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Re: Hoth: Infiltration

Posted: Fri Dec 24, 2010 11:33 pm
by Jendo7
Thanks :)

Unfortunately, on a negative note, I'm still having major balance issues in favour of the CIS. I thought I'd resolved it by adding another CP to the tunnels connected to the shield generator, but it seems just as bad as before. I won't release it with this problem until I can resolve it, and now to make matters worse it's even easier to win as the Rebels as well. I get a feeling Pandemic might have had a similar problem, therefore changing the layout for the BF2 version. I don't really want to take out more CP's though, as that 's what makes it different from the stock BF2 map but I'm sure I'll come up with a solution soon, hopefully. :?

Anyway, If anyone has any ideas, please let me know.

Edit: Problem solved! Yay!. :)

It was as simple as adding this code from the stock Hoth lua, so instead of team 1 losing tickets straight away, each team lose equal amounts from the start of the match, so it's more balanced.

Not exactly sure what the code means but prehaps someone can tell me :P
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SetObjectTeam("CP3", 1)
SetObjectTeam("CP6", 1)

Re: Hoth: Infiltration

Posted: Sat Dec 25, 2010 5:57 am
by commander501stappo
I think it says what team the CP goes to(correct me if I'm wrong)

Re: Hoth: Infiltration

Posted: Sat Dec 25, 2010 9:53 pm
by SAMofBIA
well, in stock hoth i believe that the command post in the middle of the tunnels from base 3 to base 4 (the base with all the trenches to the hangar for those of you who dont love hoth as much as i do) was inactive and shown below the map, by adding that line, i think it makes the command posts even ingame so the numbers dont drop. im not sure at all, in fact im winging it, but i could never find another solution for there being a cp there without it activated.

Re: Hoth: Infiltration

Posted: Mon Dec 27, 2010 1:19 am
by Jendo7
Thanks guys, that makes sense.

For the latest update, I've just added a destroyed gunship prop with a new texture, to both the gcw, and cw era's. That's the last addition to the map before release, hopefully around New Year.
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Image
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Updated the first post.

Re: Hoth: Infiltration

Posted: Mon Dec 27, 2010 3:13 am
by AQT
Haha, nice. The blizzard must have hit hard the night before. :wink: Have you considered using the original bump map texture with it, if you haven't already? It'd be cool to see some gunship features under all that ice. Only a suggestion.

Re: Hoth: Infiltration

Posted: Mon Dec 27, 2010 9:48 am
by Jendo7
Thanks AQT, that a really good suggestion. :thumbs:

I've just tried it but I've obviously done something wrong. I've added a .msh.option file for the dag1_prop_destroyed_gunship.msh with this code:
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-bump REP_LA_AT
... and added the rep_la_at_bump.tga and option file, but as they say, no dice :?

Re: Hoth: Infiltration

Posted: Mon Dec 27, 2010 6:18 pm
by DarthD.U.C.K.
i had the same problem a few weeks ago, the msh.option must be "-bump rep_la_at", then the bumpmap will work.

Re: Hoth: Infiltration

Posted: Mon Dec 27, 2010 8:41 pm
by Jendo7
Thanks, it should have worked. I'm not sure why it didn't but it might be because I'm using a snow texture, instead of having reskinned the models texture, I just copied one texture over the top of the other.

Re: Hoth: Infiltration

Posted: Tue Dec 28, 2010 6:24 am
by DarthD.U.C.K.
that shouldnt matter, i used the original laat-texture with the bumpmap and it didnt work. somehow vm doesnt seem to like when the whole texturename in the msh.option is in caps.

Re: Hoth: Infiltration

Posted: Thu Dec 30, 2010 7:19 pm
by Jendo7
Ok, thanks again. I'll try it one more time, and see if increasing the "-bumpscale" works.

Edit: Update

I've finished adding loadscreens with the help of my friend commander501stappo who kindly took the screenshots for the GCW conquest, and hunt modes: Last two screenshots :wink:
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I've basically now completed version 1 but when commander501stappo was testing the last version both the Dark Times and BFX era's did not show up for him. Therefore, if two people who have these mods installed would like to test the latest version to make sure these eras show up, please let me know. I will pm you the link, and if you could let me know asap that these era's are working, I'll upload version 1 to SWBFFiles tomorrow.

Re: Hoth: Infiltration

Posted: Thu Dec 30, 2010 7:51 pm
by AQT
Great shots, guys! I don't know if you're already doing this, Jendo, but I find using a .tga.option file (-maps 1 -8bit) with the loadscreen textures actually reduces the size of the compiled .lvl files almost by half in the end. Just a friendly tip. :)

Re: Hoth: Infiltration

Posted: Thu Dec 30, 2010 8:03 pm
by Jendo7
Thanks AQT, I'll do that. :thumbs:

All those loadscreens certainly add up.

Re: Hoth: Infiltration

Posted: Thu Dec 30, 2010 8:04 pm
by Darth_Spiderpig
Yeah, nice shots guys, love the snowspeeder one. :thumbs:

AQT wrote:using a .tga.option file (-maps 1 -8bit) with the loadscreen textures actually reduces the size of the compiled .lvl files almost by half in the end.
:o Didn't know that one.
Hehe, need to do this with my loadscreen and other large textures too. :P

Re: Hoth: Infiltration

Posted: Thu Dec 30, 2010 8:32 pm
by martin105038
Great shots, I really want to play this map. Excellent work :thumbs:

Re: Hoth: Infiltration

Posted: Fri Dec 31, 2010 7:45 am
by Jendo7
Thanks guys! :) I've now uploaded version 1.0 to SWBFFiles, so it should be available around the New Year :P

Re: Hoth: Infiltration

Posted: Fri Dec 31, 2010 8:47 am
by commander501stappo
thanks to everybody that likes my shots :mrgreen:

Re: Hoth: Infiltration

Posted: Fri Dec 31, 2010 9:02 am
by [Padawan]Helkaan
@Jendo7: is the file .zip, .rar or .exe?

Re: Hoth: Infiltration

Posted: Fri Dec 31, 2010 9:08 am
by Jendo7
A .zip file, as that's standard on most PC's, I think.

Re: Hoth: Infiltration

Posted: Fri Dec 31, 2010 12:48 pm
by [Padawan]Helkaan
Arg... I really wanted to play it, but I will can't :sick:

Re: Hoth: Infiltration

Posted: Fri Dec 31, 2010 1:32 pm
by commander501stappo
what's wrong witha .zip file?
PC's can open .zip's as a standar