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Re: Battlefront Republic Commando [V 1.1]
Posted: Sat Jan 03, 2015 1:56 pm
by Marth8880
^Yes. All he has to do is use the code posted by Nedarb that I used for Unification.
Re: Battlefront Republic Commando [V 1.1]
Posted: Sun Jan 04, 2015 7:20 am
by Anakin
Yes you are right thank you a lot. I think i didn't had a close look at your code. before. It's working fine. All 16:9 resolutions are now supported. Others will follow.
==EDIT==
16:10 is now supported. The white transparent things at the borders are not visible, and the helmet is not 100% in the middel, but i won't fix that. I'd need to make new fpms for the rep and the FOV would be smaler. and on 16:10 and 4:3 it would be too small.
==EDIT2==
4:3 get a bit wired when you playing on a low resolution (icons and ammo count lay over each other).
1280x1024: healthbar a bit too high, but i'll not fix that.
Release V1.1 coming soon
Re: Battlefront Republic Commando [V 1.3]
Posted: Thu Jan 08, 2015 5:12 pm
by Nedarb7
I've been very impressed with the latest version (1.2) Anakin, good job!
I haven't really been seeing any problems which is great. So far I've only counted two, one of which (again) could be a problem with my computer:
- The warrior's wing effect flashes from blue to brown, I know you were hexing the wing files (although they were the same), it could be that you missed hexing one of the files or a line in the FX file. (you could always get the original effect back)
- The commandos are "fuzzy" at a distance, that usually happens when you don't have tga.OPTION files for the textures such as this one (from the stock clone .OPTION):
You did rename the texture files if I remember correctly, perhaps you missed the .OPTION files. Again though, for this problem specifically, I could be experiencing the consequences of having an 8 year old computer. But it's always good to make sure.
Otherwise the mod has been great. It is definitely worth the download.
Re: Battlefront Republic Commando [V 1.3]
Posted: Thu Jan 29, 2015 2:28 pm
by Anakin
Nedarb7 wrote:I've been very impressed with the latest version (1.2) Anakin, good job!
I haven't really been seeing any problems which is great. So far I've only counted two, one of which (again) could be a problem with my computer:
- The warrior's wing effect flashes from blue to brown, I know you were hexing the wing files (although they were the same), it could be that you missed hexing one of the files or a line in the FX file. (you could always get the original effect back)
- The commandos are "fuzzy" at a distance, that usually happens when you don't have tga.OPTION files for the textures such as this one (from the stock clone .OPTION):
You did rename the texture files if I remember correctly, perhaps you missed the .OPTION files. Again though, for this problem specifically, I could be experiencing the consequences of having an 8 year old computer. But it's always good to make sure.
Otherwise the mod has been great. It is definitely worth the download.
1.: i have copied the warriors wings and hexed the elite one, because i only had the old elite animation, but i'll check this.
2.: haven't noticed that. But you are right i removed the .option files because i don't know what the 8bit and maps 1 are good fore, it lookes the same without the options, and i don't wanted so much files. But if you tell me that the .tga.option is a musst have, i'll add them.
But you are wrong. There are things that look bad. There are so more things that i want to fix/add/change. Maybe you saw my request for some assisstents, and maybe you also noticed that i changed the wip thread titel to 1.3.
- e-web more damage
- e-web other fir sound
- e-web iron sight for zoom
- hud icon fix for the cis kashyyyk tank
- FPMs for vehicles, therfore i'll make my own, and add some more health.
- when the trando sprint the screen get diffuse (ande's)
- new FPM for the trando (the original one)
- sbd fire sound is not loud enougth
- mando FPMs with helmet like the RCs
- mando fp pisotl model
- make the ironsight from the dc15 look better
- new fp pistol animation, so that the pistol is hold infront of you.
- bumb maps, specular maps, normal maps, to make all msh look as great as DarthD.U.C.K's from RAS Prosecutor
- Real helmet for the fp instead of only an plane
- for each RC own arms, that are colored like the armor in 3rd view.
- CTF
-TDM
Optional:
- Campaign/assassination mod
- new maps that are like the RC maps for an campaigne
- new era for Imperial Comandos with high polyed player models
Optional things are those i absolutly will need someone to help me, because i'm not good in these things.
==EDIT==
Maybe you already assumed that i'm working on an custom galactic conquest
Here are the first pictures:
currently it's not compatible with DT. When you have DT GC installed it will always kill my GC
(no idea why, but it seams that Mav is stronger in the force than me...)
I need to make some localisations and i need a solution for a great RC like space battle and i have no idea about them now.
So if you like you can make succestions for the space battles (whice rc model, texture, fighters, weapons,...) and the soldiers info text (individual text for each class)
Re: Battlefront Republic Commando [V 1.3]
Posted: Thu Jan 29, 2015 3:44 pm
by commanderawesome
Despite what the 1.3 patch notes might imply, it seems only 1 custom GC is allowed at a time.
