SWBF1/2 -- differences between demos/betas and production

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SWBF1/2 -- differences between demos/betas and production

Post by Teancum »

I'm just curious. I've been thinking about what was different between the SWBF1/SWBF2 demos (and the SWBF2 multiplayer beta) and the final builds that you bought in the store.

For example, Towellie shows us the SWBF1 demos on PS2/Xbox on Youtube:


Waaaaay back in the day the SWBF1 friendly CP was light blue:
Image

Kamino used to have flyers
Image


And here are the only two videos I could find for the SWBF2 Xbox demo that came with the Revenge of the Sith DVD. (Note the HUD)









And, it's a bit off-topic, but you can still run the SWBF2 multiplayer beta as a dedicated server. Maybe it would be fun for us all to play a few matches on the beta maps?
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Re: SWBF1/2 -- differences between demos/betas and producti

Post by Marvel4 »

Where can you get the multiplayer beta?
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Re: SWBF1/2 -- differences between demos/betas and producti

Post by DarthD.U.C.K. »

a old gameplayvideo from gametrailers, looks like utapau originally had flyers, the frigates had engineffects and the hangars were larger and more varied
second gameplay video you could shoot within the spaceshop hangars and the interiorwas different
Last edited by DarthD.U.C.K. on Mon Aug 02, 2010 10:10 am, edited 1 time in total.
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Re: SWBF1/2 -- differences between demos/betas and producti

Post by sim-al2 »

I have a demo for PS2 of the second game. It's only playable level is Utapua campaign. I think the layout is almost the same but the sides were different. Snipers had a recon, engineers had timebombs and no detpacks or health/ammo packs, instead the commander got h/a packs. His chaingun also sounded very different.

The flyers on Kamino looked nice. What really impresses me is that hanger. I wonder why they downgraded to that box that's in the shipped game...
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Re: SWBF1/2 -- differences between demos/betas and producti

Post by Lagomorphia »

Probably because of pressure from LucasArts to release earlier, so, rather than finish the hanger, they cut it and used a smaller one. They were going to include a Royal Guard too. They recorded the sounds and everything. That's where the ones in the Dark Times mod come from.

It's a shame thing like that happen. Most people would rather wait longer than get a worse game, but LucasArts doesn't seem to care. That's why KotOR II is so buggy, because Obsidian never got a chance to fix the bugs and had to cut about a third of the content because of LucasArts pressure for a Christmas release or something. At least BioWare told LucasArts where to shove their release dates with TOR.
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Re: SWBF1/2 -- differences between demos/betas and producti

Post by DarthD.U.C.K. »

the royal guard sounds were originally darktrooper sounds as far as i know

imp hangar:
Hidden/Spoiler:
Image
the bumpmapquality of the tieinterceptor somehow seems much better than in the shipped game to me
Last edited by DarthD.U.C.K. on Mon Aug 02, 2010 10:19 am, edited 1 time in total.
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Re: SWBF1/2 -- differences between demos/betas and producti

Post by Darth_Spiderpig »

>.<

Seems like both links were not working for me D.U.C.K., so I can't say anything but a larger hangar would be really nice.
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Re: SWBF1/2 -- differences between demos/betas and producti

Post by Lagomorphia »

For the Emperor!
You are beneath the Emperor's notice.
The Emperor will be pleased.
Royal Guard!
Get the red guy!
Sounds like a Dark Trooper alright. :D
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Re: SWBF1/2 -- differences between demos/betas and producti

Post by DarthD.U.C.K. »

yeah, y'know they were originally supposed to be red :P
(alright, i admit i must have mixed that up because authraws darktrooper used the royalguard voices)

@spiderpig: weird, for me they both work
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Re: SWBF1/2 -- differences between demos/betas and producti

Post by Darth_Spiderpig »

Indeed.
Hidden/Spoiler:
Lol'd at Get the red guy! :lol:
DarthD.U.C.K. wrote:@spiderpig: weird, for me they both work
Well, the links work, but the vids aren't loading. :?
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Re: SWBF1/2 -- differences between demos/betas and producti

Post by DarthD.U.C.K. »

make shure you allow all scrips

i found a pic with a bigger sd with two big hangars:
Hidden/Spoiler:
Image
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Re: SWBF1/2 -- differences between demos/betas and producti

Post by Darth_Spiderpig »

enabling scripts...


Yeah, that's an old pic, it had a DS II in the background.
And those pipes thingys look pretty cool, only porblem would be take off height for the flyers. :?

EDIT:
Hidden/Spoiler:
Image
Image
Image
the last one only have one hangar, but 4 (one destroyed?) turrets and a funny looking life support system skin.
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Re: SWBF1/2 -- differences between demos/betas and producti

Post by Lagomorphia »

The twin hangered Star Destroyer is in one of the screenshots you see when space maps are loading.
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Re: SWBF1/2 -- differences between demos/betas and producti

Post by Fluffy_the_ic »

I'm sure everyone's noticed this, but during production SWBFII had green for friendly, as shown on the one of the death star loading screens.
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Re: SWBF1/2 -- differences between demos/betas and producti

Post by DarthD.U.C.K. »

another trailer with a good view of the extended rep hangar and much bigger utapau (twice the shipped size), seems like the door at the end of the map was originally open
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Re: SWBF1/2 -- differences between demos/betas and producti

Post by Darth_Spiderpig »

The space maps look very nice, shame they cut them down to 1 cs each. :(
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Re: SWBF1/2 -- differences between demos/betas and producti

Post by sim-al2 »

Uhh D.U.C.K. I clicked on your link and Youtube told me:
The Great Youtube Copyright Machine wrote:This video contains content from playcast, who has blocked it in your country on copyright grounds.
I didn't think that a company would block something from a country that have major offices in!? (I live in the US)
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Re: SWBF1/2 -- differences between demos/betas and producti

Post by Teancum »

I'd say the cut to smaller space maps was more for playability rather than time. If they had been able to keep enough AI in the game (remember the had to make it work on the PS2 as well, the weakest machine of the three, and then there's the PSP port by Savage Entertainment too) they might have kept it, but cutting it down to a smaller number probably made it seem like a ghost town, so they shrunk the size of the interiors to keep gameplay exciting. As an author of two huge maps there's nothing worse than huffing it half way across a map and not seeing many enemies to shoot at.
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Re: SWBF1/2 -- differences between demos/betas and producti

Post by DarthD.U.C.K. »

use this link then
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Re: SWBF1/2 -- differences between demos/betas and producti

Post by Teancum »

Marvel4 wrote:Where can you get the multiplayer beta?
http://www.fileplanet.com/156923/150000 ... BClosed%5D

One person can start a server by making a .bat file containing standard dedicated server commands. It required a beta key to play online, but I can't remember if that was only required for playing on Pandemic's servers. I know after the beta was over I loaded the game and was able to run around and play against AI by making a .bat file to load the game directly into a map.
DarthD.U.C.K. wrote:a old gameplayvideo from gametrailers, looks like utapau originally had flyers, the frigates had engineffects and the hangars were larger and more varied
It was the same in the SWBF2 Xbox demo -- the flyers were created for filming the campaign cutscene. (if you look closely, some of the footage from that gameplay video was used for the cutscene). The gunships were driven by the AI (you could not pilot them) and the odf still exists in Utapau's odf files (uta_fly_ride_gunship.odf).
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