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Battlefront Main Play Mod 7

Posted: Sun Nov 29, 2009 4:32 pm
by giftheck
PREVIOUS THREAD: http://www.gametoast.com/forums/viewtopic.php?t=17098

Taking suggestions for Main Play Mod 7 (I know I said 6 was going to be the last one but I'll get to that in a sec).

Well, Battlebelk deserves my thanks. Now it is possible to get BF2 terrain into BF1, which means first and foremost, MPM 7 will have never-before-seen maps from BF2 in BF1 (such as Geonosis Plains).

CHANGES TO THE UNITS (not finished):
-General skins cleanup.
-The snipers will each have a three-shot variant of the Blaster Rifle.
-Dark Trooper restored for mod maps (however, it is buggy in that it doesn't have jetpack sounds, despite the ODF being correct)

List of maps to be included (not finished):

Coruscant: Jedi Temple
Geonosis: Plains
Death Star: Interior
Naboo: Theed (Nighttime)
This will mean mission maps too. I also plan on having GCW versions of Geonosis and Kamino, and CW versions of Hoth and Endor.
I'll be doing new mission.lvls for some of the maps I have downloaded. I've also created a side called "OLD.LVL" which contains the original Droid Starfighter and Jedi Starfighter, so I can have those loaded in old-styled CW maps.

The ARC Trooper weapons will get a slight overhaul in that the ARC Infantry (standard ARC trooper) will carry the proper weaponry, it will be more powerful, but slower to fire than a standard Blaster Rifle.

I'll take suggestions in what I should adapt, although at the moment I'm going to be doing the following:

* Coruscant City
* Coruscant Streets
* Coruscant: Jedi Temple (Reconvert)
* Kamino: Nuroica City (ARC Troopers)
* Kashyyyk: Wookieland
* Kashyyyk: beachhead (BF2 Conversion map)
* Mustafar: Refinery
* Mygeeto: War-Torn City
* Utapau: Sinkhole

New missions:

Hunt Mode will be expanded so that there will be two hunt options per mission mod - this cuts back on the number of maps in addon. Details pending.
Okay, so I announced that I had made the transition to BF2, and initially I was just going to let the BF1 project die. But I cannot seem to find the energy to try the BF2 version so right now my energies are focusing on finishing the BF1 version of the mod, and instead sitting back and enjoying the otehr mods for BF2 (such as the Conversion Pack, BFX and the Dark Times mods).

I would like suggestions, aside from the above.

I've inserted the following new vehicles into the game:

- K-Wing
- MTT (needs testing, can't get on to do it just yet as CW era freezes)
- Virago Fighter (NOTE: Those who played my Naboo: Prototype conversion will know this)
- Scarab Fighter (NOTE: Those who played my Naboo: Prototype conversion will know this)
- V19 Strafighter (NOTE: Those who played my Naboo: Prototype conversion will know this)
- TIE X1 (NOTE: Those who played my Naboo: Prototype conversion will know this)
- Rebel Attack Speeder (From BF2, on Yavin IV Arena, and Tatooine: Mos Eisley)
- AT-XT
- Light Attack Speeder (NOTE: Those who played my Naboo: Prototype conversion will know this)
- Rebel Hovernaught

MTT will be available on Rhen var Harbor (If the CIS capture the Republic's staging CP), and on Naboo Plains (I'm using some unused vehicle spawn points here). Hovernaught will be the same on Rhen Var and it will also be on Naboo Plains too, although I have yet to figure out where else to put it.

As a consequence, on Naboo Plains, Imperials start with a couple of AT-ATs, and if the Republic/Alliance capture their CP, they will get AT-TEs/Hovernaut.

I do have the AT-PT but I have yet to figure out where to put it ingame. I was thinking of either creating 2 Mission LVL files - one with Naboo Guards in Theed, one with Rebels, or just having rebels, and instead having the Naboo Guard variation as a separate addon mission with the pack.

The AT-XT works beautifully. I have armed it with the Republic Fighter's cannons (rather than the AT-ST's cannons), and the AT-RT's mortar launcher. I have yet to test the other vehicles but I'm assuming they all work as planned.

