Sullust: Jedi Conclave
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- Maveritchell
- Jedi Admin

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It was originally localized in just us english (although I thought I'd made it copy over to the other languages, but I could've made a mistake), but I would've assumed that if someone was running it in something other than that, it would at least have the regular entity names (e.g. tes_weap_inf_force_scream), since that's what's been my past experience. I'm surprised it didn't. I'm even more surprised that this affected all my beta testers, since I would've assumed at least someone was running the us version of the game. American arrogance, perhaps? Anyway, should be fixed in the next beta.
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Xavious
- Sith Master

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epm01
- Master Sergeant

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EGG_GUTS
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- Maveritchell
- Jedi Admin

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A quick update:
-I changed the color of force scream, it's now a light reddish-white.
-I did a little nerfing of force kill and plague. Plague now overheats and force kill has a shorter and smaller targeting window.
-Added lighting and shadows. Thanks for mentioning that, guys, because I usually play with low graphical settings and it just never would cross my mind to add those things, since I usually don't see them.
-Fixed all localization (not proofchecked yet, but I'm pretty sure it's done).
-Made all prestige classes unlockable at 18 points.
-Made the small damageregions (non-instant-kill, the ones just shy of the lava) a little tighter to the lava's edge.
-Added damageregion to the campfire.
-I've tried fixing the water, but there seems to be no way around the water having a sheen on higher graphical settings. Looks like I may just have to tell people to play on low water quality (or just have them pretend it's lava
)
-Still have to do blaster rifle sounds.
-Oh, and the biggest update: As per Darth_Maul's suggestion, I thought about adding health droids (of a sort). I wasn't too keen on the idea, but then I had a flash of insight.
A picture's worth a thousand words.
And a moving picture, at 24 fps, for appx. 40 seconds, must thereby be worth 960,000 words. Or something.
Anyway, that's a kolto tank. It's set to animate (close tank) when you enter, and once inside you'll heal for a while and then the tank will open again. It's still a WIP; I'm going to pretty it up a bit and add a control panel prop. I'm thinking about adding a couple groups of them around the level, what do you all think?
BTW, big thanks to AceMastermind for exporting that, and for DarthZ13 and Ace_Azzameen_5 pointing me in the right direction, scriptingwise.
-I changed the color of force scream, it's now a light reddish-white.
-I did a little nerfing of force kill and plague. Plague now overheats and force kill has a shorter and smaller targeting window.
-Added lighting and shadows. Thanks for mentioning that, guys, because I usually play with low graphical settings and it just never would cross my mind to add those things, since I usually don't see them.
-Fixed all localization (not proofchecked yet, but I'm pretty sure it's done).
-Made all prestige classes unlockable at 18 points.
-Made the small damageregions (non-instant-kill, the ones just shy of the lava) a little tighter to the lava's edge.
-Added damageregion to the campfire.
-I've tried fixing the water, but there seems to be no way around the water having a sheen on higher graphical settings. Looks like I may just have to tell people to play on low water quality (or just have them pretend it's lava
-Still have to do blaster rifle sounds.
-Oh, and the biggest update: As per Darth_Maul's suggestion, I thought about adding health droids (of a sort). I wasn't too keen on the idea, but then I had a flash of insight.
A picture's worth a thousand words.
And a moving picture, at 24 fps, for appx. 40 seconds, must thereby be worth 960,000 words. Or something.
Anyway, that's a kolto tank. It's set to animate (close tank) when you enter, and once inside you'll heal for a while and then the tank will open again. It's still a WIP; I'm going to pretty it up a bit and add a control panel prop. I'm thinking about adding a couple groups of them around the level, what do you all think?
BTW, big thanks to AceMastermind for exporting that, and for DarthZ13 and Ace_Azzameen_5 pointing me in the right direction, scriptingwise.
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lieutenantcoda
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ARC_Trooper_phi658
- Rebel Warrant Officer

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XxDepredationxX
- High General

