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Re: Looking for Mod Team

Posted: Sun Jan 13, 2013 1:17 am
by Zapattack1234
If you guys ever need any help if u decide to add some custom maps I'd be glad to help out, but converting isn't really my thing. So anyway, good luck guys! It's nice to see a new modding team out there, you guys might even give Frayed Wire Studios a run for their money :funny2: ! As I stated before, if you need a map designer or creator or whatever you want to call it, pm me and I'd be glad to help if I can

Re: Looking for Mod Team

Posted: Sun Jan 13, 2013 6:44 pm
by TWINKEYRUNAWAY
Seems like an interesting project. Ive seen your work on units and side mods, so with the people on board good luck!

Re: Looking for Mod Team

Posted: Mon Jan 14, 2013 7:54 am
by Marvel4
Glitch25 wrote:Marve4's BF1 Conversion
-Made way too many changes to the stock sides.
I actually didn't change anything except the models and textures of some units. Most of them are by Pandemic, they just didn't add them into the final game. Also, all of my changes make sense. Pilots on maps with flyers (just like on the stock Hoth map), Clone Commander with Phase I armor and IG Assassin Droid on Geonosis (Phase II armor and MagnaGuards didn't exist in Episode II) etc...
-Too many additional modes were added (Hero assault on all maps)
How is this a bad thing? A lot of people like Hero Assault.
-Replaced the map description with credits
I'm not the only one who does this and I think this solution is much cleaner than adding it to the loadscreen. Besides, the original BF1 maps didn't have any descriptions.
-Kept the map names yellow
Because they're not stock maps.
-The maps were all separate making the addon folder that much cluttered
Again, not a bad thing. Not everyone likes all of the maps, so I wanted to keep the option to remove any maps you don't like.
-He has only released conquest mission.lua's
Sorry, I just didn't want to upload 4 GB of data. Maybe I will do it if I have the time.

Re: Looking for Mod Team

Posted: Mon Jan 14, 2013 1:42 pm
by LEO
I totally agree with you marvel4. And i think too that theres no need of another conversion. And i think too that there will be no good critism to ouer project but i'm not the boss

Re: Looking for Mod Team

Posted: Mon Jan 14, 2013 3:11 pm
by Glitch25
Marvel4, your conversions were excellent. They give SWBFII fans the option to choose their favorite maps and give the community what they've wanted for so long. I did not intend for this project to cause any conflict. We simply plan to do a few things differently this time around.

-BF1 Map Descriptions
-BF1 Campaign
-BF1 Sides as a Campaign Exclusive
-BF1 maps in instant action given white names
-BF1 and BF2 Naboo: Theed random selection
-BF2 Style minimaps on converted maps
-All BF1 maps in one addon folder
-Consistent number of game modes (Conquest, 1 or 2 CTF not both, Stock Hunt on a few maps)
-No side changes (Using Geonosis: Dust Plains side setup on Geonosis: Spire)
-Release all converted map assets to the community (Enables modders to create variants of BF1 stock maps without having to convert the maps themselves)
-Release all mission.lua files to the community (Provides the community with a quick way to add their custom sides to all of the BF1 maps)
Marvel4 wrote:
Glitch25 wrote:Marve4's BF1 Conversion
-Made way too many changes to the stock sides.
I actually didn't change anything except the models and textures of some units. Most of them are by Pandemic, they just didn't add them into the final game. Also, all of my changes make sense. Pilots on maps with flyers (just like on the stock Hoth map), Clone Commander with Phase I armor and IG Assassin Droid on Geonosis (Phase II armor and MagnaGuards didn't exist in Episode II) etc...
I understand why you did that, but it caused compatibility issues when side replacement mods were used. Without all the proper mission scripts there was no way around this.
Marvel4 wrote:
Glitch25 wrote:-Too many additional modes were added (Hero assault on all maps)
How is this a bad thing? A lot of people like Hero Assault.
It's not a bad thing, but I believe it takes away from the constancy between the BF1 and BF2 maps.
Marvel4 wrote:
Glitch25 wrote:-Replaced the map description with credits
I'm not the only one who does this and I think this solution is much cleaner than adding it to the loadscreen. Besides, the original BF1 maps didn't have any descriptions.
The discriptions I'm referring to are in the instant action menu. The BF1 map discriptions could be found on the SWBF1 wiki.
Marvel4 wrote:
Glitch25 wrote:-Kept the map names yellow
Because they're not stock maps.
We'll of course their not SWBF2 stock maps, but why not make them feel like it?
Marvel4 wrote:
Glitch25 wrote:-The maps were all separate making the addon folder that much cluttered
Again, not a bad thing. Not everyone likes all of the maps, so I wanted to keep the option to remove any maps you don't like.
One great option that sets your conversion apart from the rest. :D
Marvel4 wrote:
Glitch25 wrote:-He has only released conquest mission.lua's
Sorry, I just didn't want to upload 4 GB of data. Maybe I will do it if I have the time.
That would be great, but if its too much of a hassle for you, that's fine as well. :)

