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Re: Just to lay it all down (Project Timeline & Info)
Posted: Wed Apr 30, 2008 3:20 pm
by MandeRek
Okay, then i won't be added
He created it but didn't note it down as one of the things being added so it won't i guess

Re: Just to lay it all down (Project Timeline & Info)
Posted: Wed Apr 30, 2008 3:24 pm
by The_Emperor
Xavious wrote:MandeRek wrote:Prone.. didnt someone do this succesfull in SWBFII?

Yes, in fact, Tean' had it
somewhat working in an earlier version of the Conversin Pack, as a replacement to the crouch of one of the (I think) Rebel units.
Wasn't it his new clone recon trooper?
Re: Just to lay it all down (Project Timeline & Info)
Posted: Wed Apr 30, 2008 3:30 pm
by Teancum
Rebel Recon actually. However even though the animation worked, nothing else did. You couldn't for the game to shoot from a prone position (the shot would come from where it would when you'd crouch)
Re: Just to lay it all down (Project Timeline & Info)
Posted: Fri May 02, 2008 10:31 am
by Teancum
All of the Alliance vehicles are done.
*NOTE TO SELF: -Don't forget to do the Skiff and Cloud Car as part of the swbf1 side.
Re: Just to lay it all down (Project Timeline & Info)
Posted: Fri May 02, 2008 12:08 pm
by wazmol
Teancum wrote:All of the Alliance vehicles are done.
*NOTE TO SELF: -Don't forget to do the Skiff and Cloud Car as part of the swbf1 side.
Great news Teancum! Its such a shame you lost all of your assets a while a go now, then you wouldnt have to do all of this again, however i bet you have included a lot more since then...
Great work man!
Re: Just to lay it all down (Project Timeline & Info)
Posted: Tue May 06, 2008 3:11 pm
by Teancum
Okay, so I finished up the Imperial vehicles the other day. I just gotta say Classic GCW battles ROCK!
To-Do: (currently ~ 65%)
-CIS Vehicles
-REP Vehicles
-Misc SWBF1 Vehicles (Kaadu, Skiff and Cloud Car)
-SWBF1 Turrets
-Cleanup of icons and whatnot
-A few small sound fixes
Re: Just to lay it all down (Project Timeline & Info)
Posted: Wed May 07, 2008 5:33 pm
by Whiteboy
A question for the mod: Why does Plo Koon have orange lightsaber? He had blue...just look into the arena ! And second thing: Why no Saesee Tiin? He was my favourite, psycho jedi. He could have telekinesis and force pull powers

These are not requests, just my thoughts. Still, this is a wonderful mod ! :plokoon:
Oh I read first page in the topic. Saesee Tiin is the planned guy for the game or not? I always wanted to have the game which has all or almost all from the Jedi Council

Re: Just to lay it all down (Project Timeline & Info)
Posted: Wed May 07, 2008 6:33 pm
by The_Emperor
On Tiin:
There is no good model for saesee, there are already a LOT of CW jedi, there is no telekinesis forcepower in bf2 that moves any object other than people/droids. Yeah he's cool but there's enough heroes as it is. Gogie made him at some point but then he disapeared again. Which is somewhat of a habit of his
Plo has got different sabercolors in different stories/books/toys/conceptarts/whatever. Yeah I guess blue is canon but almost all jedi have blue or green. I rather like him with an orange one

