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Re: BFSM (battlefront skelltor's mod) large update 10/11

Posted: Fri Dec 03, 2010 6:29 pm
by Jendo7
Just a suggestion but looking at the size of Fett's EE-3 rifle you could rescale it by adding a msh.option file with the model, and use this code:
Hidden/Spoiler:
-scale 1.2
It will look a lot better.

Anyway mods looking great :thumbs:

Re: BFSM (battlefront skelltor's mod) large update 10/11

Posted: Fri Dec 03, 2010 7:00 pm
by skelltor
I am using a different model in v2 i will try to get a pic up

Re: BFSM (battlefront skelltor's mod) large update 10/11

Posted: Fri Dec 03, 2010 7:32 pm
by LO65
ok thanks just wanted to know how much space it would take up

Re: BFSM (battlefront skelltor's mod) large update 10/11

Posted: Sun Dec 26, 2010 4:44 pm
by skelltor
Hey BETA testors if I was you I would check my inbox :wink:
and merry christmas to all :D

Re: BFSM (battlefront skelltor's mod) large update 10/11

Posted: Sun Dec 26, 2010 7:30 pm
by commander501stappo
thx for the DL, I've been waiting for this, so I'll download and go to bed after that. merry christmas to you too ;D

Re: BFSM (battlefront skelltor's mod) large update 10/11

Posted: Sun Dec 26, 2010 7:37 pm
by skelltor
np and yes to everyone it is the second beta of BFSM sorry for not saying that before :oops: can everyone please post their C&C and bugs here so i dont get a bunch of PMs on the same problem

Re: BFSM (battlefront skelltor's mod) large update 10/11

Posted: Mon Dec 27, 2010 5:08 am
by commander501stappo
ok, I found a bug at the first map I played, Death Star - GCW - Conquest crashes

EDIT: Death Star - CW - Conquest is crashing too :runaway:

EDIT2: wait a minute...all maps are crashing for me :runaway: (at least the three maps I've played so far), idk why, but I'll try re-downloading

Re: BFSM (battlefront skelltor's mod) large update 10/11

Posted: Mon Dec 27, 2010 9:42 am
by skelltor
hmm I just tried playing death star gcw and it worked fine for me :? can you PM me your error log so i can see if i maby frogot a side lvl

Re: BFSM (battlefront skelltor's mod) large update 10/11

Posted: Mon Dec 27, 2010 10:16 am
by commander501stappo
yeah, sure, just have to make it first

Re: BFSM (battlefront skelltor's mod) large update 10/11

Posted: Mon Dec 27, 2010 10:34 am
by skelltor
ok cool
off topic it might be eaiser to talk over xfire

Re: BFSM (battlefront skelltor's mod) large update 10/11

Posted: Mon Dec 27, 2010 11:25 am
by commander501stappo
it's working now :D :D :D


and I found a bug; the EVO trooper's buff_inf_something isn't localized

Re: BFSM (battlefront skelltor's mod) large update 10/11

Posted: Mon Dec 27, 2010 11:39 am
by skelltor
ok I fixed it

Re: BFSM (battlefront skelltor's mod) large update 10/11

Posted: Mon Dec 27, 2010 1:46 pm
by commander501stappo
one part of the comando unit is still intextured

jango fett looses one of his pistols when he flys

Re: BFSM (battlefront skelltor's mod) large update 10/11

Posted: Mon Dec 27, 2010 1:56 pm
by acryptozoo
the arc trooper on polis massa has a bone showing :runaway:

Re: BFSM (battlefront skelltor's mod) large update 10/11

Posted: Mon Dec 27, 2010 5:39 pm
by skelltor
Sorry i can't do anything about that because its DEVISS's model and he is gone for now

Re: BFSM (battlefront skelltor's mod) large update 10/11

Posted: Thu Dec 30, 2010 1:48 pm
by commander501stappo
- the officer for the republic on the death star have the wrong first person
Hidden/Spoiler:
Image
Image
- the pic speaks for itself
Hidden/Spoiler:
Image
- the magna assassin(or whatever it's called) have the wrong first person
Hidden/Spoiler:
Image
Image

Re: BFSM (battlefront skelltor's mod) large update 10/11

Posted: Thu Dec 30, 2010 2:21 pm
by ShadowWing
I haven't logged on to GT for a while (4 days), so I didn't see this until now.
I'll test it as soon as I can.

EDIT:

-On Mustafar Hero Assault, Lando's shield generator, doesn't work.
I don't know if that's also the case for other maps.

-Jango's pistols don't have any noise.

-Perhaps you can enhance this mod by adding vehicles on
some maps for the hero assault mode? Hm...

-My biggest problem is that in CW, the droid's side is a bit stronger than the
clone's side, in the beginning.

-Also, I think that the AI shoot way too much. Maybe you can tone it down a little bit?


That's it. Other than that, your mod was excellent. I liked the inclusion of
a clone class with dual pistols.

Re: BFSM (battlefront skelltor's mod) large update 10/11

Posted: Fri Dec 31, 2010 9:32 am
by commander501stappo
everytime I fire with Greddo's heavy blaster pistol (stun), it looks like this...
Hidden/Spoiler:
Image

Re: BFSM (battlefront skelltor's mod) large update 10/11

Posted: Fri Dec 31, 2010 4:51 pm
by skelltor
Ok thanks guys :) about the stun effect i can't change it because its just the geo blaster turned blue and if i try to edit it PE crashes

in hero assault sounds are messed up due to using both gcw and cw sounds

i will fix the shield generators

the problem with vehicles on hero assault is i have to use either gcw or cw vehicles but i might add basic speeder bikes

Re: BFSM (battlefront skelltor's mod) large update 10/11

Posted: Fri Dec 31, 2010 8:37 pm
by ShadowWing
A few more issues:

On Yavin 4, the AT-AP (?)s are localized as the TX-130 tanks.

Death Star Hero Assault crashes for me.

The engineer droid's beam cannon is way too powerful. You could
make it have a longer cool time.