Independent Source Mappack - Bespin

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Re: Independent Source Mappack - Bespin

Post by Fingerfood »

Okay, I'm experimenting with locals, and they're not working. Here's my lua, since I think there's something wrong in it.
Hidden/Spoiler:
[code]--
-- Copyright (c) 2005 Pandemic Studios, LLC. All rights reserved.
--

ScriptCB_DoFile("setup_teams")
ScriptCB_DoFile("ObjectiveConquest")

-- Empire Attacking (attacker is always #1)
local ALL = 2
local IMP = 1
-- These variables do not change
local ATT = 1
local DEF = 2

function ScriptPostLoad()

AddDeathRegion("deathregion")
AddDeathRegion("deathregion2")


--This defines the CPs. These need to happen first
cp1 = CommandPost:New{name = "cp1"}
cp2 = CommandPost:New{name = "cp2"}
cp3 = CommandPost:New{name = "cp3"}
cp4 = CommandPost:New{name = "cp4"}
cp5 = CommandPost:New{name = "cp5"}
cp6 = CommandPost:New{name = "cp6"}
cp7 = CommandPost:New{name = "cp7"}


--This sets up the actual objective. This needs to happen after cp's are defined
conquest = ObjectiveConquest:New{teamATT = ATT, teamDEF = DEF,
textATT = "game.modes.con",
textDEF = "game.modes.con2",
multiplayerRules = true}

--This adds the CPs to the objective. This needs to happen after the objective is set up
conquest:AddCommandPost(cp1)
conquest:AddCommandPost(cp2)
conquest:AddCommandPost(cp3)
conquest:AddCommandPost(cp4)
conquest:AddCommandPost(cp5)
conquest:AddCommandPost(cp6)
conquest:AddCommandPost(cp7)

conquest:Start()

EnableSPHeroRules()

end


---------------------------------------------------------------------------
-- FUNCTION: ScriptInit
-- PURPOSE: This function is only run once
-- INPUT:
-- OUTPUT:
-- NOTES: The name, 'ScriptInit' is a chosen convention, and each
-- mission script must contain a version of this function, as
-- it is called from C to start the mission.
---------------------------------------------------------------------------

function ScriptInit()

ReadDataFile("ingame.lvl")



SetMaxFlyHeight(50)
SetMaxPlayerFlyHeight(50)

SetMemoryPoolSize ("ClothData",20)
SetMemoryPoolSize ("Combo",50) -- should be ~ 2x number of jedi classes
SetMemoryPoolSize ("Combo::State",650) -- should be ~12x #Combo
SetMemoryPoolSize ("Combo::Transition",650) -- should be a bit bigger than #Combo::State
SetMemoryPoolSize ("Combo::Condition",650) -- should be a bit bigger than #Combo::State
SetMemoryPoolSize ("Combo::Attack",550) -- should be ~8-12x #Combo
SetMemoryPoolSize ("Combo::DamageSample",6000) -- should be ~8-12x #Combo::Attack
SetMemoryPoolSize ("Combo::Deflect",100) -- should be ~1x #combo


ReadDataFile("sound\\tat.lvl;tat2gcw")
ReadDataFile("dc:SIDE\\all.lvl",
"all_inf_rifleman",
"all_inf_rocketeer",
"all_inf_sniper",
"all_inf_engineer",
"all_inf_officer",
"all_inf_wookiee",
"all_hero_luke_jedi",
"all_fly_xwing_sc")

ReadDataFile("dc:SIDE\\imp.lvl",
"imp_inf_rifleman",
"imp_inf_rocketeer",
"imp_inf_engineer",
"imp_inf_sniper",
"imp_inf_officer",
"imp_inf_dark_trooper",
"imp_hero_darthvader",
"imp_fly_destroyer_dome",
"imp_fly_tiefighter_sc",
"bes_bldg_AAA_turret",
"imp_fly_tieinterceptor",
"imp_walk_atst")

ReadDataFile("SIDE\\\\lob.lvl",
"all_droid_r2d2",
"all_inf_sniper",
"all_hero_hansolo_tat")

ReadDataFile("SIDE\\tur.lvl",
"tur_bldg_all_recoilless",
"tur_bldg_beam",
"tur_bldg_chaingun",
"tur_bldg_laser")


SetupTeams{
all = {
team = ALL,
units = 25,
reinforcements = 200,
soldier = { "all_inf_rifleman",9, 25},
assault = { "all_inf_rocketeer",1,4},
engineer = { "all_inf_engineer",1,4},
sniper = { "all_inf_sniper",1,4},
officer = { "all_inf_officer",1,4},
special = { "all_inf_wookiee",1,4},

},
imp = {
team = IMP,
units = 25,
reinforcements = 200,
soldier = { "imp_inf_rifleman",9, 25},
assault = { "imp_inf_rocketeer",1,4},
engineer = { "imp_inf_engineer",1,4},
sniper = { "imp_inf_sniper",1,4},
officer = { "imp_inf_officer",1,4},
special = { "imp_inf_dark_trooper",1,4},
},
}

SetTeamName (5, "bespinians")
AddUnitClass (5, "all_droid_r2d2", 1,1)
AddUnitClass (5, "all_hero_lando", 1,1)
AddUnitClass (5, "all_hero_hansolo_tat", 3,7)
AddUnitClass (5, "all_inf_sniper", 4,6)
SetUnitCount (3, 15)
AddAIGoal(5, "Deathmatch", 100)
SetTeamAsFriend(ATT,5)
SetTeamAsEnemy(5,ATT)
SetTeamAsFriend(DEF,5)
SetTeamAsFriend(5,DEF)

SetHeroClass(ALL, "all_hero_luke_jedi")
SetHeroClass(IMP, "imp_hero_darthvader")

-- Level Stats
ClearWalkers()
AddWalkerType(0, 0) -- special -> droidekas
AddWalkerType(1, 2) -- 1x2 (1 pair of legs)
AddWalkerType(2, 0) -- 2x2 (2 pairs of legs)
AddWalkerType(3, 0) -- 3x2 (3 pairs of legs)

local weaponCnt = 1024
SetMemoryPoolSize("Aimer", 75)
SetMemoryPoolSize("AmmoCounter", weaponCnt)
SetMemoryPoolSize("BaseHint", 1024)
SetMemoryPoolSize("EnergyBar", weaponCnt)
SetMemoryPoolSize("EntityCloth", 32)
SetMemoryPoolSize("EntityFlyer", 40)
SetMemoryPoolSize("EntityHover", 32)
SetMemoryPoolSize("EntityLight", 200)
SetMemoryPoolSize("EntitySoundStream", 4)
SetMemoryPoolSize("EntitySoundStatic", 32)
SetMemoryPoolSize("MountedTurret", 32)
SetMemoryPoolSize("Navigator", 128)
SetMemoryPoolSize("Obstacle", 1024)
SetMemoryPoolSize("PathNode", 1024)
SetMemoryPoolSize("SoundSpaceRegion", 64)
SetMemoryPoolSize("TreeGridStack", 1024)
SetMemoryPoolSize("UnitAgent", 128)
SetMemoryPoolSize("UnitController", 128)
SetMemoryPoolSize("Weapon", weaponCnt)

SetSpawnDelay(10.0, 0.25)
ReadDataFile("dc:IS1\\IS1.lvl", "IS1_conquest")
SetDenseEnvironment("false")


-- Sound Stats

voiceSlow = OpenAudioStream("sound\\global.lvl", "all_unit_vo_slow")
AudioStreamAppendSegments("sound\\global.lvl", "imp_unit_vo_slow", voiceSlow)
AudioStreamAppendSegments("sound\\global.lvl", "des_unit_vo_slow", voiceSlow)
AudioStreamAppendSegments("sound\\global.lvl", "global_vo_slow", voiceSlow)

voiceQuick = OpenAudioStream("sound\\global.lvl", "all_unit_vo_quick")
AudioStreamAppendSegments("sound\\global.lvl", "imp_unit_vo_quick", voiceQuick)

