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Re: Republic Commando: Extraction *3rd beta link up, see pg.
Posted: Thu Oct 14, 2010 11:36 pm
by kinetosimpetus
I didn't notice anything... but i didn't play in 1st person view.
oh wait, once i got stuck in some invisible collision where there wasn't a barrier constructed.
Re: Republic Commando: Extraction *3rd beta link up, see pg.
Posted: Thu Oct 14, 2010 11:45 pm
by Twilight_Warrior
kinetosimpetus wrote:oh wait, once i got stuck in some invisible collision where there wasn't a barrier constructed.
Multiplayer bug. If you didn't see it constructed, it will occasionally not be there...even though it is...
Same thing with the asplodey barrells, but in reverse, they might SEEM like they're there, but if you're shooting them and nothings happening, they've already asploded while you weren't looking, you just need to get close enough for the game to register that they're gone.
Re: Republic Commando: Extraction *3rd beta link up, see pg.
Posted: Fri Oct 15, 2010 1:42 am
by kinetosimpetus
Oh I see.
Re: Republic Commando: Extraction *3rd beta link up, see pg.
Posted: Fri Oct 15, 2010 1:53 am
by AQT
darthtyren wrote:When do you want to do the online test?
As Fiodis pointed out, we won't be doing online testing again. I only wanted to confirm if Hard mode was even beatable at its current setting. We found out that it is and managed to beat it with five to six players.
So any more bugs aside from the HUD problem or the unfixable multiplayer glitches? I'm hoping to release the final version some time tomorrow. Be warned that gameplay will get awfully repetitive, especially if you're not in the mood for mindless shooting with some strategy.
Hopefully, the sequels will have more game modes to choose from.
Re: Republic Commando: Extraction *3rd beta link up, see pg.
Posted: Fri Oct 15, 2010 5:36 am
by DarthD.U.C.K.
Twilight_Warrior wrote:Small HUD bug, wasn't sure if AQT had to fix it or if D.U.C.K. had to...
The first game we played, it was perfect, it went all the way to the edges and looked beautiful. It was after that one ended and we went at it again that this happened.
Afterwards, I quit the server and went single player and the same thing happened, first match was great, then after the first end screen, it stopped stretching.
0.o i guess thats one of the many small mysteries of swbf2, i have no idea how that could be caused let alone fixed
Re: Republic Commando: Extraction *3rd beta link up, see pg.
Posted: Fri Oct 15, 2010 7:11 am
by commander501stappo
This map sounds better and better every time I look at this WIP.

Re: Republic Commando: Extraction *3rd beta link up, see pg.
Posted: Fri Oct 15, 2010 10:34 am
by Twilight_Warrior
DarthD.U.C.K. wrote:Twilight_Warrior wrote:Small HUD bug, wasn't sure if AQT had to fix it or if D.U.C.K. had to...
The first game we played, it was perfect, it went all the way to the edges and looked beautiful. It was after that one ended and we went at it again that this happened.
Afterwards, I quit the server and went single player and the same thing happened, first match was great, then after the first end screen, it stopped stretching.
0.o i guess thats one of the many small mysteries of swbf2, i have no idea how that could be caused let alone fixed
It might be due to the fact that I play on a 1600x900 screen res, and the HUD was made on a smaller screen than mine. But it's a minimal issue, and I doubt ANYONE has a fix.
Re: Republic Commando: Extraction *3rd beta link up, see pg.
Posted: Fri Oct 15, 2010 11:06 am
by ANDEWEGET
First person models dont get resized relative to the screen/monitor size, it should be possible to fix(dont know about the position of the icons but the helmet should work) it though. The helmet is a 3D model, so "just" expand(
add geometry or
cut the helmet off) the model in the width so it fits 16:9 monitors(if my theory is right, the new model could be used for both, 4:3 and 16:9/10 monitors; should be possible to calculate the ca size with simple math[which I would fail at >.<]). Of course this needs time and (maybe) a new texture/UV layout.
Re: Republic Commando: Extraction *3rd beta link up, see pg.
Posted: Fri Oct 15, 2010 11:10 am
by DarthD.U.C.K.
but why does it work for twillight_warrior when he playes the map the first time?
Re: Republic Commando: Extraction *3rd beta link up, see pg.
Posted: Fri Oct 15, 2010 2:22 pm
by Darth-Erik
Will you be able to use the hud on the whole game or just the mod?
The hud looks awesome
Re: Republic Commando: Extraction *3rd beta link up, see pg.
Posted: Fri Oct 15, 2010 5:04 pm
by DarthD.U.C.K.
just the mod, because its only put into the firstpersonmodel every unit uses a diferent one and thank you

Re: Republic Commando: Extraction *3rd beta link up, see pg.
Posted: Fri Oct 15, 2010 6:58 pm
by AQT
That settles it. I will post the link to the final release in just a bit. Thanks to everyone who had beta tested and contributed.