Re: Looking for Mod Team

Posted: Tue Jan 22, 2013 11:58 pm
by stardestroyer001
Just to give you some honest input, Glitch.

By no means is this to discourage you from attempting this mod, I'd like to see this come to fruition.

However, Teancum is right. The likelihood of your team being successful, no matter how skilled they are right now, is small, due to the sheer size and scope of the scripting you're about to wade into, as well as the maps, assets, etc.

I highly suggest you start with a smaller objective before tackling the entire game itself. Try something smaller, like a simple map with some scripting additions, then build more complex scripting from there. Just follow the learning curve, don't try to jump it. :)

Re: Looking for Mod Team

Posted: Wed Jan 23, 2013 11:27 pm
by Glitch25
The BF1 campaign is mostly conquest. Kill this, destroy that, resulting in victory. Not much different from the normal conquest mode. The CTF mission scripting may be a bit tougher. I have no goals for minor maps, I feel that if I started a project like that I'd have no sense of purpose for it. I'm not doing this project for myself, it's for the community.

With this mod I have determination and a strong desire to complete it. Yes the team is small and only three people have been working on it lately. We have no deadline and are taking the time to get it done right. As long as Nedarb7 and I keep going at a steady pace with this mod and continue to receive the aid of of Marth8880 with sound, we will be able to finish what we started over a prolonged period of time due to our small team size.

Re: Looking for Mod Team

Posted: Thu Jan 24, 2013 11:02 am
by Teancum
I admire your focus, but if you're truly serious I would suggest setting milestones. For example, the final milestone would be to have everything awesome and perfect like you want it, but the first may only have 2-3 maps and a few other features. Without something like this people tend to bounce around working on only what they want. They get a lot done, but in the end nothing that you can put together because it's all so disjointed, and thus a good mod dies and ignominious death.

Here's an example, breaking down what you want to do. And before you go dismissing this I've seen literally hundreds of mods fail from being disorganized in my 15+ years modding games. If you want really succeed with something so huge, split it up in milestones, and stick to them no matter what. Otherwise (mark my words on this) you'll inevitably fail.
Hidden/Spoiler:
----------BESPIN----------
-Bespin: Cloud City [CW Conquest] [GCW Conquest] [CW 2 Flag] [GCW 2 Flag]
-Bespin: Platforms [CW Conquest] [GCW Conquest] [CW 1 Flag] [GCW 1 Flag]

----------Geonosis---------
-Geonosis: Spire [CW Conquest] [CW 2 Flag] [CW Hunt] [CW Extra Large]

----------Kamino----------
-Kamino: Tropica City [CW Conquest] [GCW Conquest] [CW 1 Flag] [GCW 1 Flag]

----------Kashyyyk----------
-Kashyyyk: Docks [CW Conquest] [GCW Conquest] [CW 2 Flag] [GCW 2 Flag] [CW Hunt] [CW Extra Large] [GCW Extra Large]
-Kashyyyk: Islands [CW Conquest] [GCW Conquest] [CW 2 Flag] [GCW 2 Flag] [CW Hunt]

MILESTONE 1 COMPLETE - PREVIEW RELEASE

----------NABOO----------
-Naboo: Plains [CW Conquest] [GCW Conquest] [CW 1 Flag] [GCW 1 Flag] [CW Hunt]
-Naboo: Theed [Day merged with Night, randomization]

