Page 18 of 72
Posted: Mon May 15, 2006 1:24 pm
by darthpingu
HEY HOW THE HELL did i log on as darthpingu?
Posted: Mon May 15, 2006 1:26 pm
by clonepilot1
well i found the log off button now lol that was weird
Posted: Mon May 15, 2006 3:12 pm
by Gunjak
phew just read EVERY message on every page and i have to say, this is by far gonna be the best map ever, and i advise you xwingguy to keep working on this masterpiece, who cares if it isnt true to the movies, this level will be a blast.
ps: any new screenies

Posted: Wed May 17, 2006 5:48 pm
by xwingguy
Good news and bad news folks
1st the Good News:
Every last part of the assets from the Death Star Interior map works.
Now the Bad News:
I found out why the map crashed whenever I added them before. Tantive IV material and Death Star material can't seem to coexist. Now I must figure out why this happens. sigh. WHY CANT OBJECTS JUST GET ALONG WITH EACH OTHER?!
Posted: Wed May 17, 2006 6:13 pm
by Aussie_Irishman
lol, nice last line, but that is rather bad:(...when u say co-exist, does that mean near eachuther, like in the same area, or in the map altogether?
AJay
Posted: Wed May 17, 2006 6:13 pm
by Tuskenjedi
2 things
maybe you can make a new odf, give it those properties of the deathstar and such, with the same msh/tga/everything else
also, in penguin's BOC, the turbo lasers were insanely powerful. So powerful, that I got hurt by them while inside a cap ship! Either tone them down, or make them only target vehicles, not people (recommended)
Posted: Wed May 17, 2006 6:46 pm
by xwingguy
Aussie_Irishman wrote:lol, nice last line, but that is rather bad:(...when u say co-exist, does that mean near eachuther, like in the same area, or in the map altogether?
AJay
in the map altogether
Tuskenjedi wrote:2 things
maybe you can make a new odf, give it those properties of the deathstar and such, with the same msh/tga/everything else
also, in penguin's BOC, the turbo lasers were insanely powerful. So powerful, that I got hurt by them while inside a cap ship! Either tone them down, or make them only target vehicles, not people (recommended)
I'll try that if eliminating this line:
Label = "bridge"
doesn't work. (I have no clue what it actually means.)
Oh and about the turbo lasers:
PersonScale = .0000000000000000001
Posted: Wed May 17, 2006 7:11 pm
by Chamboozer
PersonScale = .0000000000000000001
is that seriously what you typed in the ODF? lol. i have an idea. someone please tell me if this is a stupid idea/impossible.
Make the shield protecting the hangar of each ship destroyable. (but with an incredibly high health.) when destroyed, it kills everyone in the hangar and locks the doors leading to the auto-defense mainframe so noone can get into the hangar. you can repairthe hangar by using a fusion cutter on a small pipe. when it is fixed, the doors unlock, and the shield returns at full health.
Posted: Wed May 17, 2006 8:31 pm
by pss_2002
Chamboozer wrote:
Make the shield protecting the hangar of each ship destroyable. (but with an incredibly high health.) when destroyed, it kills everyone in the hangar and locks the doors leading to the auto-defense mainframe so noone can get into the hangar. you can repairthe hangar by using a fusion cutter on a small pipe. when it is fixed, the doors unlock, and the shield returns at full health.
Good Thought!!!
But maybe instead of locking down the auto-defense mainframe a set of doors close over the force field protecting the hanger. Like in Ep. 3 when the shield to the hanger gets destroyed at the start of the movie.
Posted: Wed May 17, 2006 9:06 pm
by Chamboozer
i thought of that too, but it seemed too hard to do. I its possible, that would be better. The only thing wrong with that is that the AI might still grab a figher, then just smack into the solid metal wall and die.
Posted: Wed May 17, 2006 9:21 pm
by RevanSithLord
lol
Posted: Wed May 17, 2006 9:32 pm
by Chamboozer
lol
you dont say much, do you?
Posted: Thu May 18, 2006 12:21 am
by Protector_Pulch
Chamboozer wrote:i thought of that too, but it seemed too hard to do. I its possible, that would be better. The only thing wrong with that is that the AI might still grab a figher, then just smack into the solid metal wall and die.
Not if you place all spawn nodes within the auto-defense mainframe room (what a word).
Ah, Idea:
What about a Cantina onboard the Rebel ship, a holographic cinema for the imperials,or a workshop with a damaged TIE in it or simply some cabins to spawn from - everything thats not required for the gameplay but increases the atomsphere.
PS: and a holographic cinema would be a great place to give out general thanks.
Posted: Thu May 18, 2006 2:43 am
by xwingguy
Protector_Pulch wrote:Chamboozer wrote:i thought of that too, but it seemed too hard to do. I its possible, that would be better. The only thing wrong with that is that the AI might still grab a figher, then just smack into the solid metal wall and die.
Not if you place all spawn nodes within the auto-defense mainframe room (what a word).
By the way the auto turret mainframe has been moved a little deeper. When you exit the hangar you end up in a hallway. The closest room is the remote turret room (yes auto-turret and remote turret are separate now) which is actually a converted life support room. It really makes more sense this way by putting all those panels and chairs to use. More details: the remote turret room contains 3 beam turrets, 3 laser turrets (modified particle cannons), and 3 remote rocket turrets.
Protector_Pulch wrote:Ah, Idea:
What about a Cantina onboard the Rebel ship, a holographic cinema for the imperials,or a workshop with a damaged TIE in it or simply some cabins to spawn from - everything thats not required for the gameplay but increases the atomsphere.
PS: and a holographic cinema would be a great place to give out general thanks
That's actually a pretty good idea but since its extra goodies I can only add it if I have room to spare. We'll see though.
Posted: Thu May 18, 2006 10:59 am
by Gunjak
i reckon there is a way around it, xwingguy,
@ aussie, i think he means in the entire map
edit: oops my timing was waaaaaaay off, i guess i was reading page 23 and didnt realise page 24 lol
Posted: Thu May 18, 2006 11:07 am
by pss_2002
xwingguy, how is the point system going to work. With all of those many many cap ships how are the players going to know which one is the one that the points are connected to? (don't know if that makes any sence) Or will it be like objectives or something?
Posted: Thu May 18, 2006 11:09 am
by Gunjak
i think its gonna be conquest since you can take over enemy cps,
Posted: Thu May 18, 2006 1:27 pm
by clonepilot1
this sounds very good very very good now i may be stupid and im sure this has been answered but will the turbo lasers do damage or will they just be for show? like here i am flying in my arc-170 minding my own buisness and then suddenly HOLY SHRIMP i am hit by a huuge turbolaser shot

Posted: Thu May 18, 2006 4:07 pm
by MercuryNoodles
Tantive and DS objects can't co-exist in your map? That's odd. Is it possible it's a certain set of objects that can't be in the map together? I have a few DS and Tantive assets in my ship interiors, and I don't have any crashes when I playtest. Here's another question: are you sure the problem objects don't involve animations? Just a thought.
Now, stop stealing my brainwaves. *looks at the new features* O_O
Posted: Thu May 18, 2006 4:24 pm
by xwingguy
MercuryNoodles wrote:Tantive and DS objects can't co-exist in your map? That's odd. Is it possible it's a certain set of objects that can't be in the map together? I have a few DS and Tantive assets in my ship interiors, and I don't have any crashes when I playtest. Here's another question: are you sure the problem objects don't involve animations? Just a thought.
Now, stop stealing my brainwaves. *looks at the new features* O_O
Checking on the animation thing.
This may be troublesome to you but it would be extremely helpful to me:
Name all the objects from Tantive and Death Star objects that you have used. It'll lower my search of the troublesome killer.