OpenAudioStream("sound\\global.lvl", "gcw_music")
OpenAudioStream("sound\\tat.lvl", "tat2")
OpenAudioStream("sound\\tat.lvl", "tat2")
-- OpenAudioStream("sound\\global.lvl", "global_vo_quick")
-- OpenAudioStream("sound\\global.lvl", "global_vo_slow")

SetBleedingVoiceOver(ALL, ALL, "all_off_com_report_us_overwhelmed", 1)
SetBleedingVoiceOver(ALL, IMP, "all_off_com_report_enemy_losing", 1)
SetBleedingVoiceOver(IMP, ALL, "imp_off_com_report_enemy_losing", 1)
SetBleedingVoiceOver(IMP, IMP, "imp_off_com_report_us_overwhelmed", 1)

SetLowReinforcementsVoiceOver(ALL, ALL, "all_off_defeat_im", .1, 1)
SetLowReinforcementsVoiceOver(ALL, IMP, "all_off_victory_im", .1, 1)
SetLowReinforcementsVoiceOver(IMP, IMP, "imp_off_defeat_im", .1, 1)
SetLowReinforcementsVoiceOver(IMP, ALL, "imp_off_victory_im", .1, 1)

SetOutOfBoundsVoiceOver(2, "Allleaving")
SetOutOfBoundsVoiceOver(1, "Impleaving")

SetAmbientMusic(ALL, 1.0, "all_tat_amb_start", 0,1)
SetAmbientMusic(ALL, 0.8, "all_tat_amb_middle", 1,1)
SetAmbientMusic(ALL, 0.2, "all_tat_amb_end", 2,1)
SetAmbientMusic(IMP, 1.0, "imp_tat_amb_start", 0,1)
SetAmbientMusic(IMP, 0.8, "imp_tat_amb_middle", 1,1)
SetAmbientMusic(IMP, 0.2, "imp_tat_amb_end", 2,1)

SetVictoryMusic(ALL, "all_tat_amb_victory")
SetDefeatMusic (ALL, "all_tat_amb_defeat")
SetVictoryMusic(IMP, "imp_tat_amb_victory")
SetDefeatMusic (IMP, "imp_tat_amb_defeat")

SetSoundEffect("ScopeDisplayZoomIn", "binocularzoomin")
SetSoundEffect("ScopeDisplayZoomOut", "binocularzoomout")
--SetSoundEffect("WeaponUnableSelect", "com_weap_inf_weaponchange_null")
--SetSoundEffect("WeaponModeUnableSelect", "com_weap_inf_modechange_null")
SetSoundEffect("SpawnDisplayUnitChange", "shell_select_unit")
SetSoundEffect("SpawnDisplayUnitAccept", "shell_menu_enter")
SetSoundEffect("SpawnDisplaySpawnPointChange", "shell_select_change")
SetSoundEffect("SpawnDisplaySpawnPointAccept", "shell_menu_enter")
SetSoundEffect("SpawnDisplayBack", "shell_menu_exit")

-- Camera Stats
--Tat2 Mos Eisley
AddCameraShot(0.974338, -0.222180, 0.035172, 0.008020, -82.664650, 23.668301, 43.955681);
AddCameraShot(0.390197, -0.089729, -0.893040, -0.205362, 23.563562, 12.914885, -101.465561);
AddCameraShot(0.169759, 0.002225, -0.985398, 0.012916, 126.972809, 4.039628, -22.020613);
AddCameraShot(0.677453, -0.041535, 0.733016, 0.044942, 97.517807, 4.039628, 36.853477);
AddCameraShot(0.866029, -0.156506, 0.467299, 0.084449, 7.685640, 7.130688, -10.895234);
end[/code]
EDIT:
Random pics:
Hidden/Spoiler:
I didn't know that was the way to hold it...
Image

Imperial base
Image

Rebel base
Image

Me pwning a Bothan
Image

Unlimited Powah!
Image

Crossfire?
Image

Lucky shot? I think not!
Image
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Re: Independent Source Mappack - Bespin

Post by Grev »