Re: Battlefront Republic Commando [V 1.3]
Posted: Thu Jan 29, 2015 6:15 pm
by Anakin
The readme says that up to 11 cgc are supported, but a scriped called cgc12 will be loaded, too when there is a 11 script. So why should there be a sipport up to 1 and even more if only one can be used at once?? And why does always mavs dt work and not my cgc, no matter if i use cgc 1, 5 or 12.
Re: Battlefront Republic Commando [V 1.3]
Posted: Thu Jan 29, 2015 6:19 pm
by commanderawesome
That's just how it is in my experience. I dunno why it won't work when it so clearly says it should. It may not have been tested when those notes were written, and haven't been changed since. I'm sure Zerted can explain it.
Re: Battlefront Republic Commando [V 1.3]
Posted: Fri Jan 30, 2015 10:10 am
by TWINKEYRUNAWAY
This looks awesome! Great job so far.
Re: Battlefront Republic Commando [V 1.3]
Posted: Fri Jan 30, 2015 2:45 pm
by Generalfacu
Wow! I've been absent for a while and now I see these cool images! Nice update

Re: Battlefront Republic Commando [V 1.3]
Posted: Tue Feb 03, 2015 2:54 pm
by Anakin
So the GC is working now. there are some more things i need to fix or improve:
So you see it's a long list. If you wish to help just pm me. I'm always glad for help.
- sonic shake reduce
- push in electrostaff
- geo wings
- e-web stronger
- e-web new fire sound
- e-web zoom iron sight
- dc15p iron sight improve (evtl mit beiden händen nach vorne)
- Kashyyyk tank KUS HUD Icons
- Real helmet for REP FPM + special FPM for each RC (not working)
- FPMs for vehicle + more health for vehicles
- trando FPM
- mandos fpm with helmet
- mandos pistol fpv looking bad
- trando remove sprint blured view
- SKD firesound louder
- ACP Array Gun fire sound louder
- Sonic Effect/sound (pistol, rifle)
- pistol animation fp middel hold
- CTF
- TDM
- bumb/specular/normal maps inside flag edit
- space for singel and multi player (only addme fix)
Re: Battlefront Republic Commando [V 1.3]
Posted: Tue Feb 03, 2015 7:26 pm
by Nedarb7
Do you need the source for the geonosians again? Both wing effects were included.
Re: Battlefront Republic Commando [V 1.3]
Posted: Tue Feb 03, 2015 8:06 pm
by Kingpin
PM me if you need any help making icons. I'd be glad to help.
Re: Battlefront Republic Commando [V 1.3]
Posted: Sat Feb 07, 2015 10:10 am
by Anakin
Nedarb7 wrote:Do you need the source for the geonosians again? Both wing effects were included.
I think i still have them.
=======================EDIT=========================
You were right. frame 1 had the wrong texture. just fixed that.
==================================================
Kingpin wrote:PM me if you need any help making icons. I'd be glad to help.
PMed you
==EDIT2==
made some small changes
I realy would like some hunting/assassination mod. Noobasaurus made one for me, but there was no fun to play it because i think my "story" was too bad.
So now it's up to you to make some story suggestions.
I thought about something like this:
- you have to kill more than 1 target
- it should be on a big map
- there shouldn't be one position, from where you can kill all your targets
- locals that get aggressive when you fire on your target (maybe geos on geonosis) or wampas on Hoth
- after you killed all you need to get to your LAAT/i for escape. It won't be always on the same possition, so the escape point is selected random.
But these are only some quick ideas i had. So please tell me your ideas for a great Hunt mod.
==EDIT3==
Latest changes:
- Galactic conquest
- Vibro attack values improvement
- z-6 with ammo, new weapon model, new spread
- e-web new firesound (SBD)
- e-web more damage
- space maps for singel and multiplayer
- push in electrostaff reduce
- sonic shake reduce
- pilot class
- airborn class
- geo elite wings fly animation (fixed and swapped)
- magnaGuard slower
- trando sprint blurred
need to be tested ingame:
- bluderbuss more damage less push
ToDo:
- dc17p iron sight
- e-web iron sight
- dc15p iron sight improve
- unique FPM for each RC
- mandos fpm with helm and HUD
- *Real helmet for FPMs
- FPMs for vehicle, more health
- custom spacefighterwith fpm
- HUD Icons (Kashyyyk tank CIS, spacefighter)
- mando Assassin remove two hold pistol fpm
- mando officer remove two hold pistol fpm
- *new Sonic Effect/sound (pistol, rifle)
- SBD louder firesound
- ACP Array Gun louder firesound
- *pistol fp animation (two handed middel hold)
- CTF
- TDM
- *bumb/specular/normal maps inside flag edit
- *Campaign/assassination
- *new maps for an RC Campaigne
- **imperial commando
* means optional, maybe i'll do it, maybe not,
red means i have problems with it and because of this i'll may kick it off my ToDo List
===EDIT===
What do you think about this FPM??
i also added the RC loading style to the space maps:
Re: Battlefront Republic Commando [V 1.3]
Posted: Sat Feb 07, 2015 11:26 am
by Marth8880
Looks pretty good.

