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JediSupport V1.5 Prerelease - OLD (Please Ignore)

Posted: Sun Jul 09, 2006 12:21 am
by archer01
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Note: THIS IS AN OLD VERSION. The latest version will be packaged with my map -> Yavin: Arroyo Pass



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This is a pre-release version for testing the XL modes. I'm still in the process of adding and modifying other stuff, but I wanted to make sure that the XL modes work as expected.

Testing that needs to be done:
- Test XL modes on a computer with minimal system memory, especially Hoth (I've been playing around with memory pools)
- Test AIPointLimiter script and make sure it has some useful impact on the gameplay in XL
- Make sure Powerup items appear properly on all maps (memory pools)
- Make sure this runs on other systems than my own
- Make sure there are no conflicts with the map selection list (one addon folder, many map scripts)

If anyone has the time, could they please test one or more of the above and inform me of the results. Thanks!

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Jedi Support Ver 1.5 PRE-RELEASE Download (~3mb) - **DOWNLOAD REMOVED** A new version of this will be packaged with my Arroyo Pass map once it has been released.

Yes... The file size is MUCH smaller. I've compacted everything into a single addon allowing for that.


Screens:
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RE: JediSupport: Kashyyyk/Kamino 1.2 -- With a working Mindt

Posted: Sun Jul 09, 2006 1:30 am
by Linus
LoL, Jar-Jar goes rocketeer. :lol: Nice work, man! :)

RE: JediSupport: Kashyyyk/Kamino 1.2 -- With a working Mindt

Posted: Sun Jul 09, 2006 2:39 am
by JabbaLovesLava
Dude, this mod is awsome. Great work. Probably the best mod I've seen so far.

RE: JediSupport: Kashyyyk/Kamino 1.2 -- With a working Mindt

Posted: Sun Jul 09, 2006 1:39 pm
by MartinK
Nice mod, downloading now!

RE: JediSupport: Kashyyyk/Kamino 1.2 -- With a working Mindt

Posted: Sun Jul 09, 2006 2:08 pm
by Hairman49er
in the first pic is he holding a AX?

RE: JediSupport: Kashyyyk/Kamino 1.2 -- With a working Mindt

Posted: Sun Jul 09, 2006 3:28 pm
by archer01
Yup. It's the Gammorian (sp?) axe from Jabba's level. I'm in the process of learning the XSI modelling tools, but in the mean-time I'm forced to rely on the pre-existing models and textures.

That axe, although not as strong as a lightsaber, can combo attack up to five times causing massive havok!

Posted: Sun Jul 09, 2006 6:16 pm
by machoman
darn i only have version 1.0 of SWBF2, so i guess i cant play this map huh?

Posted: Sun Jul 09, 2006 6:24 pm
by Epena
You could update your version of Battlefront 2...

Anyhow, I'm planning on downloading. As of right now, I'd like to suggest for the charging for force kill/explosion be a reloading thing. Might be easier to operate and view the charging status.

Posted: Sun Jul 09, 2006 8:20 pm
by archer01
Hey Epena,

I was considering making it reload, but I was affraid that it would make the power a little too easy to use. I was aiming for a powerful and dangerous power that took some skill to use well, and the only way I could think of doing that was with the charge time. It takes a little while, but you sort of get used to the delay (at least I have).

The actual amount of time it takes to charge may still need a little tweaking though, but I don't want to make changes too quickly without testing first.

Thanks for your suggestion!

Posted: Mon Jul 10, 2006 7:40 pm
by yankeefan05
The axe looks cool witht the magna guards and i like the gungun with the rocket launcher (even though ive seen it in a SWBF2 Naboo mod/map)

Posted: Tue Jul 11, 2006 1:30 am
by archer01
Really? Which one? I wouldn't mind trying it. :D

As for my choice of the Gungun? Well "choice" isn't really the right word. I wanted the unit to look different from the rest, but at that point I hadn't experimented with skinning yet so I had to choose from the pre-existing models. The Naboo guards were too generic, the gamorians were out of character, the ewoks were too small. So Gungun it was.

Posted: Tue Jul 11, 2006 12:58 pm
by yankeefan05
It was in Naboo: Plains in the GT/TAW conversion mod/map pack.

Posted: Tue Jul 11, 2006 6:00 pm
by Lateralusj00
What the heck is the mind trick supposed to do?

Posted: Tue Jul 11, 2006 6:19 pm
by Fiminopter
It makes you invisible.

Posted: Tue Jul 11, 2006 11:19 pm
by fung1224
I enjoy this mod more than other. How gd is it? I keep playing its kamino level again and again, repeatedly like crazy!
The new characters are awesome, i like the "hire bounty hunter" most, he has a lot of weapons!

um, one thing i really wanna mention is that, there should be no Sith in the galactic civil era, as the only 2 sith lords (and the last, for sure) are the emperor and darth vader. But there are some lightsaber wielding warriors work for the emperor, eg. the Inquisitor, right beneath darth vader in terms of power (eg. Tremayne), and the dark side elite, some dark side warrior (but not sith! they are not the same) trained by the emperor (eg. Jerec).

