Kashyyyk: Jungle Outpost [Update 5/14]

Working on a new map? Have a new mod out for swbf2?! Post an announcement of the up-coming release here.

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Marth8880
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Re: [WIP]Flooded Oil Refinery FINAL(UPDATE, 9/4/2011)

Post by Marth8880 »

Actually, all you need to do is create a sphere-shaped region in ZE, make it big enough to cover the entire map, name the region something like "GlobalAmb" or something (not really required, but still organized), click "Change Type" and select "SoundStream", type in "kam_amb_rain" for the Sound Property Name, and 1 for the Minimum Distance Divisor. Then you would load Kamino's sound stuff in your LUA.

Tip: I always load ambient sound streams' LVL files with the "dc:" tags, even if it's a stock map's sound LVL, e.g.:

Code: Select all

ReadDataFile("dc:sound\\geo.lvl;geo1cw")
	ReadDataFile("dc:sound\\LUN.lvl;LUNcw")
	ReadDataFile("sound\\spa.lvl;spa2cw")
Where LUN.lvl is my sound stream's LVL, and:

Code: Select all

OpenAudioStream("dc:sound\\geo.lvl",  "geo1cw")
	OpenAudioStream("dc:sound\\lun.lvl",  "lun_ambiance")
    OpenAudioStream("sound\\spa.lvl",  "spa")
    OpenAudioStream("sound\\spa.lvl",  "spa")
Where, again, lun.lvl is my sound stream's LVL.
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Re: [WIP]Flooded Oil Refinery FINAL(UPDATE, 9/4/2011)

Post by Capitanloco6 »

Which of the two skins that I sent you will you use for the BX? The green, the rusted, or neither? (maybe you want to use your own skin seen in the screensots on the first page)
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Re: [WIP]Flooded Oil Refinery FINAL(UPDATE, 9/4/2011)

Post by Noobasaurus »

The clone skin wow'ed me, I must say! :D
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yuke5
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Re: [WIP]Flooded Oil Refinery FINAL(UPDATE, 9/4/2011)

Post by yuke5 »

I just want to emphasize this point, I didn't make the clone skins. Dragon93 did. His stuff is on SWBFFiles. Check it out, it's pretty good. I'm still on the fence regarding bx commando skins.
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Re: [WIP]Flooded Oil Refinery (BETA TESTERS WANTED 1st page)

Post by CressAlbane »

I'd like to beta test this. I really enjoyed the other version!
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Re: [WIP]Flooded Oil Refinery (BETA TESTERS WANTED 1st page)

Post by Marth8880 »

I can beta test for you.
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Re: [WIP]Flooded Oil Refinery (BETA TESTERS WANTED 1st page)

Post by Noobasaurus »

I'll beta.
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Re: [WIP]Flooded Oil Refinery (2 spots left for beta 1st pag

Post by SpartanA259 »

Ill beta too.
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Re: [WIP]Flooded Oil Refinery (1 spot left for beta 1st page

Post by Noobasaurus »

yuke5 wrote:n00basaurus
Alright, that's just downright true.
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Re: [WIP]Flooded Oil Refinery (1 spot left for beta 1st page

Post by yuke5 »

Noobasaurus wrote:
yuke5 wrote:n00basaurus
Alright, that's just downright true.
Sorry! :funny2: Force of habit, fixing now.
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Re: [WIP]Flooded Oil Refinery (1 spot left for beta 1st page

Post by Noobasaurus »

yuke5 wrote:
Noobasaurus wrote:
yuke5 wrote:n00basaurus
Alright, that's just downright true.
Sorry! :funny2: Force of habit, fixing now.
You had better, else I'll eat you...or worse... :shock:
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Re: [WIP]Flooded Oil Refinery (1 spot left for beta 1st page

Post by Gandalf »

I can beta as well.
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Re: [WIP]Flooded Oil Refinery FINAL (BETA CLOSED)

Post by yuke5 »

PM's sent. Enjoy!
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Re: [WIP]Flooded Oil Refinery FINAL (BETA CLOSED)

Post by CressAlbane »

The beta crashed to desktop on CW conquest!
EDIT: It didn't when I ran in debug mode. :?
EDIT2: Yep, it keeps crashing.
Last edited by CressAlbane on Tue Sep 06, 2011 8:36 pm, edited 1 time in total.
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Re: [WIP]Flooded Oil Refinery FINAL (BETA CLOSED)

Post by yuke5 »

That's weird...I didn't make any changes to cw and it was working fine earlier. Actually now that I think about it, I would experience random crashes, but I thought it was just my cpu. Make sure your resolution is 800- 600 or whatever the smallest setting is. Also, sometimes it crashes one second but is working the next. I really should get cracking on that.
EDIT: Jeeze! Hang on. I'm going to get to the bottom of this. I WILL make sure the map will function. If I find the problem, I'll resend the beta.

