggest that you add ships to assault? Personally, I think that'd own...And the AI wouldn't be overwhelmed, I don't think, seeing as the heroes/villans have an incredible amount of health.
...Just a little tidbit that I fell'd make assault better. Bummer about the pathing/barriers.

Posted: Wed Mar 15, 2006 11:54 am
by Teancum
Heroes can't pilot ships. They are setup by default so that they can't. It would require redoing every hero.
Posted: Wed Mar 15, 2006 12:04 pm
by Epena
Dang.
Why is it, then, when I play as a hero that I can pilot ships?
...Or are you referring to the AI piloting?
Either way, too much work, right?
Posted: Wed Mar 15, 2006 12:05 pm
by EraOfDesann
As you said Tean, lots of missing sounds. Especially in CTF.

But all the bugs I've noticed you already know about.
Suggestions:
-It'd be cool if you could replace all the Engineers with pilots.
-I think the 2 Flag CTF should have the flags and capture regions relocated to make use of the maps symmetrical layout.
