Page 3 of 4
Re: Battlefront Extreme V2 - Screenshots up
Posted: Wed Jul 09, 2008 8:00 pm
by Fluffy_the_ic
[Diet Dr. Pepper] yeah! This is one of the best mods evur! I remember on FF one time you said that Jango is gonna have dual blasters. Are you going to live up to that, or is it not gonna happen? I doesn't really matter. You'll just be letting one of your biggest fans down.

jk
Re: Battlefront Extreme V2 - Screenshots up
Posted: Wed Jul 09, 2008 9:01 pm
by ARC_Commander
There won't be any dual blasters until the new KOTOR sides assets are released.
Re: Battlefront Extreme V2 - Screenshots up
Posted: Wed Jul 09, 2008 9:21 pm
by Fluffy_the_ic
Gotcha.
Re: Battlefront Extreme V2 - Screenshots up
Posted: Wed Jul 09, 2008 11:53 pm
by RepSharpshooter
ARC_Commander wrote:
TIE exhaust finished, it's pretty cool.
Wha? Lol I thought those little red things where the engines...
According to this the thing in the middle is the solar ionization reactor. Just to say.
ARC_Commander wrote:I discovered a way to improve skin resolution with MSH.OPTION files. You put "-8bit -maps 1" in the image's corresponding option file. Now almost every single image in the mod has an MSH.OPTION file with those parameters. Here is the new 212th legion trooper, a skin previously notorious for being blurry. Also note the localizations

They're almost finished!
Ah! So that's what that seemingly-useless-looking thing is for! I'm guessing cause it only has 1 mipmap. You know you could try making a file called "tga.option" which would apply to all tgas in that msh folder. Thanks for the great work AND enlightenment

I can't wait until this interfaces with the conversion pack.
Re: Battlefront Extreme V2 - Screenshots up
Posted: Thu Jul 10, 2008 12:22 am
by Maveritchell
RepSharpshooter wrote:Ah! So that's what that seemingly-useless-looking thing is for! I'm guessing cause it only has 1 mipmap. You know you could try making a file called "tga.option" which would apply to all tgas in that msh folder. Thanks for the great work AND enlightenment

I can't wait until this interfaces with the conversion pack.
I thought I told you and Caleb about this? I mentioned I was using it in the KotOR sides? Dunno, maybe I only told Caleb.
Re: Battlefront Extreme V2 - Screenshots up
Posted: Thu Jul 10, 2008 1:56 am
by 768th_Legion_Trooper
I loved the last version, and apart from localization errors it was awesome. But one question. I really enjoy playing online, but I know not everyone is going to install it (Unfortunately), so is it going to be an easy uninstall/install? Also, will this conflict with the unofficial 1.2 patch? I'm assuming it will, but I want to know for certain.
Re: Battlefront Extreme V2 - Screenshots up
Posted: Thu Jul 10, 2008 10:02 am
by ARC_Commander
Those red things are the engines??? But they're so wimpy! And that hole in the back is just begging for an exhaust effect. Ah well, I ain't removing it now, it looks better than before.
Glad to know that little piece of information helped, RepSharpshooter. The new DH-17 you made looks really good with the msh.option file.
It will be an easy install / uninstall, as it won't overwrite any files. Just another folder in your ADDON directory, plus a few level files about 1MB each inside your FPM folder. It will not conflict with the Unofficial Patch, and actually requires it to be installed if you want new HUD tags.
I'm getting close to solving the AT-ST bug. I found three memory pools that needed raising - but for some reason, they refuse to be raised... I'm working on it. Technical difficulties.
And another strange bug that appears to be related to it. I made a bombardier position for the B-Wing. Then, the pilot's third-person view moved up and forward, as if it was right inside the cockpit. Weird. I'll check the error log.
Re: Battlefront Extreme V2 - Screenshots up
Posted: Thu Jul 10, 2008 9:26 pm
by ARC_Commander
Hate to double post (especially on my own thread) but this deserves a bump. Localizations have finished, weapons and everything! My ODF folders are an unorganized mess with barely any naming conventions to speak of, but it's finally done! Yeahhh! The culmination of a year's worth of work, tonight. I'd like to thank the academy.
I will soon (read: tomorrow) be releasing a Pre-Release GT-Exclusive Beta of BFX 2. Hold tight.
Re: Battlefront Extreme V2 - Localizations finished
Posted: Thu Jul 10, 2008 10:08 pm
by Fluffy_the_ic

