He he, and it will be harder to spot, which is fulfilling of it's surprise purpose.MercuryNoodles wrote:
While I'm at it, I'm thinking about shrinking the detpack to about half it's size. It's always bugged me that you're running around with an explosive as big as a backpack, or cabinet door, that has all the power of a frag grenade.
WIP Space: Boarding Action (Updated 3/1/08)
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Caleb1117
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Re: WIP Space: Boarding Action (Updated 3/1/08)
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MercuryNoodles
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Re: WIP Space: Boarding Action (Updated 3/1/08)
Exactly. I'd much rather use a model that looks like the charge we see Han placing in the Endor bunker, but I can't do that just yet.
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XxDepredationxX
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Re: WIP Space: Boarding Action (Updated 3/1/08)
Lol! Yea, you'd expect more from a Star War era det pack to be more high in tech than a box with electronic charges. I always thought that it was less effective than the grenade.MercuryNoodles wrote:While I'm at it, I'm thinking about shrinking the detpack to about half it's size. It's always bugged me that you're running around with an explosive as big as a backpack, or cabinet door, that has all the power of a frag grenade.
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MercuryNoodles
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Re: WIP Space: Boarding Action (Updated 3/1/08)
While I could argue about the effectiveness, what really gets me is that nobody asks how an engineer can carry three charges of that size. He must pull them out of his rear. 
I want to do more with dets, but it'll have to wait. I'm going to have trouble finishing the tasks I already have in time.
I want to do more with dets, but it'll have to wait. I'm going to have trouble finishing the tasks I already have in time.
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Re: WIP Space: Boarding Action (Updated 3/1/08)
Man, this map looks AWSOME I can't wait keep up the good work
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Re: WIP Space: Boarding Action (Updated 3/1/08)
You should reskin the dets of the imperials, and make them gray and more machine like. The current ones look like a homemade bomb.
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Re: WIP Space: Boarding Action (Updated 3/1/08)
i find them far superior to nades.XxDepredationxX wrote: I always thought that it was less effective than the grenade.
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MercuryNoodles
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Re: WIP Space: Boarding Action (Updated 3/1/08)
I've been playing with the Imperial vehicles, and their weapons. So far, the TIE Bomber and Sentinel need a little weapons work. I switched the bomber's bombs to the bombardier position, but I must've missed something, because they don't fire now. I'll be doing more work on that soon.
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Re: WIP Space: Boarding Action (Updated 3/1/08)
still cant wait for this to be done...
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Re: WIP Space: Boarding Action (Updated 3/1/08)
that cant be good.
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MercuryNoodles
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Re: WIP Space: Boarding Action (Updated 3/1/08)
Well, my last two posts are lost, but here's where I stand.
I cannot finish everything I'd wanted to in the next two days. So, I'm going to finish the vehicle stuff, maybe some localization (or maybe not, depending on time), and then get this thing uploaded. This is what's on the worklog that won't be done in time, save for a miracle or complete lack of sleep:
- finish shot spread values for most weapons
- replacing the DH-17 model with Rekubot's
- tweak memory pool values (Some are outrageously high, and some way too low)
- put a blast door or something to cover the ISD bridge access corridor, which currently terminates as a solid black wall
Much of this is small stuff, but the vehicle changes are a higher priority, even though it takes up much more time to do.
As a word of warning to those that don't have HD space to spare, this version of the map will take 324 MB as of my last check. As I said before, my source files are a mess that will be dealt with in time.
The TIE bomber is working without any major problems. The pilot gets an ion cannon I happened to throw together recently, and the bombardier gets a limited freedom to look down at where the bombs are going, which now fall more or less at a 45 degree angle.
I've also reworked the Sentinel's weapons. It now has two laser cannons, and the explosive weapons have been removed. I felt this was necessary, since it's a combat troop transport, not a heavy fighter/strike craft as it seems to be in the stock game. The pilot gets an anti-fighter version of the recoilless, and the copilot gets the recoilless. The rear "turret" (minus geometry) from the Theta is still there, though I'm planning to either fix it up or remove it entirely.
