Battlefront Extreme V2 *** please lock ***

New maps and mods are coming out quickly. If you release something (even a beta) please post it here. Be sure to give details in the topic such as Map/Mod name and version

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alenoguerol
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Re: Battlefront Extreme V2 GT-Exclusive Beta

Post by alenoguerol »

well i tryed the mod with the following patches and mods:

-a Clean Install of BF2
-BFII Update 1.1 Official Patch
-BFII Update 1.2 Unoffcial Patch
-Conversion Pack 1.9
-Phoenix Patch
-Hotfixes 1,2,3
-BFX

i installed in that order

my first try was with the BFII 1.1 update only and i had no uber mode, after that i tryed with unofficial patch but i still had no Uber Mode so to play this i had to install Conv Pack but i tryed it with the hotfixes and phoenix only then i installed BFX.

im playing right now and im writing the problems im founding

-Hoth: it has the BFX Units in Uber Mode but the AT-AT has a strange aim issue with the main Green Laser (which should be red like the movies but its green in the game base) and there is no high ammount of units as it should be. it is the default 32 max players from base. only new units and the rebel rocket launcher missile glow on floor is blue. and well the white Dark Trooper is too small even to be a human with that armor... oh and there is no view issue with the AT-ST. the only thing that annoyes me is that u cant switch views in the AT-AT either and the other positions are useless.

-Utapau: i tryed it on Uber Mode and it has the same default sides from Conquest mode in 1.2 Unofficial Patch so i cant say. (btw the CIS and the Republic should swap the starting points. the CIS should start in the main hangar)

-Kamino: Battledroid got a messed backpackage (i dunno if its intentional but there's an antena so it should be a backpackage i guess..) same with Assassin and Commander
btw try to add shaders to the Westar to make it shinny. and change the sounds of the weapon to make it sound like a westar. and the left jetpack effect is a bit off the engine.

-Endor: Default Sides.. (only diference was an AT-ST with Remote Rocket

-Mos Eisley GCW: Uber Mode Crashes to Desktop...

well im kinda dissapointed so im not going to play the mod anymore till a patch or a fixed EXE comes out..

in my opinion V1 was better for now... :roll:
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Re: Battlefront Extreme V2 GT-Exclusive Beta

Post by tylerman29 »

i kinda agree v1 is better it doesnt have as many problems...... utapau was my fav... and kashykk no worky...if you fix these problems in 2.1 or something it would be better.
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Re: Battlefront Extreme V2 GT-Exclusive Beta

Post by ARC_Commander »

Thanks for all your input. Sorry there are so many bugs, I was in a rush to release this, as I wanted to honour my promise that it would be released today. I think it's possible that the archive is missing some files, as my personal installation of BFX works fine on Endor and Utapau, and I haven't munged it since the release. I'm disappointed too.

I realize now what I did wrong with the unit counts. Instead of increasing them across the board (eg. for each class) I only increased the "units" field at the beginning of the SetupTeams entry.

The battledroid rifleman, sniper and commander use the OOM droid model, it's supposed to look like that.

Should I withdraw the beta until I put together a better one? I'm somewhat ashamed to release such a poor product, I'll put together a better one ASAP. Keep giving me input though, that's the only way I can improve it.
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Re: Battlefront Extreme V2 - diagnostic release

Post by tylerman29 »

i suggest you put a better one together as it would be the best mod ever if all these problems are fixed..im very sorry that this version didnt work put as it must of took hours and hours of work. :cry: one thing i do suggest is getting a better install method. take your time and dont rush it usually brings better results. is there a way to get uber units without having to get conversion pack cuz it would be WAY easier on people who only want bfx.

P.S. you are a talented modder you should be proud of what youve done .. but try to clean up the messes :thumbs:

EDIT:does v1 work with 1.2 patch.
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Re: Battlefront Extreme V2 - diagnostic release

Post by alenoguerol »

its ok. i just meant that in comparision with V1. the old one was far better than this one but well.. i bealive you can fix the bugs. you made by far the best mod ever made for Battlefront series. the BFX V1 was the best mod i ever played but personally the only change that i didnt like was that grievous was unable to use vehicles anymore :roll:
anyway im going to report you the bugs i found if you want so you can fix em.
anyway that's the idea of releasing a beta i think

so dont worry about this release. just keep up the good work. clean up the meshes and continue upgrading the best mod ever made for Battlefront II

btw just a few thingies.. i heard that u can convert JKA models into Battlefront. well the jedi academy battledroids without package looks a lot better than the ones i saw in this beta. and well the clones there are a good ones that has the light in the back of the helmet like the movies and it looks more realistic in my opinion. it would be cool if you could add that model into the game but anyway..
and Heroes looks FAR FAR FAAAAAAAAAR Better in JKA. i got several models in JKA and some skins i made for Moviebattles and it looks incredibly realistic that you cant bealive it that its JKA.
another good thing should be resize the AT-ST 1.5x and the AT-AT 2x to make it more realistic like it should be. its too small and the AT-AT was a huge machine even bigger than the Clone Wars Juggernauts and you saw the Juggernauts in Kashyyyk in ep3 and it was incredible huge so you get the pic.
and make grievous be able to use vehicles again for the love of god :yes:
another thing is to make the AT-AT Main Blaster in Red and be able to fire 3 times and then a reload of a few secs like it was on most games and Ep5
and increase the range of the seismic charges. the FX is huge but the dmg range is smaller than it should be.
oh and i understand why you removed the field binoculars cuz the bug of the respawn the commander and no overheat for the weapon so you can call for a lot of orbital strikes at once. it was weird but fun but unbalanced also and it was madness :runaway:
another thing is. i loved the Battlefront 1 X-Wing Proton Torpedoes. is there anyway to bring them back into BF2?


