Space Assault map with Dragonum's models and more!
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- Epena
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Blueline
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Delta-038
Yes indeed, I have quoted myself.........not sure if this has been acknowlegded or reviewed.........my apologies.Delta-038 wrote:Well me personally, I loved the map and the models. If anything, there is a minor (personal) thing that bugs me about this (not necessarily the map itself) but the models' TEXTURES, mainly the venator's exterior. Although I LOVE the model and the sheer and accurate scale of it, the exterior's texutres are too repetitive and/or not blended to a point where it looks more like a ship rather than a sort of grey terrain block that is textured repetitively in a pattern on the ship. Also there was a problem with my pilot spawning and fallling through the floor at certain times......other than that it was great. For suggestions concerning the model (to Dragonum), if possible or if you're up to it, do you think you can create better textures for the models's exteriors? Also, I dunno if this has to do with the map itself of the models but I didn't notice any type of real 'lighting' effects/bumpmapping or Directx 9 shading on either of the models/textures........but I'd recommend/prefer there to be better shading/lighting on next release and/or the models themselves if there is to be a future release of those as well. Please consider my suggestions........keep it up:)
P.S. I look forward on gametoast mappers/modders to utilize Dragonum's new 'realisticly scaled' models to create (finally) a REAL Battle Over Coruscant map with tons of ships, fighters, frigates and lasers flying across in oblivian lol.......and I'm possitive the engine can handle that or a moderate computer (which most people have anyways...lol) *hint*
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Fusion
- Gametoast Staff

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timusafa
Yes, thank you Darth_Maul, thats what i was looking for. I got the idea from looking at the back of the game box, where it has a crazy hanger brawl with lots of units. Spawn points being the landing craft, the CIS hanger (and maybe even the Repub Hanger) is big enough and could be made to look like the box.Darth_Maul wrote:Spawn points.
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Ace_Azzameen_5
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Uh, for some reason the server I use to test has been crashing, and I now I've encountered a crash problem with no munge errors.
Can someone lend me the tools to make bf2modtools.exe work? The haxxzorz like the dvd version . . .
Or someone could run it for me, there's a completely non-functional beta in it for you!
And eventually laat/cs with walkers on teh cis hanger for everybody. I mean, if the CIS gets a CC lander the REP needs some intrusion muscle too.
Can someone lend me the tools to make bf2modtools.exe work? The haxxzorz like the dvd version . . .
Or someone could run it for me, there's a completely non-functional beta in it for you!
And eventually laat/cs with walkers on teh cis hanger for everybody. I mean, if the CIS gets a CC lander the REP needs some intrusion muscle too.
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Delta-038
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Fusion
- Gametoast Staff

