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Re: Star Wars Battlefront - Main Play Mod

Posted: Sun Mar 22, 2009 6:30 am
by UNIT33
I also wonder why there have been so few attempts at Space maps.
I would assume it would be a priority,
Do the Bot route faults put people off altogether?

Re: Star Wars Battlefront - Main Play Mod

Posted: Sun Mar 22, 2009 12:49 pm
by giftheck
Some people have not really put many bot routes down, so I guess that's why.

Psych0Fred has given me quite a bit of help in putting a new core.lvl together. I'll try to get it done.

We have vehicles on Utapau:
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There's still some kinks to iron out (I had to make a new human_animation_1.zaf/zaa file, and remunge Common.lvl, but the driver, although in the ATRT pose, does not move with the vehicle, and I guess this may be the terrain or the way i set up collision in the ODF but the ATRT tends to 'jump' every once in a while). I also have yet to finish its weapons either.

But this is why Mygeeto won't get vehicles:
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No vehicle collision on the slopes leading up to the neutral CP.

I'm considering modifying some of the stock maps too, mainly Kashyyyk, and possibly Naboo Theed. I considered doing Kamino too but that's more of a pain to do.

Re: Star Wars Battlefront - Main Play Mod

Posted: Sun Mar 22, 2009 4:44 pm
by UNIT33
Oh yeah you wanted to make a TFU Kashyyyk.
I guess it wouldn't be out of the question to have ships on Mygeeto, or would they just collide into random stuff?

Re: Star Wars Battlefront - Main Play Mod

Posted: Wed Mar 25, 2009 5:53 pm
by giftheck
As I said, I only have the BF2 source, and I am clueless on how to get it into BF1. So i cannot modify Mygeeto full-scale, only through ODFs. The maps rebel_scum and imp_strikeforce converted had actually left all the vehicle tags on the CPs (hence the AT-RT on Utapau - they left it in the CP properties). As for Kashyyyk Docks, it would simply be a quick vehicle mod to allow the Republic to have vehicles, perhaps I would also open out the area a bit too. Of course, for some vehicles I would need to recreate the sound.lvls and release them too. Not too difficult - I believe I can extract quite a few ambiences from other games (again, won't go into detail, but LSW has some very good ambiences)

EDIT: Fixed the ATRT anim problem. Turns out I had put "PilotPosition" instead of "AnimatedPilotPosition". I'm hex-editing some of the shipped map LVLs to include new vehicles (such as the ATRT) and they will also include new SFX files too so they work 100%! I'm also re-editing the shipped Kashyyyk Docks map (with some of Dragonum's Kashyyyk assets) to be more like the movie.

EDIT #2: BattleBelk has made relocalization possible! :bowdown: Right now I need to fix the menu texts (the shipped loc. appears not to have some menu items listed), but it works! I'm also working on fixing the jetpacks of Cody, and the Fetts. Cody's is done. I think I can use the BF2 effect file and modify it to allow the standard BF1 effects.

Bumping, i know, but I have good and bad news.

The Good news:
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Main Play Mod 5 is uploading as we speak
The Bad News:
Hidden/Spoiler:
1)Filefront is CLOSING! I have to use MegaUpload in the meantime

2) It's going to take about anywhere between 1 hour and 1 hour 30 minutes to upload
And something to keep you sated (maybe) while you wait:
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=========
BATTLEFRONT MAIN PLAY MOD 5 - FINAL VERSION
=========

http://www.megaupload.com/?d=XC3XSJGI

Please leave any comments, bugs etc (but if you're posting bugs, read the readme first as some bugs are covered there)

Re: Star Wars Battlefront - Main Play Mod RELEASE AND DISCUSSION

Posted: Wed Mar 25, 2009 9:59 pm
by Twilight_Warrior
Couple things:
- You can't exit the Free Cam.
- Some texts aren't localized. Some of the controll config options just say [NULL] and some of the windows look like ifg.message.exit (thats the one it says if you exit to windows). The options you can click on (yes, no, etc) are still there, so the box works, but the texts do not.

Re: Star Wars Battlefront - Main Play Mod RELEASE AND DISCUSSION

Posted: Thu Mar 26, 2009 3:28 am
by UNIT33
NICE JOB !!!!!!

Great of you to include the Imperial drop-ship !
That is really a massive improvement !

Re: Star Wars Battlefront - Main Play Mod RELEASE AND DISCUSSION

Posted: Thu Mar 26, 2009 6:35 am
by giftheck
Twilight_Warrior wrote:Couple things:
- You can't exit the Free Cam.
- Some texts aren't localized. Some of the controll config options just say [NULL] and some of the windows look like ifg.message.exit (thats the one it says if you exit to windows). The options you can click on (yes, no, etc) are still there, so the box works, but the texts do not.
1) Pause the game and select "Chase Camera".

2) I did mention this in the bugs section of the readme.

EDIT: Two things: I forgot to add the Bespin and Tatooine Assault new core.lvl and mission.lvl files. I'll post them here and in the main post:

http://www.megaupload.com/?d=S72I351C

Plus, I had problems munging Hoth: Echo Base CW (Terrainmunge crashed). I'll see whether I can do it in future, or whether I will have to hex-edit the LVL itself to get it to work.