well that's all for now. good job. seriously. my fav modder of all times and like tylerman said. you should be proud of what youve done :thumbs:
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Re: Battlefront Extreme V2 - diagnostic release

Post by DarthD.U.C.K. »

illl try the meeleattacks out now, i thought they would be a buff or something :roll:
the german localization seems to be incomplete
and i found anpother "bug" IG88s damagesparks look kinda out of place, they dont look sparkish and they are too many/too big, i guess they are the normal vehicle sparks
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Re: Battlefront Extreme V2 - diagnostic release

Post by Guest »

i like v2 more than v1, the sides are better this time (the idea of a normal trooper and an assault trooper is pretty nice), so could you stick to this sides layout in the next version?

and you could add a pIII dark trooper as a hero on some map (for example kamino)

and you could still give the commander unit binoculars (even without orbital strike), and give the orbital strike beacon to every stealth unit (ive seen some only on felucia)
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Re: Battlefront Extreme V2 - diagnostic release

Post by (502)GEN.york »

OK ATTENTION ALL now i duno what is the problem but i have vista i know this is sorta selfish but EVERYSIDE IN THE GAME WORKS FINE so there is not a big problem with the mod i also only have like i said zerted's shell&ingame or somthing like that so maybe we all need to give that one a go but thats how i have found the awnser maybe you could just come out with a xp version? anyhow keep up the great work

I also love your sides LOVE THE KNIFE ATTACK one thing i might add is the clone commanders give them somthing (sorta like in bfx1) um the sides work fine utpua is nice ( i love that map :mrgreen: ) endor works perfect no bugs one thing i duno if you can or not but for the final release make naboo with all green clones (white with green design) i duno but i think that would look a little better than the trooper with the head fin but keep up the awsome work!
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Re: Battlefront Extreme V2 - diagnostic release

Post by Fluffy_the_ic »

2 questions:
1: What maps are the legion with Commander Cody on? (forgot the legion's number)
2: In the next version, could you give the clone commandos the dispense anim for the wrist vibroblade, that's closer to what they use in commando.
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Re: Battlefront Extreme V2 - diagnostic release

Post by Guest »

utapau and mos eisley have got cody's legion (however utapau seems not to work with convo pack and phoenix installed)

and York, this mod is supposed to be compatible with the convo pack and 1.2 patch... thats the problem
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Re: Battlefront Extreme V2 - diagnostic release

Post by (502)GEN.york »

then maybe you guys should try and see if it works with the shell?
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Re: Battlefront Extreme V2 - diagnostic release

Post by Guest »

im sure it will work, but you wont have any convo pack maps then

by the way, where can i download it?
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Re: Battlefront Extreme V2 - diagnostic release

Post by ARC_Commander »

Okay, I've addressed all the bugs you've posted and most of the non-bug issues. Dark Trooper is a little bigger now, Utapau CW teams are swapped, no more AT-AT gunner position, no more antenna on CIS rifleman and sniper (I found another version of the model), binoculars are on every commander, etc. I'm not giving the orbital strike to every stealth unit, because of the fact that some maps are indoors.

JKA models can be converted to Battlefront, but I don't know how. Every model in BFX was made by either Pandemic or another modder. I have no idea how to model, so I can't make any new models, sorry.

The vehicles are staying the same size, mainly because their skeletons can get messed up when scaled too much. They would also be disproportionate to the small size of Pandemic's maps.

I won't change the side layout, I like this too.

I don't plan to localize any languages but English, sorry - mainly because I can't speak any other languages.

The only thing left is to redo the increased reinforcement counts. Unfortunately, this requires that I go through every map and alter the reinforcement balance so that each team has an equal chance of winning the battle. This may take about a week or so. This isn't because of the sides being unbalanced - it's more because each side is better suited to a certain type of area. Eg. the CIS excels at close range combat (Magnaguard, Droideka, for example) but the Republic is better in open spaces.
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Re: Battlefront Extreme V2 - diagnostic release

Post by (502)GEN.york »

ok ONE THING I NOTICED (i think you said you fixed this) my units cant be set over 300 just to say but i think you fixed that
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Re: Battlefront Extreme V2 - diagnostic release

Post by tylerman29 »

ummm you cant really set that the mod sets that ... unless you have mod tools or somethin. :?
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Re: Battlefront Extreme V2 - diagnostic release

Post by (502)GEN.york »

:( the reinforcements?
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Re: Battlefront Extreme V2 - diagnostic release

Post by ARC_Commander »

Reinforcement counts? Sorry, I meant to say "AI counts".
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Re: Battlefront Extreme V2 - diagnostic release

Post by tylerman29 »

wow sorry that was actually my falt i thought york was talking about units not reinforcements :|
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Re: Battlefront Extreme V2 - diagnostic release

Post by (502)GEN.york »

its ok but arc is there any way you can make it so that you can select uber mode in multiplayer? so there can be some servers?
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Re: Battlefront Extreme V2 - diagnostic release

Post by ARC_Commander »

I honestly don't know how to do that. I chose Uber mode instead of XL because I knew some people would protest over the loss of XL mode. I don't play online, either, so I wouldn't know much about that anyway. (My internet connection is really flaky, it's satellite.)
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