As of this post, I am working on getting the Rebel vehicles setup in a similar fashion. Hopefully I can finish up today, because I won't have much time to work on this until Wednesday.
Now, before I throw this out there and get feedback of this and that's not working, or whatever, I'll need to point some things out. For those that don't know, this is a beta. The purpose of releasing now is to get feedback on the basics, like the general balancing of the sides, et cetera.
- There are no flier splines, or danger regions. If you see the fighters ramming the ships, they're not suicidal. They just don't know where to go. Expect a lot of kamikaze strikes, even inside the hangars.
- Speaking of regions, I don't have many regions placed. Don't expect any rumbling, or anything like that. Beyond the very few death, landing, and reflection regions I put in, there's little else.
- Teleports are one way, and unmarked. I didn't get to set up a way off the bridges. To get to the bridges, look in the right fork of the detention block on the ISD and the "blasted airlock" near the barracks in the MonCal. If you want out, you'll have to kill your unit.
- The MonCal bridge is incomplete. Self explanatory.
- The gap patches look weird/ugly/like yo momma. These are also unfinished.
- Sides are not entirely finished. Expect just about anything to do with the sides to be drastically overhauled, or virtually untouched. I'll get to it eventually.
- The minimap is..what it is. I've yet to try making one.
- There is no planning, nor paths. Expect the bots to hang out a lot.
That's all I have for now.
Edit: One more little issue.
- Localization is only set for English so far. I'll work on the others as I make further progress.
I cannot finish everything I'd wanted to in the next two days. So, I'm going to finish the vehicle stuff, maybe some localization (or maybe not, depending on time), and then get this thing uploaded. This is what's on the worklog that won't be done in time, save for a miracle or complete lack of sleep:
- finish shot spread values for most weapons
- replacing the DH-17 model with Rekubot's
- tweak memory pool values (Some are outrageously high, and some way too low)
- put a blast door or something to cover the ISD bridge access corridor, which currently terminates as a solid black wall
Much of this is small stuff, but the vehicle changes are a higher priority, even though it takes up much more time to do.
As a word of warning to those that don't have HD space to spare, this version of the map will take 324 MB as of my last check. As I said before, my source files are a mess that will be dealt with in time.
The TIE bomber is working without any major problems. The pilot gets an ion cannon I happened to throw together recently, and the bombardier gets a limited freedom to look down at where the bombs are going, which now fall more or less at a 45 degree angle.
I've also reworked the Sentinel's weapons. It now has two laser cannons, and the explosive weapons have been removed. I felt this was necessary, since it's a combat troop transport, not a heavy fighter/strike craft as it seems to be in the stock game. The pilot gets an anti-fighter version of the recoilless, and the copilot gets the recoilless. The rear "turret" (minus geometry) from the Theta is still there, though I'm planning to either fix it up or remove it entirely.
As of this post, I am working on getting the Rebel vehicles setup in a similar fashion. Hopefully I can finish up today, because I won't have much time to work on this until Wednesday.
Now, before I throw this out there and get feedback of this and that's not working, or whatever, I'll need to point some things out. For those that don't know, this is a beta. The purpose of releasing now is to get feedback on the basics, like the general balancing of the sides, et cetera.
- There are no flier splines, or danger regions. If you see the fighters ramming the ships, they're not suicidal. They just don't know where to go. Expect a lot of kamikaze strikes, even inside the hangars.
- Speaking of regions, I don't have many regions placed. Don't expect any rumbling, or anything like that. Beyond the very few death, landing, and reflection regions I put in, there's little else.
- Teleports are one way, and unmarked. I didn't get to set up a way off the bridges. To get to the bridges, look in the right fork of the detention block on the ISD and the "blasted airlock" near the barracks in the MonCal. If you want out, you'll have to kill your unit.
- The MonCal bridge is incomplete. Self explanatory.
- The gap patches look weird/ugly/like yo momma. These are also unfinished.