----------Rhen Var----------
-Rhen Var: Citadel [CW Conquest] [GCW Conquest] [CW 2 Flag] [GCW 2 Flag]
-Rhen Var: Harbor [CW Conquest] [GCW Conquest] [CW 1 Flag] [GCW 1 Flag]

----------Tatooine----------
-Tatooine: Dune Sea [CW Conquest] [GCW Conquest] [CW 2 Flag] [GCW 2 Flag] [GCW Hunt]

----------Yavin 4-----------
-Yavin 4: Arena [CW Conquest] [GCW Conquest] [CW 2 Flag] [GCW 2 Flag]

MILESTONE 2 COMPLETE - FIRST SOLID RELEASE

----------GALACTIC CONQUEST MERGE----------
-Birth of the Rebellion (Exclude Geonosis)
-The Confederate Uprising
-Republic Sovereignty
-Dark Reign of the Empire (Exclude Geonosis)

MILESTONE 3 COMPLETE - ENHANCED RELEASE

----------ADDITION OF CAMPAIGN----------
-BF1 Campaign Conversion (Scripting)
-BF1 Campaign Debriefings (Sound)

MILESTONE 4 COMPLETE - FINAL RELEASE

Re: Looking for Mod Team

Posted: Thu Jan 24, 2013 4:04 pm
by Glitch25
Thank you Teancum, I'll make sure to follow that advice. You have far more experience with this that I do. It's an excellent suggestion. This way we have goals for each part of the mod. Still no deadlines but somewhere to get to before we go further with it.

I'll set it up and edit the original post. :D

Re: Looking for Mod Team

Posted: Fri Jan 25, 2013 7:48 pm
by DylanRocket
Glitch25 wrote:Thank you Teancum, I'll make sure to follow that advice. You have far more experience with this that I do. It's an excellent suggestion. This way we have goals for each part of the mod. Still no deadlines but somewhere to get to before we go further with it.

I'll set it up and edit the original post. :D
I highly suggest you start with a smaller objective before tackling the entire game itself. Try something smaller, like a simple map with some scripting additions, then build more complex scripting from there. Just follow the learning curve, don't try to jump it.
I agree with that because it is hard to start your first mod with a REALLY big mod.
But I will gladly join your mod team and help you on your big project.I want to help you.What is this mod team's name?

Re: Looking for Mod Team

Posted: Fri Jan 25, 2013 8:00 pm
by THEWULFMAN
Not to say the project is dead, but I got into trouble making The Clone Wars too big for its own good. By doing so, I ran into issues, and now it's been in dev for over 2 years with no public release.

Start small, slowly work up. Tean's right.

Re: Looking for Mod Team

Posted: Fri Jan 25, 2013 8:20 pm
by DylanRocket
THEWULFMAN wrote:Not to say the project is dead, but I got into trouble making The Clone Wars too big for its own good. By doing so, I ran into issues, and now it's been in dev for over 2 years with no public release.

Start small, slowly work up. Tean's right.
Take your time with the mod.I am really excited but I am patient.

I agree with you.The team should start small.

Re: Looking for Mod Team

Posted: Fri Jan 25, 2013 10:39 pm
by Glitch25
DylanRocket wrote:I agree with that because it is hard to start your first mod with a REALLY big mod.
But I will gladly join your mod team and help you on your big project.I want to help you.What is this mod team's name?
Glad to have another member! :D We don't exactly have a name, "Star Wars Battlefront United" is the project name, maybe that's all we need? Feel free to come up with one if you'd like. :wink:

I'll PM you the information needed, where we discuss the mod and the asset links etc. Make sure to read the previous discussions so you know where we are at this point. We're going to take things slowly and complete one milestone at a time before moving onto the next.

Re: Looking for Mod Team

Posted: Fri Jan 25, 2013 10:48 pm
by DylanRocket
Glitch25 wrote:
DylanRocket wrote:I agree with that because it is hard to start your first mod with a REALLY big mod.
But I will gladly join your mod team and help you on your big project.I want to help you.What is this mod team's name?
Glad to have another member! :D We don't exactly have a name, "Star Wars Battlefront United" is the project name, maybe that's all we need? Feel free to come up with one if you'd like. :wink:

I'll PM you the information needed, where we discuss the mod and the asset links etc. Make sure to read the previous discussions so you know where we are at this point.
Ok thanks.