Well, I really dont get why you have 4 \\\\ before lob.lvl

I also dont get why all the lob units are all units. Put them into the all group!
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Re: Independent Source Mappack - Bespin

Post by woner11 »

I just noticed this thread and first off I would like to say it looks very good. The only thing that really stuck out to me however was the terrain. What I would recommend doing is adding a transparent texture to the side of the hill area where bespin is and the ground below. That way it just looks like its floating there. The hill will also be steep enough, that flyers will be able to go right through it.
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Re: Independent Source Mappack - Bespin

Post by Fingerfood »

Grev wrote:Well, I really dont get why you have 4 \\\\ before lob.lvl

I also dont get why all the lob units are all units. Put them into the all group!
Because 1) I don't have enough space for them all. and 2) They are "special" because of their friendly/enemy status.
woner11 wrote:I just noticed this thread and first off I would like to say it looks very good. The only thing that really stuck out to me however was the terrain. What I would recommend doing is adding a transparent texture to the side of the hill area where bespin is and the ground below. That way it just looks like its floating there. The hill will also be steep enough, that flyers will be able to go right through it.
And if you read :wink: then you'd realize there is no transparent texture.
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Re: Independent Source Mappack - Bespin

Post by Teancum »

For the Bespin city itself (if your terrain is flat in the city) I'd actually recommend just scaling up one of the Bespin floating platforms by 100 or so and using that as the ground of your city. It would get rid of the ugly terrain, plus it would blend in better.
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Re: Independent Source Mappack - Bespin

Post by Grev »

Fingerfood wrote:
Grev wrote:Well, I really dont get why you have 4 \\\\ before lob.lvl

I also dont get why all the lob units are all units. Put them into the all group!
Because 1) I don't have enough space for them all. and 2) They are "special" because of their friendly/enemy status.
woner11 wrote:I just noticed this thread and first off I would like to say it looks very good. The only thing that really stuck out to me however was the terrain. What I would recommend doing is adding a transparent texture to the side of the hill area where bespin is and the ground below. That way it just looks like its floating there. The hill will also be steep enough, that flyers will be able to go right through it.
And if you read :wink: then you'd realize there is no transparent texture.
Um... they all fit. And I mean into the listing. You can put every single unit in there on all. It will fit. And if you made a lob side, then the units should be lob_******
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Re: Independent Source Mappack - Bespin

Post by Fingerfood »

Teancum wrote:For the Bespin city itself (if your terrain is flat in the city) I'd actually recommend just scaling up one of the Bespin floating platforms by 100 or so and using that as the ground of your city. It would get rid of the ugly terrain, plus it would blend in better.
I would do that, but the tunnels would get cut off, and would effectively make my work an exponential amount. I like the way it is right now, so let's discuss something else shall we?
Grev wrote:
Fingerfood wrote:
Grev wrote:Well, I really dont get why you have 4 \\\\ before lob.lvl

I also dont get why all the lob units are all units. Put them into the all group!
Because 1) I don't have enough space for them all. and 2) They are "special" because of their friendly/enemy status.
woner11 wrote:I just noticed this thread and first off I would like to say it looks very good. The only thing that really stuck out to me however was the terrain. What I would recommend doing is adding a transparent texture to the side of the hill area where bespin is and the ground below. That way it just looks like its floating there. The hill will also be steep enough, that flyers will be able to go right through it.
And if you read :wink: then you'd realize there is no transparent texture.
Um... they all fit. And I mean into the listing. You can put every single unit in there on all. It will fit. And if you made a lob side, then the units should be lob_******
They don't need to be lob_*****, look at the imperial side. But what I was more worried about was the Setup Teams part.
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Re: Independent Source Mappack - Bespin

Post by Delta 47 »

Are you going to have a mode where it is Bespin troopers (or whatever their names are lol) vs Imperial troopers like in the Campaign or another mode? If this has already been said somewhere else than I apologize because I haven't been able to read every post due to lack of time. By the way the map is coming along great :thumbs:
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Re: Independent Source Mappack - Bespin

Post by Fingerfood »

Well, I'm calling them Bespinians (lol) and they will be locals in Conquest. And I just had an idea... Hunt anyone? :yes:

And how about exporting the Bespin player models (and maybe architecture...) from JK2/3? Could anyone do that for me?
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Re: Independent Source Mappack - Bespin

Post by Delta 47 »

Hunt mode sounds good, I wouldn't bother adding Flags unless its really wanted. I have no idea how to convert models from JK2/JK3 :(
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Re: Independent Source Mappack - Bespin

Post by ARC_Trooper_phi658 »

"bespinians" sounds a little weird. You could call them "bespin security" or "bespin police," but I guess that's really up to you.