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Come to think of it, my water settings was on high. The colour of the lava in high settings kind of looked like molten sliver.Maveritchell wrote:-Lava as water. Well, it is water, strictly speaking. I haven't figured out how to make it look like lava on anything other than lower graphical settings. I've tried tweaking the alpha texture (which I added, it's not part of the original tex), removing the specular, and tweaking the refraction and reflection. I'm still working on this.
Yea I know it's a combo, I just runs away when I saw Leia used it in HA, the Jedi's HP just won't decrease and it's annoying but I'm confused at one thing, why is it when I'm a jedi and leia turns on this power I will still get kill in several hits while my allies still stands at the same position while the enemy keeps attacking after I respawn. Their HP won't friggin reduce.Maveritchell wrote:-Force shield: to use leia's buff power as a shield (and note that leia's invulnerability is not invulnerability, it's a combo defense buff and health buff) would require me to make it another healing weapon, which I will not do. Force heal is hax enough, thanks.Also, using a droideka shield (which I had originally intended to use) would play havoc with MP; additionally, it's a tricky thing to have it as a toggle on/off power. Theoretically, I could do it as a defense buff that just gave you such a ridiculous defense percentage increase that the damage you took was negligible, but again, then the limitations of buff weapons come into effect - I'd have to make at least one of my teammates invulnerable too.
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Caleb1117
- 2008 Most Original Avatar
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Want my KotOR panel?Maveritchell wrote:
Anyway, that's a kolto tank. It's set to animate (close tank) when you enter, and once inside you'll heal for a while and then the tank will open again. It's still a WIP; I'm going to pretty it up a bit and add a control panel prop. I'm thinking about adding a couple groups of them around the level, what do you all think?

I just redid it.
Oh and I just remebered, You know that object in the Squeddies pack, with all those KotOR canisters and urns?

Well, I asked my expoerter to seperate that mesh into individual ones for each canister/urn, if you want those I could send you them too.
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epm01
- Master Sergeant

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I've never seen a kolto tank it SWBF2, But I have a question about it, If your fighting someone and then you walk into it could they still hit you?
Caleb's KotOR Panal could go infront of the kolto tank so if the panal is destroyed the kolto tank gets destroyed....Or was that what you guys were thinking?
~Epm
Does that mean that it hurts you if you touch it but not fully kill you?-Added damageregion to the campfire.
Caleb's KotOR Panal could go infront of the kolto tank so if the panal is destroyed the kolto tank gets destroyed....Or was that what you guys were thinking?
~Epm
Last edited by epm01 on Thu Jul 19, 2007 11:16 am, edited 1 time in total.
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Caleb1117
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They probably wouldn't be able to hit you, maybe if there is a unit with a mine, they could put a mine on the door.epm01 wrote:I've never seen a kolto tank it SWBF2, But I have a question about it, If your fighting someone and then you walk into it could they still hit you?
Does that mean that it hurts you if you touch it but not fully kill you?-Added damageregion to the campfire.
~Epm
The damage region will hurt you, and if you stay in it to long, it will kill you.
- Maveritchell
- Jedi Admin

- Posts: 7366
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The kolto tanks will be non-destructible. I'm pretty sure that you're invulnerable while you're in them, but I'm going to do some MP testing to be sure.
That Kotor panel looks really nice; just send it to me and I'll put it in. I think I'll pass on the squeddies' objects, though, thanks.
At l. coda: Thanks for pointing that out. There's probably nothing I can do about it, short of just dropping an object on top of it, since that looks like an error in the original mesh.
Also, I had already fixed that land jutting up. I was just lazy when I originally made the surrounding lava, and didn't get around to fixing it until recently. (I think in the version I sent you there were actually about 3 mini-islands.)
Campfire's just going to do a small amount of damage to you. It'd kill a regular trooper pretty fast (not that it's likely they'll walk there), but the damage is negligible for a Jedi. Only reason it's there is so no one'll say, "Hey, why isn't the fire hurting me?"
-Also, came up with another idea. I think I'm going to have it so everyone's lightsaber is off unless they're fighting (a la Palpy), since that's how it was in KOTOR.
That Kotor panel looks really nice; just send it to me and I'll put it in. I think I'll pass on the squeddies' objects, though, thanks.
At l. coda: Thanks for pointing that out. There's probably nothing I can do about it, short of just dropping an object on top of it, since that looks like an error in the original mesh.
Also, I had already fixed that land jutting up. I was just lazy when I originally made the surrounding lava, and didn't get around to fixing it until recently. (I think in the version I sent you there were actually about 3 mini-islands.)
Campfire's just going to do a small amount of damage to you. It'd kill a regular trooper pretty fast (not that it's likely they'll walk there), but the damage is negligible for a Jedi. Only reason it's there is so no one'll say, "Hey, why isn't the fire hurting me?"
-Also, came up with another idea. I think I'm going to have it so everyone's lightsaber is off unless they're fighting (a la Palpy), since that's how it was in KOTOR.
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lieutenantcoda
hey, who said i wanted to remove it, it was funMaveritchell wrote:
Also, I had already fixed that land jutting up. I was just lazy when I originally made the surrounding lava, and didn't get around to fixing it until recently. (I think in the version I sent you there were actually about 3 mini-islands.)
EDIT: heres a character model bug.
when you wear a mask, you dont really notice the nose, especially when the nose is at the position of where the mouth hole is!

