{WIP} The New Empire: Beach Assault

Working on a new map? Have a new mod out for swbf2?! Post an announcement of the up-coming release here.

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Grev
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Re: {WIP} The New Empire: Beach Assualt

Post by Grev »

Well, I trust your decision. What .exp effect are you using for the rifle. Ive been hunting for the right one, and it seems you found it. Did you make it? Or is it in the assets?
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elfie
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Re: {WIP} The New Empire: Beach Assualt

Post by elfie »

Grev wrote:Well, I trust your decision. What .exp effect are you using for the rifle. Ive been hunting for the right one, and it seems you found it. Did you make it? Or is it in the assets?
common/effects: com_sfx_weap_greenbolt_exp_sm.fx
assets/sides/imp: imp_weap_fly_tiefighter_cannon_exp.odf

Alright, here is a change: added a nuclear missile to the fighters, the primary missile for the Landing craft and the K-Wing. A nuclear missile. You can only fire one at a time each one doing up to 5000 points of damage in the ord file and 6000 in the exp file, a total of 11000 with a 5 meter damage radius. There is also a monsterously big explosion, the effects courtesy of mav. The only weakness to this weapon is each aircraft only has 4 missiles. Right now they are not guidable, though I may make them guidable later.
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Re: {WIP} The New Empire: Beach Assualt

Post by Guest »

:sigh: now star wars has become nuclear wars, as if orbital strike is not enough, i think that ABC weapons dont suit the star wars universe

but the effect looks cool
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Re: {WIP} The New Empire: Beach Assualt

Post by elfie »

Yeah, the nuclear explosion isn't that big. Here are some more screens. What I changed was:
I added Lukes new dark side force wave.
I also tweaked up the command flyers weapons so they are more balanced
And finally, I lightened the terrain which was waaaay too dark to begin with, you may not be able to tell from the pics though.
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Re: {WIP} The New Empire: Beach Assualt

Post by elfie »

More screens for ya. I added new effects that I got from Pvtparts and I must say they look ausome!!! Also added a blur which makes the map look more polished, as well as many mine hintnodes surrounding the cps, which makes capturing an enemy cp much more difficult. There will also be a GT exclusive beta soon with designated testers. More word on that this upcomming week.
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Re: {WIP} The New Empire: Beach Assualt

Post by elfie »

The New Empire Beach Assault Beta v0.79 Now Available!

Alright, Beta announcement!! This is a pre-beta for designated testers only. I am looking for four testers who are willing to try out this map and give constructive feedback on bugs and ways to improve this map. I am open completley to suggestions. Post here if you would like to test and I will send you the link. Hope everyone likes the progress so far, stay tuned. This map will be available to the public very soon.
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Re: {WIP} The New Empire: Beach Assualt

Post by Fluffy_the_ic »

I'd love to Elfie! Definately. Just 'cuz this is my first post in the topic doesn't mean I haven't followed it.
EDIT: Wow, Null posted, like, TWO SECONDS sfter I did... Weird...
Last edited by Fluffy_the_ic on Thu Aug 14, 2008 9:08 pm, edited 1 time in total.
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Re: {WIP} The New Empire: Beach Assualt

Post by NullCommando »

I'll gladly test for you elfie.
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Re: {WIP} The New Empire: Beach Assualt

Post by elfie »

Excellent! Thanks you guys! I'll send you the link now, it is in zip format by the way, hope you don't mind. I usually put it in exe, but I had some problems with 7-Zip today.
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Re: {WIP} The New Empire: Beach Assualt

Post by Fluffy_the_ic »

Guess what? It's FEEDBACK TIME!!It's hamtaro time, witchy witchy witchy witchy WOOH! Ham-tar-o...

Ah well, Elfie. Good news. Great map, I spy with my little eye no large problems. I really only saw a couple small problems. And that's only in a minute of gameplay. I'm still testing for more.
1: The shuttle is on the landing pad a slight tilt to the left.
2: Luke's saber is localized as "Anakin's Lightsaber"
3: Force wave is unlocalized.
4: An enemy can be within the grenade's explosion and still be untouched. This doensn't really bother me, as I can imagine that happening in real life.

A suggestion: I haven't been playing it long enough to see if it's there or not, but I would suggest AI hero support.

Now for a question:
Is CW conquest the R2 battle, 'cuz thete's only CW and GCW conquest.

EDIT: Just so you know, 1 minute of gameplay and only small problems, nothing really affecting gameplay, so that's great after 1 minute of gameplay at the rate I notice problems.
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Re: {WIP} The New Empire: Beach Assualt

Post by elfie »

Fluffy_the_ic wrote:Now for a question:
Is CW conquest the R2 battle, 'cuz thete's only CW and GCW conquest.
Yes it is. Sorry I've been meaning to change that. I could have done it as hero assault, but then I would have to replace the spawn paths, cps, plus add capture regions which is a lot of extra hard work. Thanks for those bugs, I will fix those, at least most of those are localizations which are very quick to fix.
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Re: {WIP} The New Empire: Beach Assualt

Post by Fluffy_the_ic »