it looks cool and makes him more unique
Re: Just to lay it all down (Project Timeline & Info)
Posted: Wed May 07, 2008 6:46 pm
by Teancum
Plo Koon had an orange saber in Jedi Power Battles for PS1, which is what this version is based off of.
Re: Just to lay it all down (Project Timeline & Info)
Posted: Thu May 08, 2008 11:08 am
by wazmol
Teancum wrote:Plo Koon had an orange saber in Jedi Power Battles for PS1, which is what this version is based off of.
Off-topic, what an amazing game lol.
On-Topic, yeah Koon is pretty cool how he is even if he had a blue lightsaber he'd still look good.
Re: Just to lay it all down (Project Timeline & Info)
Posted: Fri May 09, 2008 3:06 pm
by Teancum
I gotta say too that giving Koon his orange saber adds more variety.
On a different note, I just realized today that with KotOR era being implemented we don't need CW Hero Assault anymore. So I was thinking -- what about a combined Hero Assault when you pick CW -- KotOR + Movie eras? Not saying I'll get to it, just looking at the interest error.
Re: Just to lay it all down (Project Timeline & Info)
Posted: Fri May 09, 2008 3:15 pm
by The_Emperor
Well as far as I'm concerned you can save yourself the work, I mean the KotOR heroes and movie heroes are not that different gameplaywise, and I'd rather fight KotOR vs KotOR or movieguys vs movieguys than a mixed bunch.
Re: Just to lay it all down (Project Timeline & Info)
Posted: Fri May 09, 2008 9:29 pm
by Caleb1117
The_Emperor wrote:Well as far as I'm concerned you can save yourself the work, I mean the KotOR heroes and movie heroes are not that different gameplaywise, and I'd rather fight KotOR vs KotOR or movieguys vs movieguys than a mixed bunch.
Much agreed, not worth the extra work.
Unless there is another idea for CW assault, I think it should be cut.
Re: Just to lay it all down (Project Timeline & Info)
Posted: Sat May 10, 2008 4:19 am
by wazmol
Agreed, Tean' you dont need the extra work. Personally i think it will be fine with the KOTOR era/gamemode.
Unless you actually want to include that idea of yours Tean but its not what i'd call a "Must Have".
Re: Just to lay it all down (Project Timeline & Info)
Posted: Sat May 10, 2008 6:57 am
by Teancum
K, it's settled then.
Re: Just to lay it all down (Project Timeline & Info)
Posted: Thu May 15, 2008 3:27 pm
by Teancum
Big thanks to Bantha55 for
his sounds tutorial which'll make it really easy to do dedicated sounds per-map. Mav did some great work getting sounds together, but I can't pass up the opportunity to put all the sounds into one lvl for all maps. It's much easier to debug.
On a different note, Classic CIS vehicles are DONE! That leaves REP vehicles, misc vehicles (like the Kaadu & Cloud Car), sounds and a few HUD values.
Mav is currently tweaking KotOR a bit more, which we're all totally stoked about.
Re: Just to lay it all down (Project Timeline & Info)
Posted: Sat May 17, 2008 7:00 pm
by Teancum
I've decided that the pack will always be a Gametoast Exclusive download from now on. I don't want 10,000 n00bs and kiddies rating some crappy map a 10, then coming in and seeing 100+ votes on the Convo Pack and it's got like a 7.1 at best. That and I don't want 10,000 "How do I install this????" posts. That's what a readme is for:P Anyways, I don't think anyone here is too upset about that, but I thought I'd let you know.
There's a small handful of folks that have been banned from GT that'll be upset and that's about it. Plus, if they've been banned, they've been banned for a good reason.
Re: Just to lay it all down (Project Timeline & Info)
Posted: Sat May 17, 2008 7:16 pm
by Hebes24
I agree Tean'. Those people do not know what it has taken to get this mod to where it is now. GT is where it began, and at GT it should remain. Here it will get the respect (and proper installation) it deserves.
Re: Just to lay it all down (Project Timeline & Info)
Posted: Sat May 17, 2008 7:47 pm
by Caleb1117
Do you mean until, or including the Final release?
Re: Just to lay it all down (Project Timeline & Info)
Posted: Sat May 17, 2008 8:05 pm
by Teancum
All releases. I'm also thinking about releasing a very much unsupported 1.8.4 hotfix for the serious beta testers. So much has been fixed and is working, plus it'll let you guys find bugs in the upgraded Classic Conquest. I'll probably password lock it and give it out to 30-40 folks.