[Diet Dr. Pepper]'n finally! Longest 2 weeks of my life! Just so you know, This has been well looked forward to by many. Very well looked forward to. And now that it's about to come out, I say bring out da nachos!
Re: Battlefront Extreme V2 - Localizations finished
Posted: Thu Jul 10, 2008 10:32 pm
by tylerman29
yay!!!! im so pumped!!!!!!! ahhh!! i love you (not weird way) :clone:
Re: Battlefront Extreme V2 - Localizations finished
Posted: Fri Jul 11, 2008 1:26 am
by Guest
negah wants it, negah hides under his table and waits until its released
Re: Battlefront Extreme V2 - Localizations finished
Posted: Fri Jul 11, 2008 2:46 pm
by (502)GEN.york
so i looked but i did not see any links it is tomorrow i dont know if its out yet just asking
Re: Battlefront Extreme V2 - Localizations finished
Posted: Fri Jul 11, 2008 2:55 pm
by Guest
well it depends always on the place you live in.
while we already have tomorrow some people have still yesterday
however i dont know where Arc_Commander lives
Re: Battlefront Extreme V2 - Localizations finished
Posted: Fri Jul 11, 2008 3:14 pm
by ARC_Commander
It's still yesterday for me, if that makes any sense. I would have uploaded it before, but I just made a semi-big last-minute sides change (more texture packing) which I now have to test. There may be a bug here and there regarding effects in the beta, but that's what betas are for. My pre-release testing will just involve going through every stock map and seeing if all the units are present at the load screen.
Re: Battlefront Extreme V2 - Localizations finished
Posted: Fri Jul 11, 2008 3:25 pm
by tylerman29
awww man im sad now.... well one more day ...
question ARC will most maps have uber mode??? as it will rock if so!

Re: Battlefront Extreme V2 - Localizations finished
Posted: Fri Jul 11, 2008 3:33 pm
by Fluffy_the_ic
WAit, ARC, didn'y you say one time somewhere that all you were changing was XL mode? And the maps that didn't have it you were giving it to? Right? And what are you doing for Hero Assault? A 1 flag CTF changed into hero assault?
Re: Battlefront Extreme V2 - Localizations finished
Posted: Fri Jul 11, 2008 3:51 pm
by ARC_Commander
Not XL mode, Uber mode. There will be an Uber mode on every stock map. I've cut Hero Assault from this version, sorry. It will be present when the new Conversion Pack shell is released.
Re: Battlefront Extreme V2 - Localizations finished
Posted: Fri Jul 11, 2008 3:52 pm
by tylerman29
so the uber mode will be using xtreme mod right? for the v2 to work will the v1 have to unistalled or wll it overide?
Re: Battlefront Extreme V2 - Localizations finished
Posted: Fri Jul 11, 2008 4:52 pm
by AQT
I'm liking the sound of this mod!
Uber Mode (BFX style of course) on every shipped map will be intense, especially on the smaller maps.
ARC_Commander, do the space maps also have Uber Mode or do they have something else? That would be cool if they did. I look forward to trying out this mod. Keep up the good work!
Re: Battlefront Extreme V2 - Localizations finished
Posted: Fri Jul 11, 2008 5:15 pm
by ARC_Commander
BFX 1.0 probably won't have to be uninstalled, although it would be a mess. I recommend a clean install + 1.2 Patch + Convo Pack - future versions won't require it though.
The space maps technically do have Uber mode, but it's just Space Assault with a different name. Destroying critical systems wouldn't be very useful otherwise.