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Re: Star Wars Battlefront: Expansion - Release and Discussio

Posted: Tue Dec 28, 2010 11:46 am
by jdee/barc
This is off-topic and its about my mod, but I managed to combine Bespin Platforms and Cloud City through the mission lua scripts. Have you ever thought of doing that?

Re: Star Wars Battlefront: Expansion - Release and Discussio

Posted: Thu Dec 30, 2010 4:47 am
by Delta-1035
ggctuk on Glamour Skins about Imperial Commander Cody wrote: He's to be included in Expansion as the hero for the Imperials on Kamino.
So have you menaged to make the GCW on Kamino? If you have, Could I know how?
Hidden/Spoiler:
Ps:Nice skins.

Re: Star Wars Battlefront: Expansion - Release and Discussio

Posted: Thu Dec 30, 2010 10:43 am
by giftheck
Delta-1035 wrote:
ggctuk on Glamour Skins about Imperial Commander Cody wrote: He's to be included in Expansion as the hero for the Imperials on Kamino.
So have you menaged to make the GCW on Kamino? If you have, Could I know how?
Hidden/Spoiler:
Ps:Nice skins.
It's easy, but for the mo it has to be done by addon. I don't have to recompile the map since there were no vehicles there anyway.

Re: Star Wars Battlefront: Expansion - Release and Discussio

Posted: Thu Dec 30, 2010 11:11 am
by jdee/barc
Do you have any screenshots of the mod. like units, vehicles, etc?

Re: Star Wars Battlefront: Expansion - Release and Discussio

Posted: Thu Dec 30, 2010 11:22 am
by giftheck
Not yet, not ingame anyways.

EDIT: I'm trying to decide a universal base for the Blaster Rifle, so which would you like to see?

1) Unlimited ammo, Overheat, roughly 20 shots before overheating (currently going with this one)
2) 20 rounds per clip, unlimited clips, slower reload time
3) 55 rounds per clip, 8 clips, standard reload time

I'm also trying to figure out what kind of special weapon to give to the Clone Commando. Any ideas?

Re: Star Wars Battlefront: Expansion - Release and Discussio

Posted: Tue Jan 04, 2011 5:50 am
by Delta-1035
I'd go with the option n1.

Re: Star Wars Battlefront: Expansion - Release and Discussio

Posted: Tue Jan 04, 2011 10:37 am
by skelltor
I pick 3 I have never been a huge fan of anything being unlimited.

Re: Star Wars Battlefront: Expansion - Release and Discussio

Posted: Thu Feb 03, 2011 5:07 pm
by giftheck
The mod is entering alpha stage. After I complete the alpha stage, it will enter beta stage. I need two or three beta testers, and I mean beta testers, and not simply people who want to get their hands on the mod first. Once beta testing is done, I will go onto fixing whatever was wrong in the beta that I missed (which will hopefully be very little or nothing). Once that's done, it's going out. I'd expect it out no later than about June, but you might get the mod earlier. It all depends on how quickly the alpha is done.

EDIT
The alpha testing began today. I have tested nine maps in Clone Wars era today. Sad to say it, but there are things I've had to remove:

- Disguise Kit for Commando Droid - this is because the Commando Droid uses the Battledroid skeleton, and this in turn will awkwardly stretch the disguise.
- MTT/Rebel Hovernaut - despite my best efforts I cannot get the maps they were to feature in to work at all. It seems that Naboo: Plains and Rhen Var: Harbor hate being messed around with.
- Yoda - it seems as though while I can get away with modding existing animation sets to a degree (IE adding the AT-RT Driver anim), and I can add new special effects, I cannot get the game to work with custom skeletons in the main common.lvl. Trying automatically results in CTD upon startup.
- Phase I Prototype - I so wanted this unit in the game as the commander unit of the ARC Legion. However a skeleton problem with its left foot prevents me doing so.

Aside from those things, everything is proceeding exactly as I have forseen. :dstar:

So, here are a few screens I have taken during the alpha tests today:
Hidden/Spoiler:
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Double posting is against the RULES, please EDIT your post instead -Staff

Re: Star Wars Battlefront: Expansion - Release and Discussio

Posted: Thu Feb 03, 2011 5:42 pm
by jdee/barc
Only thing i don't like is that the kashyyyk docks in your mod and the kashyyyk docks in my mod are almost identical. (snail tanks, bf2 objects and props) and i happen to be using your models with skirts :P, but it's not really a problem. other than that, it looks great, and the concept looks great :thumbs: . can you put up some screens of the droids or gcw units?

Re: Star Wars Battlefront: Expansion - Release and Discussio

Posted: Thu Feb 03, 2011 5:48 pm
by giftheck
I really don't like the props for the BF1 kashyyyk. While I probably won't include Beachhead, I thought this would be a nice replacement.

GCW will be tested after the Clone Wars. I still have five maps to test in Clone Wars, so I'll see about getting some droids in there :)

Re: Star Wars Battlefront: Expansion - Release and Discussio

Posted: Thu Feb 03, 2011 7:27 pm
by jdee/barc
have you changed geonosis at all?

Re: Star Wars Battlefront: Expansion - Release and Discussio

Posted: Fri Feb 04, 2011 1:12 pm
by giftheck
No, Geonosis has not been changed.

Okay, it seems the MagnaGuard will be armed with a mere pistol instead of the Bulldog RLR I wanted to arm him with. The game crashes when too many rockets are fired/explode, most notable during Geonosis, Bespin: Platforms and Naboo: Plains.

Re: Star Wars Battlefront: Expansion - Release and Discussio

Posted: Fri Feb 04, 2011 7:13 pm
by skelltor
What about a pistol thats bolts expload on contact? would that still crash?

Re: Star Wars Battlefront: Expansion - Release and Discussio

Posted: Sat Feb 05, 2011 8:29 am
by jdee/barc
nope.

This gave me an idea.

@ggctuk, can you post the odf for the bulldog's "ord" file (im guessing it would be cis_weap_inf_bulldog_ord). I could tell you what to change.

Re: Star Wars Battlefront: Expansion - Release and Discussio

Posted: Sat Feb 05, 2011 2:13 pm
by giftheck
I know what it is that's the problem. It's not the ordance that's at fault. Battlefront cannot render so many effects, and the engine crashes. It's something they fixed in BF2. In other words, it's the engine at fault, not the weapon.

Re: Star Wars Battlefront: Expansion - Release and Discussio

Posted: Mon Feb 07, 2011 6:34 pm
by jdee/barc
What weapons did you originally intend on giving the magnaguard?

Re: Star Wars Battlefront: Expansion - Release and Discussio

Posted: Tue Feb 08, 2011 4:15 pm
by giftheck
Same as he has right now - Electrostaff, Blaster Pistol, Health/Ammo Dispenser and Thermal Detonator. The Bulldog RLR was just something I decided to try at the last minute.

Re: Star Wars Battlefront: Expansion - Release and Discussio

Posted: Tue Feb 08, 2011 4:19 pm
by jdee/barc
how bout a radiation launcher with a bigger blast/damage/kill radius and longer range.

Re: Star Wars Battlefront: Expansion - Release and Discussio

Posted: Tue Feb 08, 2011 4:34 pm
by giftheck
Still may cause problems, but considering the radiation launcher didn't cause problems in BF when attached to the pilot, I suppose it's doable. But I'd keep it as it is in the stock version.

Re: Star Wars Battlefront: Expansion - Release and Discussio

Posted: Wed Feb 09, 2011 3:45 pm
by Jendo7
It's great your still modding this game ggctuk. It's got me all nostalgic, in fact I might re-install it once this awesome mod is released :thumbs: