Mandalorian Wars Project 2.0

Working on a new map? Have a new mod out for swbf2?! Post an announcement of the up-coming release here.

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kinetosimpetus
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Re: Mandalorian Wars Project 2.0

Post by kinetosimpetus »

RevanSithLord wrote:Nice work on the effect!
Thanks :wink:
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Re: Mandalorian Wars Project 2.0

Post by Blade117 »

Really cool jetpack effect, man.
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Re: Mandalorian Wars Project 2.0

Post by Nova Hawk »

Very nice flame effects, Fett. :thumbs:
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Re: Mandalorian Wars Project 2.0

Post by Commander_Fett »

Thank Kinetosimpetus, he made them :) I updated the first page with a beta tester list. I'll send out the beta tomorrow, I think, I just want to try and fix some unexplained crashing on 3 maps...
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Re: Mandalorian Wars Project 2.0

Post by Nova Hawk »

Ok, I've played a few of the stock maps w/ the mods and I didn't notice anything that really needs to be fixed. Except, when you first start playing a map and you choose one of the Mandalorian or Death Watch troopers, their capes .msh (or whatever you call that) doesn't work right cuz it would just float right next to you and the only way to get out of it was if you were to jump. I also did notice that on a couple of maps (I've only noticed this on Tantive IV) that the localization for the teams is missing cuz you only have it placed as Team 1 and 2 and not as Mandalorians and Death Watch. I think I was playing on Mos Eisley or some other planet and I got to play as Jango Fett but when I accepted to play as him, he had a completely different armor color and so I think you forgot to localize that as well. One last thing is that a lot of the weapons didn't seem to have their icons, like it was just blank when you switched to the weapon. I dunno if you skipped that or there was no icon to put in there.

I will try to provide more info later, but I think that's about it. I'm very eager to see the completion of this mod with all the Mandalorian worlds that you're planning to put in. Concord Dawn, if I'm not mistaken, has only been done in the Conversion Pack and so I would like to see what you did with that planet. :thumbs:
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Re: Mandalorian Wars Project 2.0

Post by Commander_Fett »

I just found out why the mod crashed for me on Kashyyyk, Mos Eisly, and naboo. Apearently something went wrong in installation, and those maps crash all the time on every mode for me. so, I guess since that is no longer a bug with the mod, all I need to do is add secondary weapon icons, change some of the heroes, and fix that team localization on Tantive IV (which should be easy, since I had the same problem on Mustafaar and I know how to fix it now.

And Nova, did he have red and silver Armor? If so, that's what the Mandalore's armor color is. When Jango was defeated at Galidraan, the governor took his armor, restored it, and painted it silver and blue, and Jango later came back to steal it.
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Re: Mandalorian Wars Project 2.0

Post by CodaRez »

Ok let me review right now:

-music playing around is Jango Fett's theme, seriously though, that's kinda a heroes theme here, so is it on purpose?

-units running around still shout out "Its Jango Fett!*

-Visla talks like Jango and exits as such, u should fix that

-Conversively I hear other troopers talking like Jango

-Melee units kneel when killed (realistic if they actually fall like normal soldiers)

-Announcers are messed up (e.g. Mos eisley, the announcers for DeathWatch are droids)

-Mandoes can use swords too, suggest u expand your repertoire instead of assassins with blades

-If the mandos sound like clones obviously they may shout out inappropriate lines. Ok they are cool, perhaps you can make the death watch sound rebel.

-A suggestion would be about the westars, just cus Jango has em doesn't make them a staple gun of the mando forces. Suggest u replace with another pistol, and perhaps reserve the westar for the unlockables

-Suggest u use the upgraded version of my rocket launcher: http://www.gametoast.com/forums/viewtop ... 64&t=22704

-Did the unlockables seem too hard to please/attain? (and not so rewarding)

-DeathWatch's heavy trooper's heavy blaster pistol is not only not heavy, but can't give much damage at the proportion of easy overheating.

As pointed out there are some localization missings, and missing icons.

Anyway, nice concept, good gameplay, needs some polishing. I like how you incorporated multiple custom models for the mandos, creative and original, and definitely spruces up the mod. Epic points for that :thumbs:
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Re: Mandalorian Wars Project 2.0

Post by Commander_Fett »

CodaRez wrote:Ok let me review right now:

-music playing around is Jango Fett's theme, seriously though, that's kinda a heroes theme here, so is it on purpose?- originaly, I used Jango Fett's odf as a base for all the troopers in 1.0. in 2.0 I replaced it with the jet troopers, but I never changed the sound section. oops

-units running around still shout out "Its Jango Fett!*- I believe this is caused by what I said above

-Visla talks like Jango and exits as such, u should fix that

-Conversively I hear other troopers talking like Jango

-Melee units kneel when killed (realistic if they actually fall like normal soldiers)

-Announcers are messed up (e.g. Mos eisley, the announcers for DeathWatch are droids)

-Mandoes can use swords too, suggest u expand your repertoire instead of assassins with blades

-If the mandos sound like clones obviously they may shout out inappropriate lines. Ok they are cool, perhaps you can make the death watch sound rebel.- as of yet, I've had no luck with making custom sound files, let alone my own voice overs, but I'll see what I can do. My brother might be able to help me out with some of the voiceovers, and we have a mic.