Okay, also, I noticed that I could see a mine from the maximum flyer height. Could you possibly dim the mine effect a little and attempt to make it dissappear altogether after a certain amount of mine. I'm not sure about others, but it's a little less fun to place a mine and see everyone avoid it because the can see a mile away.
EDIT: Dangit, I got a CTD on CW conquest... :cry:
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Re: {WIP} The New Empire: Beach Assualt

Post by elfie »

Fluffy_the_ic wrote:EDIT: Dangit, I got a CTD on CW conquest... :cry:
What? Why? How? It crashed? There is no way! It is not supposed to crash, it didn't for me.
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Re: {WIP} The New Empire: Beach Assault

Post by Fluffy_the_ic »

Tends to happen to me a lot.
Also, Kenobi has a couple localization problems, and you might want to lower the Darktrooper's shotgun's power, as I took out a good chunk of the K-wing's health with it.
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Re: {WIP} The New Empire: Beach Assault

Post by elfie »

Fluffy_the_ic wrote:you might want to lower the Darktrooper's shotgun's power, as I took out a good chunk of the K-wing's health with it.
The damage is set to 60 and the k wing's health is 25000, so I don't understand how it could do that much damage. I still don't get why CW crashed for you. Maybe there is something wrong with it. Did you get any errors when trying to run it?
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Re: {WIP} The New Empire: Beach Assault

Post by Fluffy_the_ic »

Gonna go run it with BF2modtools.exe.
And about the Darktrooper, I meant in one clip, I took out about 40% maybe, cuz if they all manage to hit, which happened as they were pretty low flying, it would then do 600 damage, not just 60.
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Re: {WIP} The New Empire: Beach Assault

Post by elfie »

Fluffy_the_ic wrote:Gonna go run it with BF2modtools.exe.
And about the Darktrooper, I meant in one clip, I took out about 40% maybe, cuz if they all manage to hit, which happened as they were pretty low flying, it would then do 600 damage, not just 60.
Good idea. I'm gonna try and fix some of those bugs you mentioned. Let me know what the error log says. It ran smoothly and crash free for me, though that could be because I have a fast computer. We could also continue this on Xfire too you know. Mine is elfie911.
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Re: {WIP} The New Empire: Beach Assault

Post by Fluffy_the_ic »

Ummm... My dad went on an uninstalling run and did his job well, but he accidentally got rid of XFire, so I need to get that back soon.
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Re: {WIP} The New Empire: Beach Assault

Post by obiboba3po »

id be glad to test if youre stil takin testers. however, i cannot get the results back until monday cause im going away for the weekend again lol.
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Re: {WIP} The New Empire: Beach Assault

Post by Fluffy_the_ic »

Hidden/Spoiler:
[code]
Message Severity: 2
.\Source\HUDElementBitmap.cpp(380)
HUD BitmapElement unable to find texture hud_target_hint_offscreen

Message Severity: 2
.\Source\HUDElementBitmap.cpp(380)
HUD BitmapElement unable to find texture hud_target_hint_offscreen

Message Severity: 2
.\Source\HUDElementBitmap.cpp(380)
HUD BitmapElement unable to find texture btn_directional_pad_LR

Message Severity: 2
.\Memory\RedMemoryPool.cpp(317)
Memory pool "ClothData" set item count after being allocated

Message Severity: 2
.\Source\FLEffect.cpp(214)
FLEffect::Read: duplicate effect class name (5f518933)!

Message Severity: 2
.\Source\FLEffect.cpp(214)
FLEffect::Read: duplicate effect class name (5f518933)!

Message Severity: 2
.\Source\FLEffect.cpp(214)
FLEffect::Read: duplicate effect class name (5f518933)!

Message Severity: 2
.\Source\FLEffect.cpp(214)
FLEffect::Read: duplicate effect class name (5f518933)!

Message Severity: 2
.\Source\FLEffect.cpp(214)
FLEffect::Read: duplicate effect class name (5f518933)!

Message Severity: 2
.\Source\FLEffect.cpp(214)
FLEffect::Read: duplicate effect class name (5f518933)!

Message Severity: 2
.\Source\FLEffect.cpp(214)
FLEffect::Read: duplicate effect class name (5f518933)!

Message Severity: 2
.\Source\FLEffect.cpp(214)
FLEffect::Read: duplicate effect class name (5f518933)!

Message Severity: 2
.\Source\FLEffect.cpp(214)
FLEffect::Read: duplicate effect class name (5f518933)!

Message Severity: 2
.\Source\FLEffect.cpp(214)
FLEffect::Read: duplicate effect class name (5f518933)!

Message Severity: 2
.\Source\FLEffect.cpp(214)
FLEffect::Read: duplicate effect class name (5f518933)!

Message Severity: 3
.\Source\LuaCallbacks_Mission.cpp(866)
Lua ReadDataFile: Could not open SIDE\tur.lvl

Message Severity: 2
.\Source\SkyManager.cpp(108)
Skyfile NearSceneRange is in old format

Message Severity: 2
.\Source\SkyManager.cpp(122)
Skyfile FarSceneRange is in old format

Message Severity: 3
.\Source\Ordnance.cpp(424)
Ordnance base class "com_weap_veh_laser_ord" not found
[/code]
There's more, but this is my log after I get the ctd.
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