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Re: Battlefront Project Final Finally RELEASED!
Posted: Sat Mar 20, 2010 3:54 pm
by skelltor
idk it looks a bit long for that
Re: Battlefront Project Final Finally RELEASED!
Posted: Sun Mar 21, 2010 8:30 am
by hunting shadow
Well, not bad, although I'd like localisation for the German Game version, too, and even if it's just the english one copied over, would be thousand times better than no localisation at all.
But overall nice mod

Re: Battlefront Project Final Finally RELEASED!
Posted: Sun Mar 21, 2010 1:06 pm
by Nihillo
skelltor wrote:dude what dose that air born trooper have out of his back did u get the grapeling hook working?????
It is a cable, press "jump" twice while playing as a DC-15A Trooper or a Sniper in Utapau and you'll see.
Fantastic mod! I like the semi-burst-auto modes for the rifles, I like the way startfighters move, I like the new Clone Trooper helmets, I like everything! I will be playing this mod for a long time.

Re: Battlefront Project Final Finally RELEASED!
Posted: Sun Mar 21, 2010 4:31 pm
by skelltor
sorry i dont have bfII on this computer can u please tell me what it dose??
Re: Battlefront Project Final Finally RELEASED!
Posted: Tue Mar 23, 2010 1:36 pm
by Blade117
A great many things. Just d/l when you get a chance, you won't regret it.
Re: Battlefront Project Final Finally RELEASED!
Posted: Tue Mar 23, 2010 1:48 pm
by Maveritchell
Nihillo wrote:It is a cable, press "jump" twice while playing as a DC-15A Trooper or a Sniper in Utapau and you'll see.
That's a pretty clever way to use a jetpack. That was a neat little addition.
Re: Battlefront Project Final Finally RELEASED!
Posted: Wed Mar 24, 2010 9:23 am
by GangsterJawa
Maveritchell wrote:Nihillo wrote:It is a cable, press "jump" twice while playing as a DC-15A Trooper or a Sniper in Utapau and you'll see.
That's a pretty clever way to use a jetpack. That was a neat little addition.
Wait, I'm confused... how does it work?
Re: Battlefront Project Final Finally RELEASED!
Posted: Wed Mar 24, 2010 9:26 am
by Maveritchell
GangsterJawa wrote:Wait, I'm confused... how does it work?
It's a jetpack that doesn't let you move. You can use it to jump into a position and stay there or to jump from a height slowly.
Re: Battlefront Project Final Finally RELEASED!
Posted: Wed Mar 24, 2010 9:31 am
by GangsterJawa
Maveritchell wrote:GangsterJawa wrote:Wait, I'm confused... how does it work?
It's a jetpack that doesn't let you move. You can use it to jump into a position and stay there or to jump from a height slowly.
Huh. That's cool.
Re: Battlefront Project Final Finally RELEASED!
Posted: Wed Mar 24, 2010 12:28 pm
by Blade117
Yes, yes it is. I think tis may have replaced BFX for me. One thing tough, while it is installed, the Dark Times era has its name changed to +123 Clone Wars. Any help/fix for this?
Re: Battlefront Project Final Finally RELEASED!
Posted: Wed Mar 24, 2010 9:22 pm
by Nihillo
Blade117 wrote:One thing tough, while it is installed, the Dark Times era has its name changed to +123 Clone Wars. Any help/fix for this?
Create a new folder for your mods and move your Battlefront Project folder there. Simple.

Re: Battlefront Project Final Finally RELEASED!
Posted: Wed Apr 07, 2010 8:21 pm
by Dairosh
hey man awesome mod!!!
even better than bfx
but I think you should add commander bacara, thire, appo, etc. like bfx
and is it going to be compatible with the conv pack maps???
Re: Battlefront Project Final Finally RELEASED!
Posted: Wed Apr 07, 2010 9:35 pm
by AQT
Dairosh wrote:and is it going to be compatible with the conv pack maps???
It already is. This mod does not interfer with the Conversion Pack in any way. Unless your definition of
compatible with the conv pack maps means being able to play BFP on the Conversion Pack maps, then no because:
http://www.gametoast.com/forums/viewtop ... 68#p347868
Re: Battlefront Project Final Finally RELEASED!
Posted: Wed May 05, 2010 10:08 am
by Ace_Azzameen_5
Love this one when it was out. dl'ing now. Might be helpful in testing my old map project in that it will be less stale and boring.
Re: not available on conv-pack maps
Wow, that is a bit of a shame to be honest.
I was not really persuaded by Mav's arguments, especially since I think precedent exists for Teancum letting people do just that...
At least he said I could call assets (clone skins) from the pack... I'll admit that was like...3 years....ago.
Just cause I can't play DEV's mod in conv pack doesn't mean I'd only play Syth's, if that's what he/you are driving at.
Anyway, cool mod, and Holyshit-imitation-grapple.
Re: Battlefront Project Final Finally RELEASED!
Posted: Wed May 05, 2010 10:57 am
by Maveritchell
Ace_Azzameen_5 wrote:At least he said I could call assets (clone skins) from the pack... I'll admit that was like...3 years....ago.
There is a big difference between calling assets from the pack (which is not only allowed but
supported) and doing what I'm talking about.
Ace_Azzameen_5 wrote:Just cause I can't play DEV's mod in conv pack doesn't mean I'd only play Syth's, if that's what he/you are driving at.
That's not what I was driving at. The Conversion Pack (even with the 2.2 patch, which not everyone is guaranteed to have) uses over 70% of the game's available missions. If a mod is made that adds to that, then it automatically becomes exclusionary, because it's not only necessitating the Conversion Pack's 350+ missions, it's necessitating its own at the same time.
If I make a mod that uses the Conversion Pack maps, and it only adds another 50 missions - which is awfully generous, mind you, no mod is ever usually that small - then it requires those 50 plus the Pack's 350+. It creates the mindset (among the less-knowledgeable) that you can't have my mod without the Conversion Pack, and by proxy you won't be able to have any other big mod because there'll be no room.
Even if I didn't have good reasons (which I believe I do), I would think I (personally) could get a little leeway in determining what's done with the Pack anyway.
Re: Battlefront Project Final Finally RELEASED!
Posted: Fri May 14, 2010 1:07 pm
by Anakin
this skinn looks great with the blade
Re: Battlefront Project Final Finally RELEASED!
Posted: Sun Aug 01, 2010 1:21 pm
by chubber
I downloaded this from freewebs and I got the impression that this was never even beta-tested. It had more bugs than a sewer. I'll name a few: Game crashes if I try to switch weapons as a Dark Trooper, Geonosis no longer loads for BFP, Rebel Mercenary is consistently spelled Rebel Merc
inary, game frequently crashes for no apparent reason, and that's without playing nearly all the maps! Imagine what else I'd find
I like the design and everything, and some of the units are cool, but there are sooooooooooooo many bugs.