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Posted: Fri Sep 01, 2006 2:55 pm
by jangoisbaddest
valiant wrote:OK, what patch do you have? can you give me a list of the names of each file in the file folder? and can you give me the size of the 2 side files you have in the side folder? that could be useful. thank you.
There should be only one side, ksh, which is 17,173 KB (other than the 1KB shell). The whole thing should be 73.5 MB.

Posted: Fri Sep 01, 2006 3:20 pm
by valiant
Could you email me your version? use yousendit.com and email it to [email protected]

Posted: Fri Sep 01, 2006 3:29 pm
by Maveritchell
Aksel3 wrote:Looks great Jango'. I'll download as soon as possible.

When I saw this screenshot, I noticed that you gave the Wookie Warrior a Chaingun. That seems a little... Wierd to me. :wink: Why don't you model a spear or something? That would really be great. Of course, it's only a suggestion, remember that, but if you intend to do it, you might also want to change the Wookie Rocketeer to a Republic Rocket Trooper or something like that, instead. :)
If he gives it a spear, remember, there's already a shipped spear weapon for the ewoks.

Posted: Fri Sep 01, 2006 4:12 pm
by jangoisbaddest
For you, valiant (and for 99 other people), I have uploaded to yousendit. Here is the link:

http://www.yousendit.com/transfer.php?a ... F24CDD5D79

Posted: Fri Sep 01, 2006 4:20 pm
by yodasoda
some bugs i found:
the wookie catawhateverthing doesn't have an odf or at least a name,
sometimes when i get near a tree it goes invisible in parts of it,
part of the venonator is untextured,
and thats all i found

Posted: Fri Sep 01, 2006 4:26 pm
by valiant
The map still wont work 4 me. hmm. i will check my pc.

Posted: Fri Sep 01, 2006 4:40 pm
by Rekubot
yodasoda wrote:the wookie catawhateverthing doesn't have an odf or at least a name,
Speaking of which, you need to localize everything in all language versions of the game. It's very annoying when people only localize the language files for their version of the game only. I want to see some text! :twisted:

Posted: Fri Sep 01, 2006 5:39 pm
by jangoisbaddest
This is an Alpha, guys. I am well aware of the bugs and unfinished areas of the map (ex localizations). This was supposed to be to show you what I've done so far, if you like the overall direction that I'm going or not, what you think should be changed with gameplay, etc. Rest assured that localization, finishing the map, tweaking effects and little things like that will be taken care of. And yes, yodasoda, the trees dissappear at certain angles. I said this both in the first post and the readme. I need someone to model the standard Kashyyyk tree to 2x its normal size so that I can replace them.

Oh, and by the way, thanks to the suggestion, I'm fiddling with the spear. A very good idea!

Posted: Sat Sep 02, 2006 5:27 am
by Rekubot
Just put 'GeometryScale = 2.0' in the tree's ODF file and '-scale 2.0' in the .OPTION file.

Another thing I found annoying was the fact that you placed the CIS' capture region just behind the actual command post, and so a couple of AI characters would hop in the swampspeeder, rush past everything and capture it, ending up in an early victory. But yeah, apart from the fact that a few tweaks are needed it's probably one of the better maps out there.

Posted: Sat Sep 02, 2006 1:14 pm
by Razgriz
looks good dling now

Posted: Sat Sep 02, 2006 1:19 pm
by t3tine
nice map, found of it, don't you wanted to give a sword to wookie? with mass attack ?

Posted: Sat Sep 02, 2006 3:39 pm
by jangoisbaddest
Rekubot wrote:Just put 'GeometryScale = 2.0' in the tree's ODF file and '-scale 2.0' in the .OPTION file.
That's what is there right now. But it dissappears at certain angles and is generally a little wierd. If you know how to fix this, feel free to tell me.
Rekubot wrote:Another thing I found annoying was the fact that you placed the CIS' capture region just behind the actual command post, and so a couple of AI characters would hop in the swampspeeder, rush past everything and capture it, ending up in an early victory. But yeah, apart from the fact that a few tweaks are needed it's probably one of the better maps out there.
Haha! I know. I was going to take them out altogether because of that, but left one in because I wanted everyone to try it out (it is a new vehicle, after all). The conquest mode in the next version probably won't have any Swampspeeders at all unless there are more CP's (though the plain ol 2 CPs makes for a good straight - up, constant charge, but adding more CPs will ensure there are no quick victories).

By the way, ideas for CTF are open for suggestion. I'm hoping to involve the platforms/trees in some fasion, but don't know exactly how yet. Or it could involve vehilces. Any ideas?

Posted: Sat Sep 02, 2006 5:37 pm
by Rekubot
Not sure if this is possible, but you could base the Capture the Flag mode only on the trees and platforms, by putting 2 cp's up there and disabling the others. You could also extend the platforms so that it's like a mini-level on its own.

I actually like the idea of only 2 cps, it gives a very movie-like feel; more of a head-on battle then lots of small ones.

Posted: Sat Sep 02, 2006 10:44 pm
by TK-349
Umm.. It crashes for me.

Posted: Sun Sep 03, 2006 1:36 am
by jangoisbaddest
This is wierd! There must be an issue with certain versions, settings, or SOMETHING, because it seems that there is no real pattern to who can run the map without crashing and who cannot.

Edit: I would like to direct all of you who cannot run this map w/o crashing to this forum. It may not be the cause, but you never know: http://www.gametoast.com/index.php?name ... pic&t=6604

On - Topic: I've had several good ideas in a row (some of them coming from my best friend :P , and I am working on them right now. One of which is taking out the anti - vehicle troopers completely, and changing the republic sniper to "41st Legion Support Soldier", which will have a rifle with two modes - a regular sniper mode (which will actually have kickback and everything), and a weaker, less accurate burstfire mode (toned down the damage from the ALPHA version so that not each of the three is a 1 - hit kill). This is like a support unit - spraying fire into the crowd to weakin and thin it while the others pick them off. Also, I have been trying to get Wookies to have Wampa attacks for QUITE some time, but have only recently been able to implement that (thanks to reading the modding forum). Tarful will be lots of fun!

Posted: Sun Sep 03, 2006 9:52 am
by valiant
hmm including your map i have 44 maps in my addon folder.

IDEA

Posted: Sun Sep 03, 2006 5:27 pm
by darthtrogsasea
i have a great idea put those barrier thingys rigth in front of a trnech so that you get a whole Diet Dr. Pepper load of cover now waht i eamn is the trnech then the barrickade about a 2-3 feat infront so you can jump out of trech and shot then duck back in

RE: IDEA

Posted: Sun Sep 03, 2006 5:38 pm
by Rekubot
Umm... what? Seriously dude, take an English lesson. The rules even state that you should use proper sentences and grammar.

Posted: Sun Sep 03, 2006 5:53 pm
by comandoBoB
im downloading now, ugo is such a pain in the [word not allowed]

does that come up by its self if you curse or something?

the screen look like a giant battle is happening. I love when that happens
when i downloaded the 123 pack i played nearly every level on XL!
fun stuff!

lookes great .
cant wait to play!

Posted: Sun Sep 03, 2006 6:30 pm
by somedude210
wow, i was impressed by the scale of the battle. the only bug i exprienced was when the CIS forces came ashore (en masse btw, seriously, i shot the particle beam on the AT-TE and got like 8 kills) and there was this massive cluster of vehicles and troops from both sides and it just started to stutter a little (still playable) but then it left after about 30 seconds.

but the huge scale of the battle is insane, i commend you for managing to get an alpha build this stable with this much stuff going on. its a great map and has only minor tweaks needed.

good luck trying to finish this up, definately worth a second download