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Re: Alderaan: Treefall a Old Republic map and mod (Update 2/

Posted: Wed Feb 11, 2015 1:05 pm
by Generalfacu
Is that what I see at the back a....Sith War Droi Mark I ???

Re: Alderaan: Treefall a Old Republic map and mod (Update 2/

Posted: Wed Feb 11, 2015 1:52 pm
by ZoomV
AQT wrote: My guess is that you used the custom ingame.lvl method, and didn't replace the Imperial icon model located in the data_***\Common\msh\PC folder?
Nevermind, it didn't work

EDIT: actually it did, I forgot to copy ingame.lvl over.

Also I am have a issue with 4-5 snipers all trying to crowd themselves onto one snipe hintnode, and promptly shooting themselves in the back the moment something walks in front of them, is there anyway to stop them from doing this?

Generalfacu wrote:Is that what I see at the back a....Sith War Droi Mark I ???
Why yes it is.

Re: Alderaan: Treefall a Old Republic map and mod (Update 2/

Posted: Thu Feb 12, 2015 7:46 am
by AlchemistN7
I'm so exited about this map as a SWTOR Fan, great job :D
Please call me if you're looking for testers :)

Re: Alderaan: Treefall a Old Republic map and mod (Update 2/

Posted: Fri Feb 13, 2015 12:12 pm
by ZoomV
I doubt there will be any public or closed testing. Both me a few real life friends have gone over the entire map and I have been perpetually tweaking the sides over the course of several months. I am confidant in my product.


Besides I can assure you that release will be Soon™

Please note that Soon™ does not represent any specific date, month, year, or century at any time past, present, or future.

Re: Alderaan: Treefall a Old Republic map and mod (Update 2/

Posted: Fri Feb 13, 2015 1:36 pm
by Anakin
ZoomV wrote:I doubt there will be any public or closed testing. Both me a few real life friends have gone over the entire map and I have been perpetually tweaking the sides over the course of several months. I am confidant in my product.


Besides I can assure you that release will be Soon™

Please note that Soon™ does not represent any specific date, month, year, or century at any time past, present, or future.

:funny2: That remind me of my 2nd post in my RCM WIP Thread:
Anakin wrote:
[...]
tor2 wrote:Yeah, i hope the Pics will be online next time, i´ve been waiting for a mod like this for LONG time.

Please dont say after 2 Years that you wont make the mod ready!

(sorry for my horrible english, but im very bad with other languages :D )
this won't take 2 years. :D I allready played may mod, and let me say there isn't much missing. the big things are the CIS Units and the Life/damage values. if this is fixed you can play it. The Grafic things (HUDicons ..) are secondary

[...]
It was 22 Jun 2012. Release was 2,5 years later XD

Re: Alderaan: Treefall a Old Republic map and mod (Update 2/

Posted: Fri Feb 13, 2015 2:18 pm
by AQT
ZoomV wrote:Also I am have a issue with 4-5 snipers all trying to crowd themselves onto one snipe hintnode, and promptly shooting themselves in the back the moment something walks in front of them, is there anyway to stop them from doing this?
http://www.gametoast.com/viewtopic.php?p=405665#p405665

Re: Alderaan: Treefall a Old Republic map and mod (Update 2/

Posted: Fri Feb 13, 2015 2:42 pm
by ZoomV
AQT wrote:
ZoomV wrote:Also I am have a issue with 4-5 snipers all trying to crowd themselves onto one snipe hintnode, and promptly shooting themselves in the back the moment something walks in front of them, is there anyway to stop them from doing this?
http://www.gametoast.com/viewtopic.php?p=405665#p405665
I already did that with Icebound. From what I observed more hint nodes doesn't thin the population, I just end up with a higher % of the sniper population sitting on one hint node or another

Re: Alderaan: Treefall a Old Republic map and mod (Update 2/

Posted: Fri Feb 13, 2015 3:02 pm
by Anakin
you could reduce the maximum number of sniper.

Re: Alderaan: Treefall a Old Republic map and mod (Update 2/

Posted: Fri Feb 13, 2015 3:56 pm
by Generalfacu
ZoomV wrote:I doubt there will be any public or closed testing. Both me a few real life friends have gone over the entire map and I have been perpetually tweaking the sides over the course of several months. I am confidant in my product.


Besides I can assure you that release will be Soon™

Please note that Soon™ does not represent any specific date, month, year, or century at any time past, present, or future.
That "soon" is the same as THWULFMAN's "soon"?