EDIT2 Found the problem, fixing it now. Thanks, really weird bug. I will resend shortly.
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Re: [WIP]Flooded Oil Refinery FINAL (BETA CLOSED)

Post by CressAlbane »

Here's the (non-cw) report:
First, I'd like to say what a fine map this is. The ambience is exceptional; the rain and water combine to make a nice, dark feel. I also liked the alliance rifle firesound, but I'm not sure if you changed it. If you did, it'd be cool to know what sound it is. The new tips and tricks are a nice touch. The pink name in the mission select is good, too. It was easy to find and select the map.
Here are the things you could do to make the map even better:
-Get a loadscreen pic ASAP. Loadscreen are a nice way to introduce the player to the map, IMO, and they are part of the professional presentation of a map. A good loadscreen will make players think "oooh! This looks like a good map." on the first playthrough and "Ah! I remember this map!" on the later playthroughs. Sorry for the huge thing about loadscreens, but I think they are an important part of making a map feel "polished." You can add your name and a short comment on the loadscreen, too.
-When I was able to play CW, the clone rifleman had the normal fpm skin. It's nice to see the FPM changed along with the outside skin.
-The crashed LAAT gunship (or at least the dead clones, they'd decompose) should be era-specific to the CW and BFX CW eras. Put it in a separate layer that is only called for CW and BFX CW to do so.
-I think a death region in the water would be nice; I couldn't find a way out of the water and it was boring to wait for the trooper to slowly die. If you want you could add a damagereigon instead.
-the area with the BF1 wookiee barricades could have turrets. I thought such a heavily fortified area would have some sort of turret defense. (The tat2 skiff turrets would fit nicely on the barricade "drop-downs," but this isn't an original idea - I saw it on Mav's DT2 Kashyyyk map.)
-An even more detailed minimap would be awesome, but I know they're very difficult to get just right.
-I didn't see the "cowering Wookiees" you mentioned.

All in all, this was a very fun map to test, and I can't wait for the final release!
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Re: [WIP]Flooded Oil Refinery FINAL (BETA CLOSED)

Post by Gandalf »

Here's my non-clone wars report.
Let's see, I noticed this problem because I play on high settings every single time. I'm not sure if the method described in there fixes it, but it might.
CW Hunt seems to crash every single time for me.
GCW Conquest has crashed once for me.
BFX Hero Assault has crashed once for me.
The Villains in DTII Assault have an unlocalized team on the selection screen, aka [NULL]
And all the stuff which Cress mentioned.
One last thing: When you compress it into an archive using 7-Zip, you might want to select "Create SFX Archive" so it becomes a self-extracting .exe file.

Oh yeah, almost forgot to mention the good stuff. I loved the atmosphere, one of the best ones I have ever seen for BFII. The rain was great, the lighting was excellent, the fog was supreme. And the gameplay was fun too.
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Re: [WIP]Flooded Oil Refinery FINAL (BETA CLOSED)

Post by SpartanA259 »

I didnt get the beta...
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Re: [WIP]Flooded Oil Refinery FINAL (BETA CLOSED)

Post by THEWULFMAN »

CressAlbane wrote:(or at least the dead clones, they'd decompose)
Not to be a smartpepper. While I agree with the era-specific crash sites, the Clone Armor made of Plas-toid, does not decompose for a long time. Same goes for Stormtrooper armor, which has been known to last 50+ years in a hostile environment.
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Re: [WIP]Flooded Oil Refinery FINAL (BETA CLOSED)

Post by Noobasaurus »

I played CW and non CW conquest but I didn't get to finish non-CW.

Bad stuff:
When water setting is on low the water is black.
Too dark. Perhaps you should put in some Kasyyyk fires in the huts to light it up? That'd be nice.
Some missing localizations with the weapons.

Good stuff:
New clone.
Pink name.

Everything Cress and Gandalf said. I have yet to play hunt.
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