The textures could certainly use higher-resolution versions and the models could definitely use higher-poly versions, though.
Re: Battlefront Republic Commando [V 1.3]
Posted: Sat Feb 07, 2015 3:11 pm
by jedimoose32
Here's an idea for your hunt mode:
Triple Zero (Coruscant)
When I originally thought of this I imagined a setting similar to the opera house shown in Revenge of the Sith - some wide open spaces, some more confined areas, lots of decent varied vantage points, and most importantly lots of people. The target(s) could be a senator suspected of treason, or a high-ranking CIS leader in disguise, or something else along those lines. Your aggressive locals could be security guards, Coruscant police force, and/or senate guards. Maybe you could have three or four kinds of enemies, each with slightly greater strength and difficulty than the one before; the longer you take to complete all of your objectives, the more advanced your enemies become, kind of like Payday 2. The opera house, being a fairly important and prestigious location for Coruscanti elite, would probably have something analogous to a valet parking system, so there would be multiple landing/docking areas. You could include 4 or 5 and have the LAAT/i spawn at one of them, chosen at random.
If you don't want to make a whole new map for this mode then I would try Naboo (with Naboo security as your aggressive units).
Re: Battlefront Republic Commando [V 1.3]
Posted: Sun Feb 08, 2015 6:57 am
by Anakin
Marth8880 wrote:Looks pretty good.

The textures could certainly use higher-resolution versions and the models could definitely use higher-poly versions, though.
mh i see. I think i can take some parts from the tie fighter cockpit, and combinate it with anakin's fighter.
What do you think about this cockpit for the arc170:
jedimoose32 wrote:Here's an idea for your hunt mode:
Triple Zero (Coruscant)
When I originally thought of this I imagined a setting similar to the opera house shown in Revenge of the Sith - some wide open spaces, some more confined areas, lots of decent varied vantage points, and most importantly lots of people. The target(s) could be a senator suspected of treason, or a high-ranking CIS leader in disguise, or something else along those lines. Your aggressive locals could be security guards, Coruscant police force, and/or senate guards. Maybe you could have three or four kinds of enemies, each with slightly greater strength and difficulty than the one before; the longer you take to complete all of your objectives, the more advanced your enemies become, kind of like Payday 2. The opera house, being a fairly important and prestigious location for Coruscanti elite, would probably have something analogous to a valet parking system, so there would be multiple landing/docking areas. You could include 4 or 5 and have the LAAT/i spawn at one of them, chosen at random.
If you don't want to make a whole new map for this mode then I would try Naboo (with Naboo security as your aggressive units).
That sounds great. I think i'll take naboo for this hunt mode. Are there some local sides that fit to naboo?? i don't want only guards.
===EDIT===
Can someone tell me how to fix this problem?? sometimes you see the engine effect from the arc 170 while using the turret possiton.
The first picture shows the pilot position, the 2nd is the copilot position. How can i make the FOV from copilot be a little bit higher and behind the FOV of the pilot??
Re: Battlefront Republic Commando [V 1.3]
Posted: Sun Feb 08, 2015 10:54 am
by ZoomV
Not sure what you mean by "slightly above"
The copilot position in the ARC170 is actually a completely separate canopy bubble, so you would really need a new FPM for it. Although honestly I would just use the rep security cam FPM because really, how often do players ever use a vehicle position that isn't the pilot?
Re: Battlefront Republic Commando [V 1.3]
Posted: Sun Feb 08, 2015 11:22 am
by Anakin
i made a new fpm. if you have a close look at it, it is a bit different.
But when you switch the position from pilot to copilot it seams that the copilot is sitting infront of the pilot and the pilot behind the copilot. I want it to look the other way. when you switch from pilot to copilot you should see a bit more than the pilot.
here some new pics. Only the vwing is left. what do you think about anakins fpm remake?
Re: Battlefront Republic Commando [V 1.3]
Posted: Sun Feb 08, 2015 11:31 am
by ZoomV
As far as I can tell the two ARC170 cockpits are the same only the second one is more zoomed in. The jedi starfigher one could if you really wanted to be accurate be dropped down as I'm fairly certain the disk part of the windshield is what the pilot uses to see forward. But that might make visibility for the player limited so maybe not such a good idea.
That said I really like that aiming reticle.
Re: Battlefront Republic Commando [V 1.3]
Posted: Sun Feb 08, 2015 12:37 pm
by Anakin
ZoomV wrote:[...]
That said I really like that aiming reticle.
realy?? i wanted to disable it for the space ships.
About the position. You know the LAAT/i. when you are in the turret 1 you are right of the pilot and when you are in turret 2 you are left from the pilot. That's what i want to do for the copilot.