Ya, we all know it is a game, the most important point is that it is playable, enjoyable... etc, but no need to be so real, right? But if we can consider these kinds of minor things, this mod goes PERFECT.

For example to this minor things, no need to make new skin, in short, u can just change the name, and later u can modify some other existing skins, whtever~

Anyway, this mod ROCKS. I love it more than all other mods. THANK YOU VERY VERY MUCH!

(one more thing, actually can u use the electrostaff XSI to be the weapon of the Jedi Hunter? just curious)

Posted: Wed Jul 12, 2006 12:00 pm
by archer01
Hey fung1224,

First off, I'm glad you're enjoying the mod! :D

Secondly, as to the names of the "Sith" units, I wasn't sure what to call them when building the mod, so there obviously will be better names out there. You were suggesting the "Inquisitor" replace the "Warrior" and "Dark Side Elite" for the "Apprentice"? Would these names work for the Clone Wars era too? I don't want to confuse the player into thinking they play like different types of units or anything.

Thirdly, ah yes, the electrostaff. I wanted to put it in in the first release but didn't have any XSI experience or .msh files on hand. If someone has released a version of the staff to the public to use, could you point me to it? Then it would just be a matter of creating a combo file that works the way I want it to with the two-handed weapon. That'll take more time than the name changes but it's still should be easy enough to do.

Posted: Wed Jul 12, 2006 2:11 pm
by fung1224
Lets have some Star Wars History lesson first :-)

There are always 2 Sith Lords at a time in the Clone War era. So, there should be no Sith warriors and apprentice other than the emperor himself and his apprentice (to name a few, dooku, anakin).
But the CIS do have recruit some rogue jedi, by dooku himself (recruit Ventress), and by Ventress. So, the jedi unit of CIS is "dark jedi"/"rogue jedi", or whtever suitable. Most of them wield colorful blades rather than the red one. Also, as they are former jedi, they know the light side force.

For the Rep side, the jedi unit u've made is PERFECTLY fit to Real Star War Universe! So in my opinion no modification is needed for rep side.

One more thing, in reality the Rebels has very very few jedi to help them in the Galactic Civil War era. Possibly just several "Jedi hermit" exist to aid the rebel, they are jedi of the old republic survived the Jedi Purge (Order 66, ya know).

For the Empire, I am pretty sure that the Lightsaber-wielding warriors of the Emperor includes the "Inquistor", which aid Vader in Jedi Purge (there are too many jedi for Vader alone to handle), and the "Dark Side Elite", which is a group of 7 dark jedi. The Inquistor in the GCW era is less powerful than the 7 "Dark Side Elite". Most of these dark side soldier wield Red blade, to imitate Vader.

So, to make this mod perfectly suit the History of Star Wars, the Imp and CIS can have some changes.
(basically they should have different jedi unit, as i have mentioned above :-))
For Rep and All, no big change is needed in jedi unit, maybe the name~

After all, I wanna say that I REALLY love this mod. Ya, gaming is gaming, it is not neccessary for u to suit everything from the Star Wars universe into the mod. ^.^

Archer01, GOOD JOB!!!!

-EDIT- Penguin has made a Magna Guard with electrostaff, in the XSI forum. But i dunno whether she has made the file public. (u can play as that guard with staff in her mod, Tatoinee Valley)

Posted: Thu Jul 13, 2006 12:33 pm
by archer01
Hey fung1224, after thinking about it a bit I've finally decided what I'm going to do about the "Sith". I like the balance and powers of the current unit setup, so I'm not going to change the units themselves at all. What I will do is rename them to slightly more "generic" titles; I'll be replacing "Sith" with "Dark Side". That way it will work for both eras without messing with the units at all. Being a "Dark Side Warrior" or "Dark Side Apprentice" was possible in both eras since those Elite and Inquisitors had to come from something "lesser" at some time. These new names allow their origins to be decided by the player. Are they Fallen Jedi or specially trained individuals selected by the Emperor or Vader? You can decide. I know it isn't perfect, but I'm fairly sure it fits at least a little better. :wink:

One other thing: Just a warning that the electrostaff won't be showing up in the next update. I'm still trying to decide if I should add it or not. The axe may have been my only choice at the start, but I've kinda grown attached to it (...yes I am a weirdo).

Posted: Thu Jul 13, 2006 12:42 pm
by fung1224
Oh my u are the man!

I think it's a gd idea, as the balance in ur mod is well establish, many ppl dun want it to be broken down as well.

For the electrostaff, it doesn't matter a lot actually~ Though u may wonder how come the Axe the guard holding is so huge ;-)

Posted: Sun Jul 16, 2006 8:53 pm
by archer01
If anyone has any opinions on the somewhat 'big' change to the Padawan and Apprentice between v1.3 and v1.4, please make it known. Thanks.