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Re: BFSM (battlefront skelltor's mod) large update 10/11
Posted: Sat Jan 01, 2011 1:41 am
by acryptozoo
cant spawn in space felucia (Cw)

looking for other bugs
Re: BFSM (battlefront skelltor's mod) large update 10/11
Posted: Sat Jan 01, 2011 12:59 pm
by Lephenix
bfsm kotor era on coruscant crash
Re: BFSM (battlefront skelltor's mod) large update 10/11
Posted: Sat Jan 01, 2011 9:44 pm
by skelltor
ShadowWing wrote:A few more issues:
On Yavin 4, the AT-AP (?)s are localized as the TX-130 tanks.
Death Star Hero Assault crashes for me.
The engineer droid's beam cannon is way too powerful. You could
make it have a longer cool time.
I mentioned that localization error in the README I will work on the others
Lephenix_dor wrote:bfsm kotor era on coruscant crash
woops I thought I removed that from the addme

it was not ment to be released with the GCW and CW eras but later on as an addon
Re: BFSM (battlefront skelltor's mod) large update 10/11
Posted: Sat Jan 01, 2011 9:49 pm
by acryptozoo
also the EVO trooper is near invincible
Re: BFSM (battlefront skelltor's mod) large update 10/11
Posted: Sat Jan 01, 2011 9:57 pm
by skelltor
acryptozoo wrote:also the EVO trooper is near invincible
Actualy Itonly has a super fast healing buff that lasts for 30 seconds and he can be killed by one thermal det, a dirct frag grenade hit, a rocket, mines/ detpacks, and a sniper headshot but carbines and rifles do not kill himto be used for charging berserker attacks but if people think so I could give him less health
Re: BFSM (battlefront skelltor's mod) large update 10/11
Posted: Wed Jan 12, 2011 5:10 pm
by Dairosh
found a couple of bugs
in both the geonosis maps in CW, the republic has no commander class
the concussion grenade launcher of Boba Fett looks too little XD you should rescale it to 1.85
in CW cloud city, the DC-15A has the texture of one of the walls of the room with the pit
the vibroblade of the phase 1 darktrooper does no damage
i think you should make the AI shoot not so accurately or tone down the damage, they kill me too easily

even if i have cover
maybe you should change the ARC clone captain from geonosis to Kamino since the ARC troopers were at cryosleep at the time of the battle of genosis, and maybe add an ARC Commander for Kamino, instead of the normal one
Re: BFSM (battlefront skelltor's mod) large update 10/11
Posted: Wed Jan 12, 2011 5:28 pm
by Jendo7
Dairosh wrote:in CW cloud city, the DC-15A has the texture of one of the walls of the room with the pit
That's because the DC-15A model is calling the same texture name shaft.tga that is in the Bespin bes2_bldg_chamber_shaft.msh. I added this gun to my bespin map, and the solution was to hex edit rep_weap_DC-15a_Rifle.msh and change the name of shaft.tga to shant.tga. I can upload the edited .msh file if you like skelltor, all you need to do is change the name of the shaft.tga to shant.tga.
Re: BFSM (battlefront skelltor's mod) large update 10/11
Posted: Wed Jan 12, 2011 6:15 pm
by skelltor
Ok thanks i knew that dc-15 bug but i did not know what was causing it (I can quickly edit it myself but thx for the offer

)
About the other stuff
1 bobas grenade launcher is based off of this pic
http://images4.wikia.nocookie.net/__cb2 ... laster.jpg
2 i will add the commander to the geos (I thought i had it must have slipped past me tho)
3 i like the ARC trooper on kamino and the captien on geo spire as i have the clone commando on the stock geo and i wanted an ep2 captien on a map and i liked him on geo spire (for like motavation to use marvel4s maps with bfsm
4 dark trooper dang it i have no idea whats wrong with him i might have to start a topic sorry about that
5 i wanted to increase the difficulty a lot so its not charge into battle as a basic trooper get war hero and then win eaisley try different stratagys or units
Re: BFSM (battlefront skelltor's mod) large update 10/11
Posted: Fri Jan 14, 2011 2:17 pm
by Dairosh
i think the shake of the screen is overdone. maybe you should tone it down
Re: BFSM (battlefront skelltor's mod) large update 10/11
Posted: Fri Jan 14, 2011 2:38 pm
by commander501stappo
Dairosh wrote:i think the shake of the screen is overdone. maybe you should tone it down
I agree.
Re: BFSM (battlefront skelltor's mod) large update 10/11
Posted: Fri Jan 14, 2011 3:14 pm
by THEWULFMAN
Just a FYI, I am working on those custom sounds. There are so many

Re: BFSM (battlefront skelltor's mod) large update 10/11
Posted: Fri Jan 14, 2011 6:08 pm
by skelltor
Dairosh wrote:i think the shake of the screen is overdone. maybe you should tone it down
for what? motar, det pack, time bomb,? if its about the concussion grenades i did tone it down and like how it is now
THEWULFMAN wrote:Just a FYI, I am working on those custom sounds. There are so many

yay thanks a lot for letting me know

i was not sure if you had frogotten or not
Re: BFSM (battlefront skelltor's mod) large update 10/11
Posted: Sat Jan 15, 2011 12:16 am
by Dairosh
mmm i might say in general, but specially the frag grenade, the DL-44 blaster and DH-17 rifle
Re: BFSM (battlefront skelltor's mod) large update 10/11
Posted: Sat Jan 15, 2011 10:53 am
by skelltor
I wanted the frag grenade like that because it doesn't do much damage so the human is disorentated long enough for them to throw another or run away or what ever but i will tone down those guns.
Re: BFSM (battlefront skelltor's mod) large update 10/11
Posted: Sat Jan 15, 2011 3:21 pm
by Dairosh
the DC-15S carbine, DC-15A rifle, and the sniper and anti armor attachments of the DC-17m have no sound on Hoth CW
Re: BFSM (battlefront skelltor's mod) large update 10/11
Posted: Sun Jan 16, 2011 11:02 am
by skelltor
Woops i was still reading the gcw sounds there fixed now

Re: BFSM (battlefront skelltor's mod) large update 10/11
Posted: Sun Jan 16, 2011 11:11 am
by commander501stappo
The V-Wing Fighter has too low take off hight.
Re: BFSM (battlefront skelltor's mod) large update 10/11
Posted: Mon Jan 17, 2011 12:13 am
by Dairosh
hey i been playing CW a lot and realized that the CIS is overpowered. in some maps i had a to tough time trying to win as the republic, and then i swapped to the CIS and noted you can just let the AI take the command posts and securing the victory. And I think you really should make the wrist rocket of the SBD faster. its somewhat frustrating fighting an enemy that can shoot a projectile that tracks you down and never misses. its unfair. and also maybe remove the vibroknife from the B1 battledroid. i mean, if you play as a Jedi you need 2 melee hits to kill someone, but standard infantry can kill you in one???
Re: BFSM (battlefront skelltor's mod) large update 10/11
Posted: Mon Jan 17, 2011 10:29 am
by skelltor
Ok for wrist rockets I decreased the # units have and increased the reloading time and shot delay.About knives/melee are you sure your playing betaV2 because in beta2 I changed the melees damage to 500 while the jedis health is 3000 and in all games i have played of bfsmv2 it has taken multiple knifes by battle droids to kill me plus block blocks knives/melee.Also i made all of the republics weapons do more damage to droids.
Re: BFSM (battlefront skelltor's mod) large update 10/11
Posted: Mon Jan 17, 2011 4:49 pm
by Dairosh
yes im playing beta 2 but i mean that knives can kill a normal unit with one hit