Except the bloody red interior part would be gone.THEWULFMAN wrote: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.CressAlbane wrote:(or at least the dead clones, they'd decompose)
Kashyyyk: Jungle Outpost [Update 5/14]
Moderator: Moderators
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CressAlbane
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Re: [WIP]Flooded Oil Refinery FINAL (BETA CLOSED)
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Noobasaurus
- Droid Pilot Assassin

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Re: [WIP]Flooded Oil Refinery FINAL (BETA CLOSED)
I second this.Gandalf wrote:CW Hunt seems to crash every single time for me.
- SpartanA259
- Captain

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- yuke5
- Field Commander

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Re: [WIP]Flooded Oil Refinery FINAL (BETA CLOSED)
Okay, I'm working on the problem, but I've been really busy lately. I was hit with my first wave of AP work and that took priority over modding. I also went back to school yesterday. I thank you all for helping me out with ther beta, and all the bugs you have found(although some bugs are bigger then others) will be duly noted and fixed. I'm sorry about the crashing CW. That is my top priority to fix for now. After that, the other era crashes, then lighting and water issues. Thank you for all your help and I'll put as much work into the map as my schedule allows.
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Noobasaurus
- Droid Pilot Assassin

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Re: [WIP]Flooded Oil Refinery FINAL (BETA CLOSED)
Good luck!yuke5 wrote:Okay, I'm working on the problem, but I've been really busy lately. I was hit with my first wave of AP work and that took priority over modding. I also went back to school yesterday. I thank you all for helping me out with ther beta, and all the bugs you have found(although some bugs are bigger then others) will be duly noted and fixed. I'm sorry about the crashing CW. That is my top priority to fix for now. After that, the other era crashes, then lighting and water issues. Thank you for all your help and I'll put as much work into the map as my schedule allows.
- yuke5
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Re: [WIP]Flooded Oil Refinery FINAL (BETA CLOSED)
I have one last idea I would like all my beta testers to try out please. Delete the current copy "OI2" from your addon folder. Get rid of it. Then put a new folder back in. One thing I noticed was that CW crashed when resolution was above 800 X 600 which might explain why the map works in debug mode. Also, let me know if BFX clone wars is missing localization. It is not missing localization on my end, but my end is weird anyways. I've been busying myself with little things as of now, such as adding hintnodes, cover, and refining barriers and pathing. Campaign has taken a back seat, although I'm still turning around ideas. I've given the commando droid a disguise kit instead of invisibility. However, I plan to make CW2flag online compatible conquest. Also, on behalf of noobasaurus, I will raise the brightness settings, not only to improve the ambiance, but to make gameplay easier for the player. I have also added an easter egg which is findable, but in order to find it you must defy the laws of physics and battlefront. I'd post screenies, but there isn't much new visually.
P.S. I tweaked the heroes on BFX GCW to feature Starkiller(ALL) vs IG88. It works pretty well.
P.P.S. Snipers now kill with one hit, but must reload after each shot to avoid spamming.
P.P.P.S I plan to add turrets, to the center platform, I just haven't got around to it.
P.S. I tweaked the heroes on BFX GCW to feature Starkiller(ALL) vs IG88. It works pretty well.
P.P.S. Snipers now kill with one hit, but must reload after each shot to avoid spamming.
P.P.P.S I plan to add turrets, to the center platform, I just haven't got around to it.
- yuke5
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Re: [WIP]Flooded Oil Refinery FINAL (mini update 3rd page)
BUMP!
(I hope this is okay, I have some relevant stuff to add to the thread here.)
NEW UNIT:
Clone Gunner
^This guy has a pistol, two grenades, and of course, a Z-6 Heavy Rotating Blaster Cannon. I gave him slightly above average health, and although the visual sprucing up of the unit can wait, the mechanics of it are fine. He replaces the heavy, because there is really no use for a rocket unit on this map. I am currently working on another unit, a SBD, which should balance out the Gunner. Let me know what you guys think.
TURRETS:
I added two turrets to the side of the center platfrom like Cress suggested, and they work out great. The only problem is that they don't respond to texture, but it should be easy enough to fix.
OTHER NEWS:
I've fixed up hunt mode to be online-compatible conquest, due to the Commando Droid's Disguise kit. It will load up stock sides, (without dc:) That way, users can put whatever side mods they want on my map, like RED's 501st mod, or the numerous clone legion mods. My LUA calls for odf names that aren't stock, and I want my map to played on in as many ways as possible.
I'm working on campaign, but it might take a backseat, because I've developed an interesting new wave mode. Essentially, the player defends the center cp, but they can construct certain turrets inbetween waves to help them survive, so there is a bit of strategy too. Let me know if you have any ideas for gamemodes. As always your thoughts are very welcome.
P.S. Work is being done on the SBD. The skin isn't quite right yet, but once it is, I'll update this post with pics and info.
(I hope this is okay, I have some relevant stuff to add to the thread here.)
NEW UNIT:
Clone Gunner
Hidden/Spoiler:
TURRETS:
I added two turrets to the side of the center platfrom like Cress suggested, and they work out great. The only problem is that they don't respond to texture, but it should be easy enough to fix.
OTHER NEWS:
I've fixed up hunt mode to be online-compatible conquest, due to the Commando Droid's Disguise kit. It will load up stock sides, (without dc:) That way, users can put whatever side mods they want on my map, like RED's 501st mod, or the numerous clone legion mods. My LUA calls for odf names that aren't stock, and I want my map to played on in as many ways as possible.
I'm working on campaign, but it might take a backseat, because I've developed an interesting new wave mode. Essentially, the player defends the center cp, but they can construct certain turrets inbetween waves to help them survive, so there is a bit of strategy too. Let me know if you have any ideas for gamemodes. As always your thoughts are very welcome.
P.S. Work is being done on the SBD. The skin isn't quite right yet, but once it is, I'll update this post with pics and info.
Last edited by yuke5 on Fri Oct 21, 2011 9:29 pm, edited 1 time in total.
- SpartanA259
- Captain

