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Naboo: Mountain Side - Bug Issues & Questions
Posted: Sat May 05, 2007 3:09 pm
by CarbineImpulse
Post any download issues that you have or any bugs you see. This feedback will help the maker with any potential further developement of the map.
If you have questions with regards to this particular competion map then you can ask them here.
Posted: Sun May 06, 2007 3:11 pm
by Chris165
You can target an enemy fighter, but you cannot lock-on target to fire your missiles on them.
Posted: Sun May 06, 2007 3:22 pm
by RAymo
if u read the readme, astute said he changed it. all the missiles are dumb-fire, meaning they dont home
Posted: Sun May 06, 2007 3:37 pm
by DS_jawathehutt
My game locked up when I tried to exit to main menu.
Posted: Sun May 06, 2007 6:12 pm
by Astute
Not sure about the lockups. My game hardlocked twice when I was testing it before, but then I found out that it was related to my video card(it had a lot of problems, even messed up sound) and not battlefront, the memory usage was just irritating it. None of my 6 beta testers had lockups.
Yeah, I changed a lot of things to make it more like dogfighting instead of mass missile locking.
Posted: Mon May 07, 2007 5:08 am
by Chris165
Astute wrote:Yeah, I changed a lot of things to make it more like dogfighting instead of mass missile locking.
Indeed, I really liked what you did with the Tri-Fighter and the bomber
Posted: Mon May 07, 2007 12:38 pm
by t551
You should probably try and get a ground texture that doesn't have as many artifacts when it tiles.
Posted: Mon May 07, 2007 3:22 pm
by Astute
Yeah, It tiles because there is no ground texture, just a detail texture. I did this to cut down on lag, which it did. The problem is that I can't figure out how to stretch the detail texture.
Posted: Tue May 08, 2007 9:42 am
by XxDepredationxX
I like the map and the enhancements on the Star Fighters. The map is fun and its a good idea not to have missile lock-on but I think its better to put missile lock-on on certain fighters like the Tri-fighter. But I thought CIS fighter missiles left blue trails instead of normal missile trails. The amount of fighters that you have to destroy is a bit too much, I end up quiting the game after I killed about 250.
Posted: Tue May 08, 2007 11:11 pm
by DS_jawathehutt
I found that I was scoring 90% of the points making the score like 200-18. Any way of fixing this?
Posted: Sat May 26, 2007 5:21 am
by lieutenantcoda
bug: the fighting is concentrated at the 2 landing pads with hardly any in the big space between them. also i want more fighters on the field at once
i really wish someone could fix that under turret thing with the arc-170, well, at least he made it two seating.
i dont think there were boundaries cus i flew to the end of the map without dying.
you better remove the word "Homing" in the "Homing Missiles" label(cus they arent homing anymore) that labels the missiles for interceptors like the A-wing
suggestions:
-the v-wing can still be used. all you have to do is bring in the v-wing with the same features(agility, fire rate, yada-yada) as the jedi starfighter you replaced it with(yes, this will make it an intercepter not a bomber as that was its original purpose)the difference being it fires green lasers.
-i also suggest a new name: Naboo: Gallo Mountains:
http://starwars.wikia.com/wiki/Gallo_Mountains
you got the mountains to make a chain already, so it is suitable.
also, ignore the village information in the webpage. i dont want a village.
-add more light beacons to the landing pads.
but your fighting was tense!
in the beginning of GCW, when both sides were approaching, the tie fighters unleashed amazing amounts of laser bolts that zinged past, like fireworks. it was heaven ablaze.
nice job with enlarging the laser bolts.
nice map, hope to see better versions!
Posted: Sat May 26, 2007 8:29 am
by Ace_Azzameen_5
Great concept, though in battlefront you never have to pretend that the ground below is at a much larger scale than it and stay a few ZE'ters away from it maintain realism (It takes me back to old flighsims...)
Maybe you should try the concept with a large, Low - view distance bespin map. A lil' boring scenery wise, but maybe you could get artistic.
Or, a nebula space map. That has the potential to look kick as with the right lod settings and 'fog' and a good background, and a few fog regions.
I tried this in my since abandoned ( or maybe on-hold) space map, but the stars (sky) would never shine through the background. But few ZE light fx couldn't hurt FPS. At least not on the new card I picked up yesterday, a budget improvement.
P.S. Bring back Rhen Var: Frozen Corridor
Still have the source? I think Convo' would be quick and painless, but IDK.
Posted: Sat May 26, 2007 10:25 pm
by lieutenantcoda
the following starfighters can't be repaired by the pilots while in flight:
A-wing
Jedi starfighter(red one)
Tri-fighter
also, is it me or a starfighter can fire with the lasers firing from a 45 degree angle, example:
OOO < starfighter
OO
/
/
/
/ <lasers
/
you can see the lasers are firing slunted instead of straight from the ship like this:
OOO
OOO
l
l
l
l
l
you all know what the symbols represent

Posted: Sat May 26, 2007 11:01 pm
by FragMe!
This is a fun map, the only thing though in CTF shouldn't you have to take the flag towards the enemy base?
It is way too easy when you take it to your own such as it is now.
Posted: Sat May 26, 2007 11:54 pm
by phazon_elite
lieutenantcoda wrote:the following starfighters can't be repaired by the pilots while in flight:
A-wing
Jedi starfighter(red one)
Tri-fighter
also, is it me or a starfighter can fire with the lasers firing from a 45 degree angle, example:
OOO < starfighter
OO
/
/
/
/ <lasers
/
you can see the lasers are firing slunted instead of straight from the ship like this:
OOO
OOO
l
l
l
l
l
you all know what the symbols represent

That's because you're going so fast. Lasers can't be straight like that while flying that fast, or else they would be moving horizontally, too. There are no lasers like that in space maps, so you probably wouldn't know.
- EP-782
Posted: Sun May 27, 2007 12:27 am
by t551
No, I've noticed it too...
Even in shipped maps, AI can fire their craft's fixed weapons at angles. It's really very annoying.
Posted: Sun May 27, 2007 11:44 pm
by lieutenantcoda
maybe you can add naboo starfighters at the side of the map, and put local naboo pilots to fly it. or the republic or rebellion can fly it.
Posted: Mon May 28, 2007 4:05 pm
by Astute
Thank you for all of your comments, and yes, there are quite a few things that need fixing. A few of the errors you listed can't be fixed because of the engine, and as for the ground texture, that's the most memory conserving route I could take(it's all lowrez texture, there are no main textures, way too much lag). Also, laser's haven't been tampered with. The name, well, I guess I could change it, though I think it's unnecessary for this basic a level(btw, I did consider doing a deeja peak map once).
And finally, the original files for Rhen var: Frozen Corridor, Naboo: Coastal Battlegrounds, Kamino: Serene, and Manaan: Murky Depths were lost a long while back due to the corruption of my previous harddrive. I suppose the only way that you would get Rhen Var: Frozen Corridor for SWBF2 would be an entire remake, which will neve.. hmm, actually that's not a bad idea
