Battlefront Extreme V2 - BETA released
Posted: Mon Jun 30, 2008 11:41 pm
Hi all, just thought I'd make this thread to keep you updated on my more recent work regarding Battlefront Extreme. Here's an informative list of changes from the original release:
- Online compatible!
Battlefront Extreme currently adds / replaces the Uber game mode on every stock map, using addme script wizardry, so 99% of the mod lives inside your ADDON folder, not replacing any essential game files. (That extra 1% is first-person views.) I'll change to Teancum's new mode system when it comes out, but BFX v2 should be out before next Convo Pack release.
- A new installer program, for all the poor fools at Filefront who can't do a manual install.
- Huge file size decreases. I have reorganized the mod's files and cut TONS of unnecessary weight from the mod, leaving a trim download size of 120MB, as opposed to the old 360MB - that's 1/3 the size. Of course, that means some content has been trimmed, but it's well worth the improvements in other areas. Biggest thing you'll notice is less heroes.
- This really does sorta go into the previous one, but who cares. I have figured out (or maybe just remembered) a cool way to reduce file size that involves using units already loaded in the LUA as class parents, so I can simply reference the Episode 3 clone trooper as the class parent for the Galactic Marine clone, and just specify a change in the geometry. I've also used "texturepack" levels more efficient - the Rebels now use them, as well as the Republic. An interesting thing about this - my all.lvl file and the associated texturepacks are actually smaller than the all.lvl included with the game, but the Rebel side contains now about twice the content it did before.
- Changes to the combos. You now can deflect during attacks, and deflection is based on a per-shot drain. Magnaguards, clone assassins, and royal guards cannot deflect anymore, but have hero-level health to compensate.
- New models and skins - very many of them. New addon meshes, converted JKA models, weapons from Syth and Unofficial Patch, new lightsabers, I've redone the clone visors, tons o' stuff.
- I've largely replaced the Support class with an Assault class. Just a beefed-up version of the regular soldier. The support units were not very Star Wars-y, nor did they conform very well to the game-play style.
- Increased AI counts and reinforcements.
- Realistic weapon recoil.
- Awards can be won with weapons now (Frenzy, Gunslinger, etc.) - no award weapons are given though. Too much effort to go back and re-code them in.
- Better effects. New grenade blink that isn't twice the size of the grenade (and actually looks like a blinking indicator light, it's sweet), realistic jetpack effects, etc.
- New units + existing units changed. P3 dark trooper was way too unbalanced, replaced with a white stormtrooper-looking dark trooper with a shotgun. The Wookiee has been bumped up to the commando class, is one of three different Rebel commandos, available on different maps. The Imperial agent has been cut, I didn't like it too much. Other new units: Republic Covert Ops trooper, Rebel SpecForce Marine (awesome), Twilek Spy, Durge is back, etc.
- Just overall improvements - more consistent classes and gameplay, better-made weapons, etc. You'll notice when you play it.
I think that covers it. I only have two things left to do:
- Localizations. Fun, fun, fun. Only in English, though - sorry, that's the only language I speak.
- The infamous AT-ST view bug.
It's got me completely stumped. I'll post for help in the Modding forum sometime soon.
And now for the screenies!

Here we have the new backpack addon mesh, courtesy of Syth, on the Clone Heavy Trooper.

New HUD tags!

Another of Syth's meshes - sniper binocs. Also by Wazmol.

New jetpack FX on the Rebel Mercenary.

Super-cool new grenade blink FX.

Assault class.

New Dark Trooper.
Projected release date: Beta's out
- Online compatible!
- A new installer program, for all the poor fools at Filefront who can't do a manual install.
- Huge file size decreases. I have reorganized the mod's files and cut TONS of unnecessary weight from the mod, leaving a trim download size of 120MB, as opposed to the old 360MB - that's 1/3 the size. Of course, that means some content has been trimmed, but it's well worth the improvements in other areas. Biggest thing you'll notice is less heroes.
- This really does sorta go into the previous one, but who cares. I have figured out (or maybe just remembered) a cool way to reduce file size that involves using units already loaded in the LUA as class parents, so I can simply reference the Episode 3 clone trooper as the class parent for the Galactic Marine clone, and just specify a change in the geometry. I've also used "texturepack" levels more efficient - the Rebels now use them, as well as the Republic. An interesting thing about this - my all.lvl file and the associated texturepacks are actually smaller than the all.lvl included with the game, but the Rebel side contains now about twice the content it did before.
- Changes to the combos. You now can deflect during attacks, and deflection is based on a per-shot drain. Magnaguards, clone assassins, and royal guards cannot deflect anymore, but have hero-level health to compensate.
- New models and skins - very many of them. New addon meshes, converted JKA models, weapons from Syth and Unofficial Patch, new lightsabers, I've redone the clone visors, tons o' stuff.
- I've largely replaced the Support class with an Assault class. Just a beefed-up version of the regular soldier. The support units were not very Star Wars-y, nor did they conform very well to the game-play style.
- Increased AI counts and reinforcements.
- Realistic weapon recoil.
- Awards can be won with weapons now (Frenzy, Gunslinger, etc.) - no award weapons are given though. Too much effort to go back and re-code them in.
- Better effects. New grenade blink that isn't twice the size of the grenade (and actually looks like a blinking indicator light, it's sweet), realistic jetpack effects, etc.
- New units + existing units changed. P3 dark trooper was way too unbalanced, replaced with a white stormtrooper-looking dark trooper with a shotgun. The Wookiee has been bumped up to the commando class, is one of three different Rebel commandos, available on different maps. The Imperial agent has been cut, I didn't like it too much. Other new units: Republic Covert Ops trooper, Rebel SpecForce Marine (awesome), Twilek Spy, Durge is back, etc.
- Just overall improvements - more consistent classes and gameplay, better-made weapons, etc. You'll notice when you play it.
I think that covers it. I only have two things left to do:
- Localizations. Fun, fun, fun. Only in English, though - sorry, that's the only language I speak.
- The infamous AT-ST view bug.
And now for the screenies!
Here we have the new backpack addon mesh, courtesy of Syth, on the Clone Heavy Trooper.
New HUD tags!
Another of Syth's meshes - sniper binocs. Also by Wazmol.
New jetpack FX on the Rebel Mercenary.
Super-cool new grenade blink FX.
Assault class.
New Dark Trooper.
Projected release date: Beta's out