WIP: Battle of the Bridge

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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Should the locals cave CP be capturable or uncapturable?

Capturable
9
53%
Uncapturable
8
47%
 
Total votes: 17
Spacerocker

Post by Spacerocker »

It's cool. Thanks for the input. There is only 1 bridge though, so if you jump over the edge of that.....you die. It doesn't matter if you're a Jedi, you got a jetpack, or you just a regular jumper. There's no where to go but down, unless you land on the lower level of course.
blue-one

Post by blue-one »

but if a jedi or a jetpack guy fell they could activate their jetpack or jump and land back on the bridge... they are heros after all...
Protector_Pulch

Post by Protector_Pulch »

@ Space rocker: No specific plates óf armor - just some kind of wall, anything would do...
Spacerocker

Post by Spacerocker »

Updated screenies!

Sorry that there is no release yet, but I want to have all the ships sounds working first. Can't figure out what's wrong.
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Xavious
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Post by Xavious »

Looking good!

When you take screenshots could you take them ingame? (not bf2modtools.exe) That green thing gets in the way.
Spacerocker

Post by Spacerocker »

Thanks.

Ha ha, to be honest I didn't even noticed the green half. I must have gotten so use to it playing in bf2modtools.exe all the time. If only there was a way to have freecam without the greenbar.
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Post by RevanSithLord »

There IS! A modified version of the common.lvl by Zerted. Let me get a link for you!
Protector_Pulch

Post by Protector_Pulch »

the screens are nice, but you definately need some more props for the plain plains.Rocks, crates, corpses, anything will do.

And what in the name of the force are the ewoks doing there ?
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Post by General_Grievous_4 »

Protector_Pulch wrote: And what in the name of the force are the ewoks doing there ?
Didn't you hear? The Ewoks are taking the role of Bantha Fodder.
Any way great map, a very simple concept, ships, a reeeeeally long bridge, and a pit of watery doom. Everything a good map needs, I can't wait to download this.
Spacerocker

Post by Spacerocker »

Protector_Pulch wrote:the screens are nice, but you definately need some more props for the plain plains.Rocks, crates, corpses, anything will do.
Yeah, I'll do that.
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Post by Xavious »

Protector_Pulch wrote:plain plains.
Lol. :D
Spacerocker

Post by Spacerocker »

I've got one and two flag capture the flags working, I only wish I could get all the flyer sounds working before my next release. I've remunged the sound .lvl file like a dozen times even adding only one flyer's sounds in the .sfx file yet still only the same couple of ships make noise.

Does this look right? I followed Rends' tutorial. Maybe I just dont understand .sfx files yet.

Code: Select all

// CIS Droidfighter ---------------------------------------------------------------------------------------------
..\..\global\effects\veh_dsf_accel_01.wav       droidfighter_shift_up   -resample ps2 16000 xbox 22050 pc 22050
..\..\global\effects\veh_dsf_shpRll_01.wav      droidfighter_roll       -resample ps2 16000 xbox 22050 pc 22050
..\..\global\effects\veh_dsf_deccel_01.wav      droidfighter_shift_down -resample ps2 16000 xbox 22050 pc 22050
#ifplatform xbox pc
..\..\cw\effects\wpn_drdFghtr_blaster_fire.wav      -resample xbox 22050 pc 44100
..\..\cw\effects\eng_droidStarfighter_low_lp.wav    -resample xbox 12000 pc 22050
..\..\cw\effects\eng_droidStarfighter_mid_lp.wav    -resample xbox 16000 pc 22050
..\..\cw\effects\eng_droidStarfighter_hi_lp.wav     -resample xbox 20000 pc 22050
Last edited by Spacerocker on Wed Oct 04, 2006 2:38 pm, edited 1 time in total.
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AceMastermind
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Getting droid starfighter sounds working

Post by AceMastermind »

Indeed those are the correct sounds for the Droidfighter.