There will be no hex-edited maps (unlike previous versions), I am re-munging all of the affected maps.

Here are a few screenshots I have at current:
Hidden/Spoiler:
Flyer Domes present in maps they were absent in:
Image
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X1 (minus pauldron):
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Some new vehicles:
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Re: Battlefront Main Play Mod 6.5

Posted: Sun Nov 29, 2009 5:38 pm
by H_BOMB
The main play mod is bacK?! YAY! I'm glad its being continued! Great work!

Re: Battlefront Main Play Mod 6.5

Posted: Sun Nov 29, 2009 5:56 pm
by giftheck
Well, I realised that I could do things that I thought impossible before. It just takes a small bit of improvisation. For instance, I told you folks ages back that I had not a cat's chance in Hell of getting Bespin: Platforms to work without Hex-editing. Now, I know my way around the various BF1 formats, so I don't even need to open ZeroEditor for the maps. Hence, that's how I got the AT-XT, K-Wing and various other vehicles in-game.

Re: Battlefront Main Play Mod 6.5

Posted: Sun Nov 29, 2009 8:21 pm
by Warpedout
Glad to see this mod being further developed, especially with new vehicles and units.

Re: Battlefront Main Play Mod 6.5

Posted: Mon Nov 30, 2009 6:38 pm
by giftheck
Okay, a few more screens to show:

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The MTT is slow-moving, but it has cannons which fire two coupled shots at a time. A Republic Fighter Tank would soon fall beneath the barrage.

Incinerator without backpack (transparent pack)
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New 501st skin for Kashyyyk Imperials:
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Kashyyyk is being infuriating right now. It refuses to play the standard SFX when I have the custom SFX file loaded. Kashyyyk is the ONLY planet that happens on! And, as an addition, it ONLY happens in CW (GCW works fine). It must be a script error, but I don't see how as the script is set up the same as the others.

Yoda has been removed. He no longer works without crashing upon load.

Re: Battlefront Main Play Mod 6.5

Posted: Mon Dec 07, 2009 7:08 am
by Delta-1035
Good, i liked a lot the previous versions, and this one also looks cool.

I think you should improve the 501st stormie's skin, he looks odd.

Re: Battlefront Main Play Mod 6.5

Posted: Mon Dec 07, 2009 8:08 am
by giftheck
Well, this here was the improvement:

Image

This specific skin is to be used in another mod map pack, but it will have the newer 501st skin instead.

Credits to DEVISS-REX for the model.

Re: Battlefront Main Play Mod 6.5

Posted: Tue Dec 08, 2009 8:24 am
by Delta-1035
You know, the clone helmet skin on stormie helmet model still looks odd, i can give you a 501st stormie like TFU if you want.

Re: Battlefront Main Play Mod 6.5

Posted: Thu Dec 10, 2009 6:53 pm
by giftheck
I like that skin, although it does need a bit of tweaking.

The Republic Officer in the Conversion Pack was the same, I believe.

Re: Battlefront Main Play Mod 6.5

Posted: Fri Jan 08, 2010 3:14 pm
by giftheck
Okay, I've made some changes:

Some new screens from kashyyyk (sounds are now fixed for CW era - I had to create a different sound LVL file that uses less shipped sounds for it)

Image
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Yep, you saw right - I've gone and replaced the BF1 Kashyyyk textures, and some bits (like the huts on the platforms) with new stuff straight from BF2!

The Heavy Trooper is a demo for a generic sides mod I want to work on later on (one which will not be compatible with the MPM) based on The Force Unleashed and The Clone Wars.

And, yes, that IS a new font. I found out that you can use the BF2 FontEdit/FontMunge programs to make BF1 fonts work!

Re: Battlefront Main Play Mod 6.5

Posted: Fri Jan 08, 2010 4:09 pm
by Delta-1035
Nice update! :thumbs:

Re: Battlefront Main Play Mod 7

Posted: Fri Jan 08, 2010 4:24 pm
by giftheck
Thanks :D

And I'm reverting the version back to 7, because I've made too many changes for it to just be a minor upgrade to Version 6. After this, I'll probably make one more side mod then retire from BF1 modding.

