Page 8 of 11
Posted: Sat Aug 18, 2007 10:35 pm
by ARC_Commander
It works fine. Very nice.
Posted: Mon Aug 20, 2007 9:01 pm
by ARC_Commander
More updates. ARC-170 tailgun view... WORKS! Hooray!!! I've also changed the Republic laser texture, it's more movie-like. And the Gungans have been customized, with a layout similar to that of Naboo: Great Grass Plains. The combos do cause crashing, though. In fact, all I have to do is fix the [raw danger] crashing and edit the mission.lvl's, and my beta will be ready. I'd say I'm finished in terms of adding content.
Posted: Mon Aug 20, 2007 9:37 pm
by RepSharpshooter
Good work! I look forward to it. I always thought the lasers in BF were incorrect. Yay! The tail-gun works!
Posted: Wed Aug 22, 2007 9:10 pm
by ARC_Commander
Hooray! Cin Drallig and the Clone Assassin don't crash anymore! And my combo editor has almost completed the Magnaguard deflection. The Magna would spin its staff around constantly while deflecting. It's cool. And I'm wondering - should I give Palpy the Maul combo? Firstly, he'd walk instead of hovering, and he'd also flip in-air, like in the 4-on-1 duel in Ep3.
Posted: Wed Aug 22, 2007 11:24 pm
by XxDepredationxX
Nice update! It's probably 99% done now

Are there any more heroes that have custom combos? Will ol' Palps look weird when he's doing the Maul kick combo?
Posted: Thu Aug 23, 2007 8:53 am
by Caleb1117
Does this new combo work any good with a one bladed saber?
Posted: Thu Aug 23, 2007 8:57 am
by Snork
Palpatine looks interesting with maul's combo. hheeh.
Maybe you should try maknig a new palpatine skin with him not wearing his black robes, but wearing the red ones he uses when he's about to get PWNED by Mace in ep3.
Re: [WIP] Battlefront Extreme - Status: 88% [Need Combo Editor]
Posted: Fri Aug 31, 2007 9:25 am
by ARC_Commander
Palps doing the Maul kick resembles when he span in the air during Ep3. It looks cool. And there isn't much of a point in making a red-robed Palp, as he'd have nowhere to really fight.
And now, no heroes crash! Amazing! Mos Eisley hero assault is really fun, I've added Durge, Kyle Katarn, and Ventress. But Naboo crashes for some reason, as does Mustafar. Ki-Adi-Mundi has Maul's combo (to fix crashing), which now does more damage. As does Grievous' combo. It kicks butt. Maul's combo is fine with a single saber, the blades don't pass through the body.
The Rebel commando uses broomfighter's Infiltrator skin. It has a six-shot automatic grenade launcher.

They exist in the real world, why not in Star Wars? And the Rebel Mercenary has a jetpack and a Scatter Gun - a long-range shotgun, basically. The Rebel Marine also has the grenade launcher. The Imperial Marine uses a clone jet trooper reskinned as a novatrooper.
The Coruscant Order 66 campaign has been modified. The Temple Guards are now Jedi with low health and low-damage combos. Cin Drallig is one of the three Jedi masters you have to kill. There is also a Twilek Jedi with two purple sabers, and a human (reskinned Palp) with a blue doublesaber. I've also made a Bothan Jedi, who has two green blades and is the first master that you have to kill. It's rather fun, especially if you play as a Clone Assassin.
It is 99% done, I'd say.
Re: [WIP] Battlefront Extreme - Status: 99%!
Posted: Fri Aug 31, 2007 8:57 pm
by Warpedout
Well that's great news

Re: [WIP] Battlefront Extreme - Status: 99%!
Posted: Fri Aug 31, 2007 9:51 pm
by RevanSithLord
So.... just let me know when I can test it. XD
Re: [WIP] Battlefront Extreme - Status: 99%!
Posted: Sat Sep 01, 2007 12:00 am
by XxDepredationxX
OMG I can't wait! Grenade launcher, like those things under the gun barrel? or a new weapon? (I'm so full of questions eh)
Re: [WIP] Battlefront Extreme - Status: 99%!
Posted: Sat Sep 01, 2007 9:12 am
by ARC_Commander
The ARC trooper's grenade launcher is under-barrel. The Rebel Commando / Marine launcher is a reskinned Rebel shotgun. Inspired by the Milkor MGL:
http://en.wikipedia.org/wiki/Milkor_MGL The AIonly fires it at vehicles, because it makes boarding the Rebel ship next to impossible when they target infantry.
Once I fix the crashing on a few maps, and i finish editing the mission.lvl (so boring), I'll have a beta ready. Hopefully within a week.
Re: [WIP] Battlefront Extreme - Status: 99%!
Posted: Sat Sep 01, 2007 1:31 pm
by ARC_Commander
I just received phazon_elite's scorch marks, which I am trying to implement ATM.
Re: [WIP] Battlefront Extreme - Status: 99%!
Posted: Sat Sep 01, 2007 2:07 pm
by Rekubot
Excellent. For some inexplicable reason I'm desperate to see what scorch marks look like while playing, so I hope you can put up a video or something if the release is still far away.

Re: [WIP] Battlefront Extreme - Status: 99%!
Posted: Sat Sep 01, 2007 3:00 pm
by Polymorph
Three questions about this mod. Will you add recoil to the weapons? If not, is this compatible with the techmod? and will I need the 1.1 patch? Thank you, anyways, it looks great, and can't wait to try it out.
Re: [WIP] Battlefront Extreme - Status: 99%!
Posted: Sat Sep 01, 2007 3:11 pm
by ARC_Commander
My beta tester said he'd be making a trailer. As I said, I've got to fix crashing on a few maps (Yavin CW, Naboo CW, and Mustafar) and I'll send him the beta version. I've tested carefully for bugs, so it shouldn't require much fixing.
As for your questions, Polymorph: The weapons already have a small amount of recoil, which I think is fine. Only one mod at a time can be installed. I don't think the 1.1 patch is needed.
Re: [WIP] Battlefront Extreme - Status: 99%!
Posted: Sat Sep 01, 2007 3:21 pm
by Polymorph
thanks for the fast response.... Now I'll have to check this website everyday until its release

Re: [WIP] Battlefront Extreme - Status: 99%!
Posted: Sat Sep 01, 2007 3:57 pm
by {501st}Commander_Appo
Re: [WIP] Battlefront Extreme - Status: 99%!
Posted: Sat Sep 01, 2007 4:05 pm
by Fusion
I see nothing wrong with those two posts, why were they reported?
Re: [WIP] Battlefront Extreme - Status: 99%!
Posted: Sat Sep 01, 2007 4:47 pm
by ARC_Commander
I've discerned the cause of the crashing on Naboo and Yavin, it's the Episode 2 Anakin I put together. I'm working on it, it should be fine soon. And I've put together the scorch marks. They're cool, but they look kinda weird when they hit a trooper. So it's the standard effect when it hits the troopers.