And I was working on a new Kashyyyk Docks map a bit closer to the movie. It wasn't finished, but it had wroshyr trees, and huts in the background, AT-TE/AT-ATs, Gunships, Fighters etc. It's not munging right now but I'll surely get it done later.

Re: Star Wars Battlefront - Main Play Mod RELEASE AND DISCUSSION

Posted: Thu Mar 26, 2009 12:35 pm
by UNIT33
You should release those maps as a separate project later on perhaps?

Good use of skins, the free cam is great,
(not sure how to control that thing, does it have to be inverted controls?)
The vehicle fixes are marvellous, the AT-RT has a fluent animation.
And your weapon changes are precise,
(even down to the full names, that is a minor miracle in it's self).

(APPLAUSE)
ggctuk, you have once again revamped SWBF1.

What does ggctuk stand for anyway?

Re: Star Wars Battlefront - Main Play Mod RELEASE AND DISCUSSION

Posted: Thu Mar 26, 2009 1:01 pm
by MileHighGuy
uk- united kingdom
ggct- have no idea

Re: Star Wars Battlefront - Main Play Mod RELEASE AND DISCUSSION

Posted: Thu Mar 26, 2009 1:16 pm
by UNIT33
Yup I guessed that much... Hail Britannia !

Re: Star Wars Battlefront - Main Play Mod RELEASE AND DISCUSSION

Posted: Fri Mar 27, 2009 5:44 pm
by giftheck
Bug Fix 1 has been released, get it in the first post!

Changes:

-Localization is now completed.
-The CIS Strike Bomber's range for its main gun has been fixed.
-The Tri-Fighter's overheat threshold has been increased.
-A terrain collision bug causing the map to crash when riding the AT-RT has been fixed.
-The AT-RT can now fire "outside its limits" (notice before that you stopped firing if you turned too far)

Re: Star Wars Battlefront - Main Play Mod RELEASE AND DISCUSSION

Posted: Sun Mar 29, 2009 9:38 am
by UNIT33
I'm not sure but when I switch difficulty,
the Bots no longer enter their ships/vehicles, does that make sense at all?

Re: Star Wars Battlefront - Main Play Mod RELEASE AND DISCUSSION

Posted: Sun Mar 29, 2009 1:25 pm
by giftheck
I think it's just the AI.

EDIT: I'm hex-editing Tatooine Dune Sea and Kashyyyk Islands. I'm not sure what ships I want to replace there.

An UNIT, you're avatar appears to be gone.

Re: Star Wars Battlefront - Main Play Mod RELEASE AND DISCUSSION

Posted: Sun Mar 29, 2009 5:44 pm
by UNIT33
Yeah, the Avatar, they seem too be missing on several others as well.

Edit: There is only one AT-ST on Kashyyyk docks, and I think Islands is fine as it is, dune sea, there are two ships for each side, a bomber and a fighter perhaps?

Re: Star Wars Battlefront - Main Play Mod RELEASE AND DISCUSSION

Posted: Mon Mar 30, 2009 5:41 am
by giftheck
I remember there being 3 AT-STs in Docks, but no speeder bikes or whatnot, this is what I am rectifying in my Kachircho beaches map (a modified Docks). I was leaning towards a fighter and a bomber on Dune Sea, but I did change Islands - because GCW had bombers instead of landers. I prefered the landers there.

Re: Star Wars Battlefront - Main Play Mod RELEASE AND DISCUSSION

Posted: Mon Mar 30, 2009 10:31 am
by UNIT33
It must be a fault, on docks there is only one AT-ST, while there used to be three !
And for Kachircho, are you not going to change the layout of the map in any way?
More cover on the beach and platforms would be good, perhaps crates and barricades?

Re: Star Wars Battlefront - Main Play Mod RELEASE AND DISCUSSION

Posted: Mon Mar 30, 2009 3:16 pm
by Teancum
ggctuk wrote:I think it's just the AI.

EDIT: I'm hex-editing Tatooine Dune Sea and Kashyyyk Islands. I'm not sure what ships I want to replace there.

An UNIT, you're avatar appears to be gone.
No offense, but why are you hex editing maps when you have the source files in front of you? It doesn't help online compatibility.

Re: Star Wars Battlefront - Main Play Mod RELEASE AND DISCUSSION

Posted: Mon Mar 30, 2009 3:50 pm
by giftheck
The maps never munge right, some crash the munge applications. Remunging new maps with changes would also break online compatibility anyway, right?

I'm having problems munging the new docks. Every time I try, this error pops up with the .req file:

Code: Select all

Error: <null> is not a binary UCF file!Error: kas2m.config is not a binary UCF file!

Re: Star Wars Battlefront - Main Play Mod RELEASE AND DISCUSSION

Posted: Mon Mar 30, 2009 4:46 pm
by Teancum
Doesn't matter, if hexing doesn't all out break online, it will ruin online play with bugs. The only exception is all out removing a unit/vehicle on a dedicated server.

Re: Star Wars Battlefront - Main Play Mod RELEASE AND DISCUSSION

Posted: Mon Mar 30, 2009 4:53 pm
by giftheck
I figured from the beginning of this mod Online Compatibility would be broken.