the mouth is still visible as a tiny slit in that picture.
this should be a clearer example of that mouth sticking out.

not much sticks out when wearing a mask or helmet, like boba!
- Maveritchell
- Jedi Admin

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Yeah, no kidding. There's not a lot I can do (see earlier statement about no headpiece meshes). If it's part of the stock character model, then the skin is all that's going to be changed. Besides, you can only see the "mouth" on the character select screen, and the nose woulda been there anyway.
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ATTN: Anyone in possession of Qdin's Sith Trooper (one that's not the 226kB version that doesn't work
), please get in contact with me. I've already gotten permission to use it from Q, but he's been away for a while and hasn't sent me the file. Any copies of the mesh I've gotten in the interim have been buggy on munging (for some reason, this model is notorious for that). I'd prefer to avoid as much head-wringing as possible over a model for just a local unit. Thanks!
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ATTN: Anyone in possession of Qdin's Sith Trooper (one that's not the 226kB version that doesn't work
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XxDepredationxX
- High General

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- Maveritchell
- Jedi Admin

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- Joined: Mon Aug 21, 2006 11:03 pm
Alrighty then!
-Every bugcheck I had to do has been done.
-Sith trooper's finally ingame.
-I looked into the kolto tanks in terms of being hit while you're inside. You can be, but only by a melee weapon. So no force-killing the healee-s. (There's no way around being hit by a saber - any solid object you can hit through if it's thin enough.) Also, the map works online.
-Only thing I have left to do is get Caleb's KOTOR prop computerscreen, and I'll have a final beta to send out to my testers. Hopefully you can expect that sometime today or tomorrow.
-Assuming there are no errors in the beta, I should be able to release the map by tomorrow or Friday.
-Every bugcheck I had to do has been done.
-Sith trooper's finally ingame.
-I looked into the kolto tanks in terms of being hit while you're inside. You can be, but only by a melee weapon. So no force-killing the healee-s. (There's no way around being hit by a saber - any solid object you can hit through if it's thin enough.) Also, the map works online.
-Only thing I have left to do is get Caleb's KOTOR prop computerscreen, and I'll have a final beta to send out to my testers. Hopefully you can expect that sometime today or tomorrow.
-Assuming there are no errors in the beta, I should be able to release the map by tomorrow or Friday.
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ARC_Trooper_phi658
- Rebel Warrant Officer

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lieutenantcoda
ya, and it makes him unable to force stealth at all as you can only move in force stealth when crouching. i suggest making the force stealth ability able to hide you even when moving instead of just crouching so the bots can use it well. in a way, whats the point of a sith assassin that is unable to hideXxDepredationxX wrote:Oh and about the Sith Assassin, the AI that use him will always do Force Invisibility, like clicking the mouse X10. The noise of cloaking is sometimes annoying but quite funny.
and, just out of curiosity, have you made the units able to off their lightsaber?
- Maveritchell
- Jedi Admin

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No offing the saber, that's still just for the assassin. Turns out saberthrow is bladeless when the sabers shut off.
And:
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Also, I made a short, rather dorky trailer for the level. Check it out:
http://files.filefront.com/SHAintromov/ ... einfo.html
And:
You didn't think you could only move while crouching, right? You realize you can run around just like regular. (No force run though, that drops the stealth. I think.) Either just tap the button, or hold it the whole time you want the cloak up. If you only press it, then your cloak will raise and drop.ya, and it makes him unable to force stealth at all as you can only move in force stealth when crouching.
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Also, I made a short, rather dorky trailer for the level. Check it out:
http://files.filefront.com/SHAintromov/ ... einfo.html



