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Re: BFSM (battlefront skelltor's mod) large update 10/11

Posted: Fri Oct 29, 2010 9:12 am
by DarthD.U.C.K.
that could have been the infinetefall-bug. sometime when you are killed while you are flying, you continue to fly for some seconds and constantly drop ammo/helatch canisters

Re: BFSM (battlefront skelltor's mod) large update 10/11

Posted: Fri Oct 29, 2010 9:13 am
by commander501stappo
it append with 3 guys, and non of them was flying.

EDIT:
I found 5 glitches with the rebel skytrooper:
1) you wrote rebel skytrooper wrong, you wrote rebal skytrooper.
2) the first person looks like this...
Hidden/Spoiler:
Image
3) if you aim with him when you are flying, it looks like this...
Hidden/Spoiler:
Image
4) when you jump and click the jump button again, he looses his jetpack for a second.
(sry I didn't get a picture of it, but it was hard to get on in the right time)
5) floating icon.

Re: BFSM (battlefront skelltor's mod) large update 10/11

Posted: Fri Oct 29, 2010 10:43 am
by skelltor
ok thx for the bug list
1 i fixed the name
2-4 can't be fixed i think its just how kintosimpetus got the wings to work
5 i am not sure how to fix the two icons i have serched but i have not found anything

Re: BFSM (battlefront skelltor's mod) large update 10/11

Posted: Fri Oct 29, 2010 10:47 am
by commander501stappo

Re: BFSM (battlefront skelltor's mod) large update 10/11

Posted: Fri Oct 29, 2010 10:54 am
by skelltor
i know how to fix it and if you look at the screen there is a fixed one but there is also one thats not fixed i don't know how to fix that one.

Re: BFSM (battlefront skelltor's mod) large update 10/11

Posted: Fri Oct 29, 2010 12:29 pm
by DarthD.U.C.K.

Re: BFSM (battlefront skelltor's mod) large update 10/11

Posted: Fri Oct 29, 2010 8:37 pm
by commander501stappo
@skelltor: have you forgot to post the links to the maps that this mod are compatible with?

EDIT: cad bane has missing firstperson...
Hidden/Spoiler:
Image
and i think you should give the B1-sniper more ammo.

Edit2: I don't think you should have Qui-Gon and Maul on Naboo, but if you replace the clonetroopers with naboo soliders you can have them.

Re: BFSM (battlefront skelltor's mod) large update 10/11

Posted: Sat Oct 30, 2010 9:14 am
by skelltor
ok woops sorry about the maps doing now :)
http://starwarsbattlefront.filefront.co ... ack;117027
has support for
-Bespin: Platforms
-Bespin: Cloud City
-Geonosis: Spire
-Kashyyyk: Islands
-Kashyyyk: Docks
-Naboo: Plains
-Rhen Var: Harbor
-Rhen Var: Citadel
-Tatooine: Dune Sea
-Yavin 4: Arena

forums/viewtopic.php?f=35&t=23594
-Takera: Forest Lake

http://www.gametoast.com/forums/viewtop ... 35&t=19871
-Rori
-Anchorhead
-Kashyyyk: tree village
-Coruscant: walkway

Re: BFSM (battlefront skelltor's mod) large update 10/11

Posted: Sat Oct 30, 2010 10:39 am
by acryptozoo
skelltor wrote:ok woops sorry about the maps doing now :)
http://www.gametoast.com/forums/viewtop ... 35&t=19871
-Rori
-Anchorhead
-Kashyyyk: tree village
-Coruscant: walkway
Links Broken for that :S

Re: BFSM (battlefront skelltor's mod) large update 10/11

Posted: Sat Oct 30, 2010 10:54 am
by skelltor

Re: BFSM (battlefront skelltor's mod) large update 10/11

Posted: Sat Oct 30, 2010 10:59 am
by acryptozoo
Thanks!

Re: BFSM (battlefront skelltor's mod) large update 10/11

Posted: Sat Oct 30, 2010 5:01 pm
by skelltor
no problem :)

Re: BFSM (battlefront skelltor's mod) large update 10/11

Posted: Sat Oct 30, 2010 10:05 pm
by genaral_mitch
I loved this mod, and heres what I have:

RC missing impact effect
RC AA shake lasts WAY too long
DC-17 hand blaster missing impact effect
IF-TX tank's turret laser has a green light but blue laser
Quite a few CIS weapons don't have an impact effect
Commando Droid's P1 Clone armor looks absolutely terrible.
Your era names are too long. Shorten them to BFSM GCW and BFSM CW.
Some of the jetpacks never stop going up.

That's about it :D

Re: BFSM (battlefront skelltor's mod) large update 10/11

Posted: Sun Oct 31, 2010 8:44 am
by skelltor
thx for the review i am glad it works for you :)
i will fix the impact effects and laser color
the jetpacks are supposed to go up (i am going to change the B2-RPs into a jumppack

Re: BFSM (battlefront skelltor's mod) large update 10/11

Posted: Sun Oct 31, 2010 3:02 pm
by ShadowWing
-The clone assassin runs way too fast when he isn't using his vibroblades.
-Space assault doesn't work; it crashes for me.


EDIT: Cad Bane doesn't have the dual pistol animation. He just shoots from one pistol.

Re: BFSM (battlefront skelltor's mod) large update 10/11

Posted: Thu Nov 04, 2010 10:26 pm
by commander501stappo
skelltor wrote:forums/viewtopic.php?f=35&t=23594
-Takera: Forest Lake
broken link :(

Re: BFSM (battlefront skelltor's mod) large update 10/11

Posted: Thu Nov 04, 2010 10:29 pm
by Grev
DarthD.U.C.K. wrote:that could have been the infinetefall-bug. sometime when you are killed while you are flying, you continue to fly for some seconds and constantly drop ammo/helatch canisters
The rancor thing can be reproduced by respawning/killing yourself from the menu as soon as you're put into his mouth.

Re: BFSM (battlefront skelltor's mod) large update 10/11

Posted: Thu Nov 04, 2010 11:46 pm
by commander501stappo
@skeløltor:
I don't think you should have a CW era on Hoth, cause the stock Hoth map is set on the secret rebel base.

EDIT:
on Geonosis: spire, GCW, conquest I was the only one there against geonosians.

Re: BFSM (battlefront skelltor's mod) large update 10/11

Posted: Fri Nov 05, 2010 8:37 am
by skelltor
wierd i will fix geonosis but i don't mind cw hoth

Re: BFSM (battlefront skelltor's mod) large update 10/11

Posted: Fri Nov 05, 2010 8:54 am
by commander501stappo
ok, I just always thought it was a bit wierd.
skelltor wrote:wierd i will fix geonosis but i don't mind cw hoth