Re: Alderaan: Treefall a Old Republic map and mod (Update 2/

Posted: Sat Feb 14, 2015 1:39 pm
by Locutus
ZoomV wrote:
AQT wrote:
ZoomV wrote:Also I am have a issue with 4-5 snipers all trying to crowd themselves onto one snipe hintnode, and promptly shooting themselves in the back the moment something walks in front of them, is there anyway to stop them from doing this?
http://www.gametoast.com/viewtopic.php?p=405665#p405665
I already did that with Icebound. From what I observed more hint nodes doesn't thin the population, I just end up with a higher % of the sniper population sitting on one hint node or another
Combine that advise with setting the hint nodes mode to "attack".
This way, the sniper will only give a shot or two and then move on. With a sufficient number of nodes you should be able to spread your snipers pretty well.

Re: Alderaan: Treefall a Old Republic map and mod (Update 2/

Posted: Mon Feb 16, 2015 4:31 pm
by ZoomV
I have updated the original post with a link to the gameplay trailer.

Re: Alderaan: Treefall a Old Republic map and mod (Update 2/

Posted: Mon Feb 16, 2015 5:32 pm
by Generalfacu
Man! It looks perfect! Although, I would add one thing: some dark bushes hehe.
EDIT: and also some flames spreaded in some spots of the map :wink:

Re: Alderaan: Treefall a Old Republic map and mod (Update 2/

Posted: Tue Feb 17, 2015 2:26 pm
by ZoomV
Update
I merged the Icebound and ACW directories so there will only be one addon directory used for both maps. I also finished localization, both maps are now localized for English, UK English, and German.

Generalfacu wrote:Man! It looks perfect! Although, I would add one thing: some dark bushes hehe.
EDIT: and also some flames spreaded in some spots of the map :wink:
Neither of those will go in. The bushes are out for two reasons, the first being the object limit and the second being the fact that the bushes only appear in the Hope trailer and are not hugely present in TOR's actual Alderaan environment. I am giving higher authority to TOR's alderaan for a number of reasons, the first being the fact that Hope was just made for TOR so it stands to reason that I should default to TOR, and the second being the fact that its far more practical to replicate another game's environment in Battlefront than it is to replicate a fully pre-rendered CGI environment.

Spots of fire are out because of the particle limit, plus the map starts with a command post grab, so it would not make sense for everything to be burning when the shooting hasn't already started.

Re: Alderaan: Treefall a Old Republic map and mod (released)

Posted: Sat Feb 28, 2015 8:54 pm
by Chadaface
Were you able to stop the war droids from rolling like destroyer droids?

Re: Alderaan: Treefall a Old Republic map and mod (released)

Posted: Sat Feb 28, 2015 9:07 pm
by Maveritchell
Chadaface wrote:Were you able to stop the war droids from rolling like destroyer droids?
Nah, they definitely still roll.
Hidden/Spoiler:
Image

Re: Alderaan: Treefall a Old Republic map and mod (released)

Posted: Sun Mar 01, 2015 12:37 pm
by ZoomV
Maveritchell wrote:
Chadaface wrote:Were you able to stop the war droids from rolling like destroyer droids?
Nah, they definitely still roll.
Hidden/Spoiler:
Image
What the...? Those aren't supposed to be playable! hax!

Re: Alderaan: Treefall a Old Republic map and mod (released)

Posted: Sun Mar 01, 2015 4:50 pm
by Generalfacu
Holy cow!!! How did you get to play as one of those?! They are NPCs.

Re: Alderaan: Treefall a Old Republic map and mod (released)

Posted: Sun Mar 01, 2015 5:25 pm
by Maveritchell
I usually take a look at non-playable units by making them selectable with the Code Console. That was the only screenshot I had of them rolling. Either way, the units still roll.

Re: Alderaan: Treefall a Old Republic map and mod (released)

Posted: Sun Mar 01, 2015 7:29 pm
by TWINKEYRUNAWAY
I dont suppose that line if code is public knowledge ? To get back on topic, I gotta say your doing an awesome job with the weapons. Once I get some recording software on my newer pc, I would love to make some machinima on the maps.

Re: Alderaan: Treefall a Old Republic map and mod (released)

Posted: Sun Mar 01, 2015 7:39 pm
by Marth8880
TWINKEYRUNAWAY wrote:Once I get some recording software on my newer pc, I would love to make some machinima on the maps.
Off-topic: Ditch Bandicam this time. Buy a Fraps license for only $37. ;) http://www.fraps.com/buy.php If there's lag while recording, make sure "Lock framerate while recording" is checked and make sure you set the recording framerate to 30-45, whatever your average gameplay framerate is.