If you're going to add locals and try to export JK models, why not have a few ugnaughts in there.

In anycase, I think this is a map to look forward to.
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Re: Independent Source Mappack - Bespin

Post by Guest »

ARC_Trooper_phi658 wrote:"bespinians" sounds a little weird. You could call them "bespin security" or "bespin police," but I guess that's really up to you.

If you're going to add locals and try to export JK models, why not have a few ugnaughts in there.

In anycase, I think this is a map to look forward to.
bespin police sounds great
and ugnaught as props near some terminals (for example in carbon chamber) would be awesome
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Re: Independent Source Mappack - Bespin

Post by Maveritchell »

ARC_Trooper_phi658 wrote:"bespinians" sounds a little weird. You could call them "bespin security" or "bespin police," but I guess that's really up to you.
You realize, if you're ever not sure about some kind of obscure naming convention, that we as Star Wars fans have an entire wiki dedicated to helping us nitpick names and places?

http://starwars.wikia.com/wiki/Bespin_Wing_Guard
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Re: Independent Source Mappack - Bespin

Post by Grev »

Mav, you really need a themesong.

ITS MAV!!!!

Who brings all the answers....

MAV!!!!

Who is totally l337?

MAV!!!!

ok, back on topic, what unit will you reskin to have the guards?
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Re: Independent Source Mappack - Bespin

Post by Delta 47 »

You realize, if you're ever not sure about some kind of obscure naming convention, that we as Star Wars fans have an entire wiki dedicated to helping us nitpick names and places?

http://starwars.wikia.com/wiki/Bespin_Wing_Guard
Or you could look at StarWars.com, I try to use StarWars.com just because its the "official" site. They are basically called the same thing but not as much detail either. If you read they are also called the "Bespin Security Guards". Here it is for more reference: Wing Guard. It also tells whet weapons, etc they carried.
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Re: Independent Source Mappack - Bespin

Post by elfie »

This is all looking good. :D
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Re: Independent Source Mappack - Bespin

Post by Fingerfood »

Okay, I'm currently sending a Beta of the Beta to a friend, who'll try it out. The Bespinian name was extremely tentative, so I'll change it. The Private Beta will probably be sent tomorrow night, so check your PMs then and hope to be one of the lucky ones. All I really have left to do before the Private Beta is sent is put something in front of the steep terrain so you can't get past, fix up Hunt, and add cover to some of the City area. I still can't get flyers in there, but I'll try to fix them. Then, it's locals. They probably won't be in the beta, but probably will be in the release. And anyone willing to convert the models from JK? They'd help me a LOT, as the security right now is going to be reskinned Hans and Rebel Marksmen, along with Lando. Oh, and I have to make some ships props and put them on the platforms.

I guess I'll take this time to elaborate on the next map--Space Fondor. To anyone who's played Rebel Strike, this will be almost the same as Fondor Shipyard Assault. It will have the large forcefield surrounding the Executor, which I still need to get from Mav. *hint*hint* It'll have the Rebel fleet coming into the area, and will have a few hangar terminals on the side where forcefield generators are located. This shouldn't take a long time at all, and will give me a stepping stone into space mapping. Expect pictures by next weekend, but don't expect them to be any good. :P

EDIT:
Oh, and I forgot to mention, Chaos Assault is off. I will simply make it the heroes (Luke, Vader, Han, Chewie, Boba, another bounty hunter, and Leia) running around the city.