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Re: Flooded Oil Refinery FINAL [UPDATE 10/20]
Sounds awesome keep up the great work.
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CressAlbane
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Re: Flooded Oil Refinery FINAL [UPDATE 10/20]
It's great to see you're still working on this!
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THEWULFMAN
- Space Ranger
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Re: Flooded Oil Refinery FINAL [UPDATE 10/20]
SpartanA259 wrote:Sounds awesome keep up the great work.
I concur. :plokoon:
Nice job on this map.
- yuke5
- Field Commander

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Re: Flooded Oil Refinery FINAL [UPDATE 10/20]
Well, I've got some good news and I've got some bad news. The bad news is that this texture problem is making it impossible to update my map with any new models or units. The map may need to be rebooted, but I haven't given up just yet. The good news is that I have two maps 25% done and plans for two others. These would all form a Kashyyyk map-pack. However, that is in the distant, distant future. If I get the problem fixed, progress will resume at a steady pace, if not, I'll re-do the map and make it better then it ever was.
- Fiodis
- Master of the Force

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Re: Flooded Oil Refinery FINAL [UPDATE 10/20]
I don't know about that; it's pretty darn good already.yuke5 wrote:if not, I'll re-do the map and make it better then it ever was.
- yuke5
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Re: Flooded Oil Refinery FINAL [UPDATE 10/20]
I've had to purge my cpu. I saved the data for Flooded Oil Refinery but progress will once again be stalled. I refuse to give up, but things are going to take a while before I lose hope completely. I will work on a couple side projects for now. I want to make progress on something. If anyone would like to help me with those, pm me. I WILL finish this map.
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CressAlbane
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Re: Flooded Oil Refinery FINAL [UPDATE 10/20]
What texture problem is that? Is it this?
I added two turrets to the side of the center platfrom like Cress suggested, and they work out great. The only problem is that they don't respond to texture, but it should be easy enough to fix.
- yuke5
- Field Commander

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Re: Flooded Oil Refinery FINAL [UPDATE 10/20]
It's a munging issue. I'm salvaging as much as I can from the map, but sides might need to be redone. New tga files do not munge. If I place a prop, it will not munge its texture and the prop will be black. It's okay, I'm working on a work around, progress will just be stalled.CressAlbane wrote:What texture problem is that? Is it this?I added two turrets to the side of the center platfrom like Cress suggested, and they work out great. The only problem is that they don't respond to texture, but it should be easy enough to fix.
EDIT
BUMP!
Work has been resumed.
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CressAlbane
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Re: Flooded Oil Refinery FINAL [UPDATE 1/25]
Hey, it always brightens my day to hear that another modder fixed an issue. Looking forward to updates! 
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THEWULFMAN
- Space Ranger
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Re: Flooded Oil Refinery FINAL [UPDATE 1/25]
Good to hear. I was happily surprised when you first landed this on the GT doorstep, it wasn't any of the normal dribble maps we get here so often from first time mappers. You've shown a lot of promise, and I'd like to see your work completed (if a good mod is ever truly done).
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dayday
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Re: Flooded Oil Refinery FINAL [UPDATE 1/25]
kinetosimpetus, what mod does those pics come from? So far, sounds intresting

- yuke5
- Field Commander

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Re: Flooded Oil Refinery FINAL [UPDATE 1/25]
Finally, an update with progress!
New Gun Model:
Unit Revisions:
The Swap Commando now posses only frags, rally, the DC-15A, and a pistol.
However, the DC-15A can fire in semi and automatic modes. Under fully auto, there is less kick, but less damage. Under semi, there is a trigger delay, but there is great deal more damage. Most importantly, you can choose to fire your ENTIRE 50 SHOT CLIP at once. You can see that in action below. To balance this out, a player can only carry fifty clips of ammo, and all different firing modes share ammo. Meaning, if a player blows all their ammo in shotgun ammo, they'd better find an ammo droid fast, otherwise they can't fire their rifle.
You can see the shotgun mode in action below.
New Gun:
All of the new guns are not made by me. I will update this post soon crediting their respective authors. Off the top of my head, I know kinetosimpetus made the DC-17.
The rep side has advanced past what it was. I have made no progress of the CIS or civilian Wookiee side.
New Gun Model:
Hidden/Spoiler:
The Swap Commando now posses only frags, rally, the DC-15A, and a pistol.
However, the DC-15A can fire in semi and automatic modes. Under fully auto, there is less kick, but less damage. Under semi, there is a trigger delay, but there is great deal more damage. Most importantly, you can choose to fire your ENTIRE 50 SHOT CLIP at once. You can see that in action below. To balance this out, a player can only carry fifty clips of ammo, and all different firing modes share ammo. Meaning, if a player blows all their ammo in shotgun ammo, they'd better find an ammo droid fast, otherwise they can't fire their rifle.
You can see the shotgun mode in action below.
Hidden/Spoiler:
Hidden/Spoiler:
The rep side has advanced past what it was. I have made no progress of the CIS or civilian Wookiee side.
Last edited by yuke5 on Thu Jan 26, 2012 8:33 am, edited 1 time in total.
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kinetosimpetus
- Imperial Systems Expert

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Re: Flooded Oil Refinery FINAL [UPDATE 1/25]
If that's me, that's a pretty... creative... spelling.yuke5 wrote:Off the top of my head, I know kinesemtous made the DC-17.