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timusafa
You mean run a server? Or just "beta test" the map. In the case of the latter, i'd be wonderfully overjoyed to help you out!Ace_Azzameen_5 wrote:Or someone could run it for me, there's a completely non-functional beta in it for you!
Xfire: timusafa90
Or just PM me the links and IP's and all, if you're still looking for someone to run it.
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Ace_Azzameen_5
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No, I mean give me a backup of your cd or run it through bf2modtools.exe and give me the bf2log. For some reason the server software crashes on it, even the version I published I think. So I can't get error reports.
IT crashes and only tells me this.
Code: Select all
Opened logfile BFront2.log 2007-02-01 1913
ingame stream movies\crawl.mvs
prev = none iLastPage = nil
prev = texture iLastPage = 1
prev = texture iLastPage = 2
prev = texture iLastPage = 3
ifs_legal.Exit
ifs_autonet dedicated
AutoNet Main
AutoNet Multi
AutoNet Gamespy
AutoNet multi main
AutoNet Server
AutoNet Game Options
Updating Lobby and attempting to Launch
Message Severity: 2
.\Source\HUDElementBitmap.cpp(380)
HUD BitmapElement unable to find texture btn_directional_pad_LR
Message Severity: 2
.\Source\EntityGeometry.cpp(1058)
Entity "com_weap_veh_fly_guided_rocket_" unknown terrain collision "p_front_sphere"
Message Severity: 2
.\Source\EntityGeometry.cpp(1073)
Entity "com_weap_veh_fly_guided_rocket_" unknown vehicle collision "p_front_sphere"
Message Severity: 2
.\Source\EntityGeometry.cpp(1065)
Entity "com_weap_veh_fly_guided_rocket_" unknown building collision "p_front_sphere"
Message Severity: 2
.\Source\EntityGeometry.cpp(1051)
Entity "com_weap_veh_fly_guided_rocket_" unknown targetable collision "CollisionMesh"
Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (rep1_inf_pc_com_hostile_inVehicle): unknown modifier "InVehicle"
Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (rep1_inf_pc_com_bacta_inVehicle): unknown modifier "InVehicle"
Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (rep1_inf_pc_com_mechanic_inVehicle): unknown modifier "InVehicle"
Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (rep1_inf_pc_com_ammo_inVehicle): unknown modifier "InVehicle"
Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (rep1_inf_pc_com_transport_inVehicle): unknown modifier "InVehicle"
Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (rep1_inf_pc_com_backup_inVehicle): unknown modifier "InVehicle"
Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (rep1_inf_pc_com_clear_area_inVehicle): unknown modifier "InVehicle"
Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (rep1_inf_pc_com_defend_inVehicle): unknown modifier "InVehicle"
Message Severity: 2
.\Source\FLEffect.cpp(214)
FLEffect::Read: duplicate effect class name (787b2928)!
Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (cis1_inf_pc_com_hostile_inVehicle): unknown modifier "InVehicle"
Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (cis1_inf_pc_com_bacta_inVehicle): unknown modifier "InVehicle"
Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (cis1_inf_pc_com_mechanic_inVehicle): unknown modifier "InVehicle"
Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (cis1_inf_pc_com_ammo_inVehicle): unknown modifier "InVehicle"
Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (cis1_inf_pc_com_transport_inVehicle): unknown modifier "InVehicle"
Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (cis1_inf_pc_com_backup_inVehicle): unknown modifier "InVehicle"
Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (cis1_inf_pc_com_clear_area_inVehicle): unknown modifier "InVehicle"
Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (cis1_inf_pc_com_defend_inVehicle): unknown modifier "InVehicle"
Message Severity: 2
.\Source\FLEffect.cpp(214)
FLEffect::Read: duplicate effect class name (5f518933)!
Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (cis1_inf_pc_com_hostile_inVehicle): unknown modifier "InVehicle"
Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (cis1_inf_pc_com_bacta_inVehicle): unknown modifier "InVehicle"
Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (cis1_inf_pc_com_mechanic_inVehicle): unknown modifier "InVehicle"
Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (cis1_inf_pc_com_ammo_inVehicle): unknown modifier "InVehicle"
Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (cis1_inf_pc_com_transport_inVehicle): unknown modifier "InVehicle"
Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (cis1_inf_pc_com_backup_inVehicle): unknown modifier "InVehicle"
Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (cis1_inf_pc_com_clear_area_inVehicle): unknown modifier "InVehicle"
Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (cis1_inf_pc_com_defend_inVehicle): unknown modifier "InVehicle"
Message Severity: 2
.\Source\EntityBuilding.cpp(695)
Building missing explosion "cis_bldg_boxturret_exp"
Message Severity: 2
.\Source\EntityBuilding.cpp(695)
Building missing explosion "cis_bldg_boxturret_exp"
Message Severity: 2
.\Source\EntityBuilding.cpp(695)
Building missing explosion "rep_bldg_boxturret_exp"
Message Severity: 2
.\Source\EntityBuilding.cpp(695)
Building missing explosion "rep_bldg_boxturret_exp"
Message Severity: 2
.\Memory\RedMemoryPool.cpp(317)
Memory pool "ParticleTransformer::SizeTransf" set item count after being allocated
Message Severity: 2
.\Memory\RedMemoryPool.cpp(317)
Memory pool "ParticleTransformer::ColorTrans" set item count after being allocated
Message Severity: 2
.\Memory\RedMemoryPool.cpp(317)
Memory pool "ParticleTransformer::PositionTr" set item count after being allocated
Message Severity: 2
.\Memory\RedMemoryPool.cpp(317)
Memory pool "ParticleTransformer::PositionTr" set item count after being allocated
Message Severity: 2
.\Memory\RedMemoryPool.cpp(317)
Memory pool "ParticleTransformer::ColorTrans" set item count after being allocated
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Delta-038
-
Penguin
- Jedi Admin