EDIT 2:
Okay, this is going too fast. I got a loading screen:
Hidden/Spoiler:
Image
And otherwise, I think I'm extremely close to releasing the beta. I can't get flyers, or a loading screen working, but it's pretty close! I think I'll pull the time back a bit, and release the beta as early as midday tomorrow. Maybe tonight if I'm lucky.

EDIT 3:
More goodies:
Hidden/Spoiler:
New ground texture.
Image
Ground texture with some clouds shielding it.
Image
I got R2 working....
Image
There ain't a texture for the gray officer... Help?
Image
And how would you animate vehicle props? That was SUPPOSED to be an AT-ST
Image
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Re: Independent Source Mappack - Bespin

Post by Delta 47 »

Bugs:

- Turrets need names
- Add death region in the Carbon Chamber
- Some of the ground textures are a little glitchy
- Some of the walkways on the platforms you can't walk onto without jumping
- The AI enter the Turrets from the outside of the buildings on the platforms (I can't lol)
- And of course the bugs you already mentioned
- Assault mode crashes to desktop
- The name of Assault mode in the Instant Action menu is "modname.description.hero"

Suggestions:

- Put something if possible around the outside edge of the city
- Add more buildings, objects, etc to hide behind and for shelter
- The dust lags a little bit but isn't that big of deal
- Put more platforms around in the distance
- It would be better I think if the platforms would be surrounding the city
- This map would be good for more vehicles (maybe even ships)
- Add more units to the sides (you probably will anyway)
- Make it more like the Bespin in EP5

Review:

I think you did a great job for the Beta and I'm glad I could test it :thumbs:

*Screenshots*
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Re: Independent Source Mappack - Bespin

Post by Xavious »

Fingerfood wrote:There ain't a texture for the gray officer... Help?
Find the file "imp_inf_officer.tga" in your side's msh folder. Rename it to "test_inf_officer.tga."
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Re: Independent Source Mappack - Bespin

Post by Fingerfood »

@delta
Hidden/Spoiler:
[quote="delta 47"]Bugs:

- Turrets need names
- Add death region in the Carbon Chamber
- Some of the ground textures are a little glitchy
- Some of the walkways on the platforms you can't walk onto without jumping
- The AI enter the Turrets from the outside of the buildings on the platforms (I can't lol)
- And of course the bugs you already mentioned
- Assault mode crashes to desktop
- The name of Assault mode in the Instant Action menu is "modname.description.hero"[/quote]
1. I'm not sure how to fix that...
2. I did, but deathregions are going weird on me.
3. Which ones?
4. I think it's just one over by the Rebel base, whch you can walk onto, it just stops you for a sec.
5. Yeah. I need to rework all of the turret locations. Once I get flyers in there, the turrets are ment to only shoot at the flyers.
7. Hunt and Assault are both very glitchy.
8. I haven't worked much on Hunt and Assault.
[quote="delta 47"]Suggestions:

- Put something if possible around the outside edge of the city
- Add more buildings, objects, etc to hide behind and for shelter
- The dust lags a little bit but isn't that big of deal
- Put more platforms around in the distance
- It would be better I think if the platforms would be surrounding the city
- This map would be good for more vehicles (maybe even ships)
- Add more units to the sides (you probably will anyway)
- Make it more like the Bespin in EP5

*Screenshots*[/quote]
1. Like what?
2. Working on.
3. Yeah, I have got to work on the clouds. Right now it's just a mess of icons.
4. Working on that.
5. I'd have to say no to that. It might be cool, but it would require a lot of work to redo the whole city, and then I'd have to work with those aggrivating platforms more...
6. Again, I'm trying.
7. Ay. Maybe not in this release, but eventually.
8. I gotta wtach EP5 sometime. Haven't seen it in years.

Thanks for the screens! I might use one for the loading screen.
And thanks for testing! No one else has even downloaded the beta yet!
Xavious wrote:
Fingerfood wrote:There ain't a texture for the gray officer... Help?
Find the file "imp_inf_officer.tga" in your side's msh folder. Rename it to "test_inf_officer.tga."
Thanks! Do you want me to send you a beta?
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