Re: Battlefront Main Play Mod 7

Posted: Fri Jan 08, 2010 5:57 pm
by Delta-1035
retire? Oh, always not good to hear.

Anyway, i'm really looking forward to this, i actually want a new side mod for my BF1, now it's getting boring. :|

Keep up the good work!

Re: Battlefront Main Play Mod 7

Posted: Wed Mar 03, 2010 2:35 pm
by giftheck
This mod will probably also include a few BF2 converted maps, and some modded BF1 cutsom maps (like the previous versions do), but I can take suggestions on which maps to mod via scripts.

Navy Commando on Bespin:

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Not much new on the scene. The Campaign version of Mos Eisley no longer has Rebels, but sticks a bit closer to the briefings. Now you have to fight the locals instead, including the Jawas which are armed with ARC Casters :O

I might have to create new ships for the Republic and Rebels to use on Kashyyyk: Islands as the Gunship and K-Wing sort of dig into the meshes of the Alliance Virago fighter and Republic V-19 fighter. Alliance will probably get Gunships, Republic will probably get a Theta Shuttle (based off the Sentinel shuttle in the mod)

EDIT
A quick status update:

http://www.youtube.com/watch?v=E6DpKp4Gxho

Re: Battlefront Main Play Mod 7

Posted: Wed Mar 03, 2010 6:09 pm
by Teancum
Thanks for the updates -- I know SWBF1 players'll really appreciate all your work :thumbs:

Re: Battlefront Main Play Mod 7

Posted: Wed Mar 03, 2010 11:21 pm
by computergeek
I may just go back to SWBF1 for this.

Re: Battlefront Main Play Mod 7

Posted: Thu Mar 04, 2010 4:57 pm
by Delta-1035
computergeek wrote:I may just go back to SWBF1 for this.
I will. :)

Re: Battlefront Main Play Mod 7

Posted: Thu Mar 04, 2010 5:30 pm
by Darth_Spiderpig
Delta-1035 wrote:
computergeek wrote:I may just go back to SWBF1 for this.
I will. :)
Same, loved your previous work dude. :thumbs:

Re: Battlefront Main Play Mod 7

Posted: Fri Mar 05, 2010 12:39 am
by computergeek
Darth_Spiderpig wrote:
Delta-1035 wrote:
computergeek wrote:I may just go back to SWBF1 for this.
I will. :)
Same, loved your previous work dude. :thumbs:
Well I did install SWBF1, and oddly it works on Vista, when SWBF2 didn't at all... Must mean that.. :faint: The first game in a series is better? :eek:

No seriously, I'm downloading this mod when it comes out, awesome work dude!

Re: Battlefront Main Play Mod 7

Posted: Thu Mar 11, 2010 6:53 am
by giftheck
I had seriously considered using an idea of Napseeker's to do six units but it seems it isn't Multiplayer-friendly. Until I can find a way to do six units I might just have to stick to five. I was going to do something similar to BF2 but there's already far better mods on BF2 than I could possibly hope to achieve. Apparently BattleBelk stopped modding BF1, which is a shame - he's broken so many boundaries, but both him and psych0fred fell short of actually having six units playable before they stopped modding BF1. I would try myself but I have no idea what I am doing with regards to disassembling LVL files and reassembling them with modified LUAs to get it working properly. I do have a list of LUA commands I managed to get from the executeable.

Another new feature is new sound effects - I've found sound effects from across the internet and put them in the game. Initially I only did them for three mission maps - Empire vs Clones on Kamino and Empire vs CIS on Mustafar, as well as Heroes vs Villains on Tatooine.

I'm considering adding natives to Geonosis as apparently it IS possible to have two sets of natives in BF1. It'll be Jedi but they won't really be all-powerful. They'll use lightsabers and force jumps, have a very slight healing ability (less than half the Jedi Heroes have) and lower health than standard units to balance things out a bit.