- Posts: 2541
- Joined: Sun Mar 05, 2006 12:00 am
- Location: Australia
It was right in front of you
Missing rep_bldg_boxturret_exp.odf
Message Severity: 2
.\Source\EntityBuilding.cpp(695)
Building missing explosion "cis_bldg_boxturret_exp"
Message Severity: 2
.\Source\EntityBuilding.cpp(695)
Building missing explosion "cis_bldg_boxturret_exp"
Message Severity: 2
.\Source\EntityBuilding.cpp(695)
Building missing explosion "rep_bldg_boxturret_exp"
Message Severity: 2
.\Source\EntityBuilding.cpp(695)
Building missing explosion "rep_bldg_boxturret_exp"
Missing rep_bldg_boxturret_exp.odf
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Ace_Azzameen_5
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Geez, you don't have to bold it, I'm not retarded.
So dedicated server no likey that. . .
Anyway, the gunship laser sound only sorta fits with these


So does anyone know where I can get the classic SW heavy cap ship laser sound?
You know, the one that echoes sorta.
I think I might release a beta after this munge to see if Mr Floor. has been dealt with.
Still, I'd like to get my lander alert message working, and someone to answer my question on how to detect the repairer that triggers an objectrepair is on.
(ask fusion)
Anyway, the gunship laser sound only sorta fits with these


So does anyone know where I can get the classic SW heavy cap ship laser sound?
You know, the one that echoes sorta.
I think I might release a beta after this munge to see if Mr Floor. has been dealt with.
Still, I'd like to get my lander alert message working, and someone to answer my question on how to detect the repairer that triggers an objectrepair is on.
(ask fusion)
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raz1992
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Ace_Azzameen_5
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- phazon_elite
- Rebel Colonel

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- Location: I'm sorry Link, I can't give the location. Come back when you're a little...mmmh...RICHER!
- Contact:
I loved this map! It really felt like I was in a capital ship rather than being in those stupid layouts. A few problems:
I was scared when walking through the hangars, as, like most people said, had collision problems and you could fall through the ship (it happened to me once and man, that is one heck of a dive). I also thought the textures could use a little work, but this is only is a fun showcase map featuring realistic capital ships.
Keep up the good work!
- EP-000782
I was scared when walking through the hangars, as, like most people said, had collision problems and you could fall through the ship (it happened to me once and man, that is one heck of a dive). I also thought the textures could use a little work, but this is only is a fun showcase map featuring realistic capital ships.
Keep up the good work!
- EP-000782
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timusafa
http://files.filefront.com//;6669766;;/
Thats the best I could do to find a cannon/turbolazer blast. I edited it a little to give it a deeper sound and add an echo, but its still not too good. Try it and see, you'd be amazed at how hard it is to get one freaking wav of a turbolazer!
Thats the best I could do to find a cannon/turbolazer blast. I edited it a little to give it a deeper sound and add an echo, but its still not too good. Try it and see, you'd be amazed at how hard it is to get one freaking wav of a turbolazer!
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DarthMan
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Ace_Azzameen_5
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Yeah, thats the wimpy single shot mode of the stormtrooper rifle from the jk series.
This is the rebel alliance cap ship noise-either from vanilla Xwa or the dsucp or something. Just found it in the games wav folder. . .
http://files.filefront.com/RebelLaserSt ... einfo.html
If someone could add more bass and such for me, so that it would feel right commin from the big CIS guns, that would be cool .
Credits for whatever I use, of course.
I would like ISD sounds for the Venator.
Or maybe the Ion Cannon sound. I mean they are blue lasers.
This is the rebel alliance cap ship noise-either from vanilla Xwa or the dsucp or something. Just found it in the games wav folder. . .
http://files.filefront.com/RebelLaserSt ... einfo.html
If someone could add more bass and such for me, so that it would feel right commin from the big CIS guns, that would be cool .
Credits for whatever I use, of course.
I would like ISD sounds for the Venator.
Or maybe the Ion Cannon sound. I mean they are blue lasers.
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vaders_Legion
great map,I like the new models. heres some sudgestions
a lucrehulk maybe on the map
new acclamator as well
how about some new landers as sudgested a bit.
perhaps some new main parts like a centeral core for all the functions of the ship.
and a few cannon rooms with cannons from the movie in the venator and providence, thatd be fun if they were controlable too.
just sudgestions k?
a lucrehulk maybe on the map
new acclamator as well
how about some new landers as sudgested a bit.
perhaps some new main parts like a centeral core for all the functions of the ship.
and a few cannon rooms with cannons from the movie in the venator and providence, thatd be fun if they were controlable too.
just sudgestions k?