-A suggestion would be about the westars, just cus Jango has em doesn't make them a staple gun of the mando forces. Suggest u replace with another pistol, and perhaps reserve the westar for the unlockables - actually, this was the pistol that the true mandoalorians used (though, only a few people used them most just used rifles)

-Suggest u use the upgraded version of my rocket launcher: http://www.gametoast.com/forums/viewtop ... 4&t=22704- will do, thanks

-Did the unlockables seem too hard to please/attain? (and not so rewarding)- what do you mean?

-DeathWatch's heavy trooper's heavy blaster pistol is not only not heavy, but can't give much damage at the proportion of easy overheating.- you're saying it overheats too easy?

As pointed out there are some localization missings, and missing icons.

Anyway, nice concept, good gameplay, needs some polishing. I like how you incorporated multiple custom models for the mandos, creative and original, and definitely spruces up the mod. Epic points for that :thumbs:
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Re: Mandalorian Wars Project 2.0

Post by CodaRez »

-The unlockables are REALLY hard for me to get (they have a high point count, though I dunno bout others)

-Yes, it overheats
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Re: Mandalorian Wars Project 2.0

Post by Commander_Fett »

I see what you mean by the unlocks. I haven't changed them at all, and the awards weapons are in the unit odfs, but for some reason, it won't show up.
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Re: Mandalorian Wars Project 2.0

Post by Maveritchell »

Commander_Fett wrote:I see what you mean by the unlocks. I haven't changed them at all, and the awards weapons are in the unit odfs, but for some reason, it won't show up.
He means unlockable units, not award weapons.
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Re: Mandalorian Wars Project 2.0

Post by Commander_Fett »

aaah, the units. Good point, since they're not so overpowered, they don't need such a high point count. now, Defender requires 8 points, Officer requires 12, Melee requires 14, and Elite requires 16.
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Re: Mandalorian Wars Project 2.0

Post by CodaRez »

Got more:

-Generally all round, the westar muzzle flash doesnt match with the bolt (muzzle blue, bolt red)

-Kassyykk: seriously, you planning to include the mode on all maps? If so, kassyykk needs some love. Only the rifleman class is present, and in small quantity on-map

-to follow up with that would wookiees really side with mandoes?
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Re: Mandalorian Wars Project 2.0

Post by Commander_Fett »

On Kashyyyk, I was never able to get the mode to work on it, so I was experimenting which units would cause a crash. since it works for everyone else, I'll fix the LUA (I just commented out some stuff. As for the Wookies, maybe thy should be on the deathwatch side, or not at all.
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Re: Mandalorian Wars Project 2.0

Post by kinetosimpetus »

I think it's less likely they'd be for Dw than for Mando.
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Re: Mandalorian Wars Project 2.0

Post by Commander_Fett »

Well, the deathwatch sometimes hired the locals to take down the mandos, or lied to them to gain their support. though, I don't think the Wookies would be so easily swayed to support the deathwatch.
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Re: Mandalorian Wars Project 2.0

Post by SAMofBIA »

no they would not, wookies are generaly an honorable species.
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Re: Mandalorian Wars Project 2.0

Post by Commander_Fett »

After a year and one day in limbo, I found the source files for this mod on the c drive. I'm done with CoD for a while, so I figured I might as well come back to modding (at least for a while). So, I went through the beta tester's reports again, fixed up any remaining bugs I could find, and I'm going to release the mod to filefront soon. However, since it's been a while since I've worked on this or even modded, I may have forgotten some of the bugs that I had intended to fix. So, if any of the previous beta testers want, I will make a beta 2.0 version for any final bug checks before the release, or I may just make a GT public beta.

Note to staff: Sorry for the bump, but since I'm actually working on this again I figured it would be better to bump than make a new topic. If you think otherwise, let me know.
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Re: Mandalorian Wars Project 2.0

Post by Cerfon Rournes »

Good update. Nice to know that this mod will be finished/continued. Good luck!
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Re: Mandalorian Wars Project 2.0

Post by THEWULFMAN »

Always glad to see modders come back, welcome back. :)
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