ABC = Example 3 letter modID

Droidfighter

In your ABCc_con LUA, you should have this line under your base worlds sound, like this(without the arrow) :

Code: Select all

ReadDataFile("sound\\yav.lvl;yav1cw")
    ReadDataFile("dc:sound\\abc.lvl;abccw") <============

In data_ABC\Sound\worlds your "abc.REQ" should look like this for the Droidfighter:

Code: Select all

ucft
{
	REQN
	{
		"str"
		"align=2048"
		

	}
	REQN
	{
		"lvl"
		"abccw"
   }	
}
and your "abccw.REQ" should look like this:

Code: Select all

ucft
{
	REQN
	{
		"bnk"
		"align=2048"
		"abccw"
	}

	REQN
	{
		"config"
		"cis_fly_droidfighter"
   }
}


and your "abccw.SFX" should look like this:

Code: Select all

// CIS Droidfighter --------------------------------------------------------------------
..\..\global\effects\veh_dsf_accel_01.wav droidfighter_shift_up -resample xbox 22050 pc 22050
..\..\global\effects\veh_dsf_shpRll_01.wav droidfighter_roll -resample xbox 22050 pc 22050
..\..\global\effects\veh_dsf_deccel_01.wav droidfighter_shift_down -resample xbox 22050 pc 22050
#ifplatform xbox pc
..\..\cw\effects\wpn_drdFghtr_blaster_fire.wav -resample xbox 22050 pc 44100
..\..\cw\effects\eng_droidStarfighter_low_lp.wav -resample xbox 12000 pc 22050
..\..\cw\effects\eng_droidStarfighter_mid_lp.wav -resample xbox 16000 pc 22050
..\..\cw\effects\eng_droidStarfighter_hi_lp.wav -resample xbox 20000 pc 22050
#endifplatform xbox pc
// -----------------------------------------------------------------------------------

The only sound that I could never get working was the torpedo firing sound.

Code: Select all

..\..\cw\effects\wpn_drdFghtr_missile_fire.wav      -resample xbox 22050 pc 44100

Munge with "Sound" checked, then go to data_ABC/_LVL_PC and copy the "Sound" folder to:
C:\Program Files\LucasArts\Star Wars Battlefront II\GameData\addon\ABC\data\_LVL_PC/

and your Droidfighter sounds should work.
Spacerocker

Post by Spacerocker »

Ah, I figuered out the problem! My bricw.req had "cis_fly_droidfighter_sc" instead of "cis_fly_droidfighter". Hopefully that is the reason the rest of the flyer's sounds aren't working. Thanks a whole lot!

Also, I had "brigcw" in my bri.req. I thought I was suppose to have in order to get gcw flyers working but the CW flyers wont work with it in there.
Spacerocker

Update

Post by Spacerocker »

Hi everybody. I've finally decided that I'm going to release a 1.0 version of my map on Christmas. I've added a few things and fixed some things. If I can find the right bespin turrets that I'm looking for I'll add them before I release it. I also got a newer(old but new to me!) graphics card so from now on I can have health and weapons droids on my maps, with my old one they wouldn't work.
Here's a screen shot until the new release.
Image
Protector_Pulch

Re: Update

Post by Protector_Pulch »

Spacerocker wrote: I also got a newer(old but new to me!) graphics card so from now on I can have health and weapons droids on my maps, with my old one they wouldn't work.
Rofl, really ?

Never mind, your new screen looks fitting. Not full of new eye-catching props, yet perfect for a tactical challenge (with so few cover!). I'm just wondering how to get that AT-TE over the small bridge.
Spacerocker

RE: Re: Update

Post by Spacerocker »

Heh. Yeah, It sucked not being able to get health other than by killing people but at least it made me value it more.

The ATTE doesn't go over the bridge. I've finally taken use the the big empty space on the left( if you're a clone) of my map where an ATTE can battle a Spider Droid and an ATAT can battle 5 Tauntauns. Why Tauntauns you ask? Well I wanted it to be walker vs. walker. Sure it's not perfectly ballanced, but it's close with the rebels having speed without firepower and the imperials having firepower without speed.
Tuskenjedi

RE: Re: Update

Post by Tuskenjedi »

But you do realize that taun taun has speed and NO fire power while the ATAT has firepower but SOME speed, right?
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RE: Re: Update

Post by Xavious »

Maybe you could give the rebels a salvaged AT-TE or a couple stolen AT-STs?
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RE: Re: Update

Post by JackSkratch »

Maybe you could make the Tauntauns shoot rockets out their mouths. :D
No, actually, I think there was a big rebel tank in a map once before... forget which. I think it was one of Penguins maps, though. I'm not sure. :?
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