- Sides are not entirely finished. Expect just about anything to do with the sides to be drastically overhauled, or virtually untouched. I'll get to it eventually.
- The minimap is..what it is. I've yet to try making one.
- There is no planning, nor paths. Expect the bots to hang out a lot.
That's all I have for now.
Edit: One more little issue.
- Localization is only set for English so far. I'll work on the others as I make further progress.
Last edited by MercuryNoodles on Mon Mar 31, 2008 10:34 am, edited 1 time in total.
- venort
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Re: WIP Space: Boarding Action (Updated 3/1/08)
lol.MercuryNoodles wrote:- The gap patches look weird/ugly/like yo momma.
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MercuryNoodles
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Re: WIP Space: Boarding Action (Updated 3/1/08)
Yet another announcement:
I hope this isn't too frustrating for anyone, but I'll require at least another day to finish the last of my changes. All I have left to really do are some weapon alterations on the Rebel LAAT, and I might work on localization (a lot of things are still blank) if I have time left over before I set up the link. Any new difficulties not withstanding, it'll definitely be released this week whether it's really finished or not. I just want this last vehicle to have a decent weapon setup before I let it go.
I was trying for getting everything ready today, but it's getting past my bedtime and being more than 10 minutes late for work is generally not a good idea. Fear not, for I'm actually a lot closer to keeping the deadline than I thought I would be. I was half expecting to need a whole other month when I first set it.
I hope this isn't too frustrating for anyone, but I'll require at least another day to finish the last of my changes. All I have left to really do are some weapon alterations on the Rebel LAAT, and I might work on localization (a lot of things are still blank) if I have time left over before I set up the link. Any new difficulties not withstanding, it'll definitely be released this week whether it's really finished or not. I just want this last vehicle to have a decent weapon setup before I let it go.
I was trying for getting everything ready today, but it's getting past my bedtime and being more than 10 minutes late for work is generally not a good idea. Fear not, for I'm actually a lot closer to keeping the deadline than I thought I would be. I was half expecting to need a whole other month when I first set it.
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Grev
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Re: WIP Space: Boarding Action (Updated 3/1/08)
Just a suggestion, Im trying to do this myself, to replace a detpack. Have the detpack be a scaled down crate model, so it looks like a set up explosive. And dont let it be tossed.
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JPI Dictator4life
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Re: WIP Space: Boarding Action (Updated 3/1/08)
Yea, use it like a mine.
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Fingerfood
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Re: WIP Space: Boarding Action (Updated 3/1/08)
That'd be pretty easy to do too. Just getting it to look right would be the hard part... 
- venort
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Re: WIP Space: Boarding Action (Updated 3/1/08)
detpack throwing rules/is useful/is the other official sport of the new republic! we must still be able to throw them!
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MercuryNoodles
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Re: WIP Space: Boarding Action (Updated 3/1/08)
The detpacks won't be changed with this version, though I have my own plans for them. That detpack throw stuff like in the stock game is going out the window, btw. You'll probably still be able to toss the charge, but I'll more than likely time it so it can't be detonated before it has landed. It'll be more like the remote mines of games like GoldenEye, Jedi Outcast, or something similar.
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Re: WIP Space: Boarding Action (Updated 3/1/08)
well at least you can still throw them. (btw fir those of you who dont know according to uncyclopeia ewok tossing is the official sport of the new republic.)
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MercuryNoodles
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Re: WIP Space: Boarding Action (Updated 3/1/08)
Ok, I am happy to inform everyone that I'm running through the last changes before I set this thing loose. The LAAT is ready, and I need to deal with that rear turret on the Sentinel. Chances are I'll take it out for the time being so I can get this out. I've also managed to get some localization done, and I think I'm almost satisfied with the readme. There is one final thing I need to do to the map aside from the aforementioned, and that's to change the tip I wrote in, which is giving me trouble because it doesn't seem to exist when I look through the localization. Even so, I should be able to upload the thing tomorrow or Thursday morning.