Hey btw,didn't I make the Battle Droid Survival mod thing for you?I never finished it but I learned a lot since.

Re: Looking for Mod Team

Posted: Fri Jan 25, 2013 11:03 pm
by Glitch25
DylanRocket wrote:Ok thanks.

Hey btw,didn't I make the Battle Droid Survival mod thing for you?I never finished it but I learned a lot since.
It really helps to have another member. :D I vaguely recall something like that. Did I request it or post the idea?

If you know how, or can learn how to convert a BF1 map that'd be great, Nedarb7 could really use the help. I feel bad that he's the only one converting the maps at the moment. I'm currently converting the BF1 sides and vehicles and Marth is doing the sound work.

Re: Looking for Mod Team

Posted: Fri Jan 25, 2013 11:06 pm
by DylanRocket
Glitch25 wrote:
DylanRocket wrote:Ok thanks.

Hey btw,didn't I make the Battle Droid Survival mod thing for you?I never finished it but I learned a lot since.
It really helps to have another member. :D I vaguely recall something like that. Did I request it or post the idea?

If you know how, or can learn how to convert a BF1 map that'd be great, Nedarb7 could really use the help. I feel bad that he's the only one converting the maps at the moment. I'm currently converting the BF1 sides and vehicles.
I'll try to convert some.Which ones right now?

Here:
Hidden/Spoiler:
I can't munge anything because of my Steam version of the game. Could someone please help me? This shouldn't take more than 10 minutes if you know your way around the mod tools. Thanks, Glitch

Removal of

-CIS
Super Battle Droid
Magna Guard
Assault Droid
Droideka

-Republic
Heavy Trooper
Clone Engineer
Clone Commander
Jet Trooper
(lower the clones health to 50%)

I want to make it more like a survival mode. Would it be possible to spawn 150 clones at a time and disable AI CIS spawn while allowing players to spawn as the Droids?


rep.lvl

Phase 1 Clones

-Clone Trooper Maximum 125
Blaster Rifle (infinite ammo)
Thermal Detonator

-Clone Sharpshooter Maximum 25
Sniper Rifle (infinite ammo)
Mines



cis.lvl
All using a Plain battle droid skin
(cis_inf_battledroid.tga)

-Battle Droid Maximum 4
Blaster Rifle (is there a way to disable the Award Rifle unlock?)
Blaster Pistol
*Award Pistol
Thermal Detonators

-Support Droid Maximum 4
Shotgun
*Award Shotgun
Blaster Pistol
*Award Pistol
Dispenser Heath and Ammo
Thermal Detonators

-Droid Sharpshooter Maximum 4
Sniper Rifle (is there a way to disable the Beam Rifle unlock?)
Blaster Pistol
*Award Blaster Pistol
Mines
Thermal Detonators

(OOM-9 Skin if possible, keep the backpack on) Maximum 1
-Commander Droid (25 points to unlock)
Blaster Rifle
*Award Rifle
Blaster Pistol
*Award Pistol
Thermal Detonators
Detpack
(double the normal heath)
Remember?

Back on topic,shouldn't we have WIP thread?Or is it there and I haven't noticed?

I need map name,map description and that is it.Then I can try.

Re: Looking for Mod Team

Posted: Fri Jan 25, 2013 11:20 pm
by Glitch25
DylanRocket wrote:I'll try to convert some.Which ones right now?
Here: It's in the spoiler, were working on the first milestone, Nedarb7 is working on Rhen Var, choose either Bespin, Geonosis or Kamino
DylanRocket wrote:Remember?
Hahaha! That was so long ago :o I didn't realize anyone took a shot at it, it's good to know someone was kind enough to give it a try. :D

I eventually figured out the mod tools and started creating side mods with the help of SWBF Custom. Published my first one 05-06-2012.(New CIS v1.0)
Mav gave it a bad rating. :funny2: I've learned so much since then.
DylanRocket wrote:Back on topic,shouldn't we have WIP thread?Or is it there and I haven't noticed?

I need map name,map description and that is it.Then I can try.
This is the original WIP thread, maybe Teancum can re-open it considering we've decreased the first Milestone size.
I need to make a lot of changes to that post. :lol:
forums/viewtopic.php?f=29&t=28817

Re: Looking for Mod Team

Posted: Fri Jan 25, 2013 11:23 pm
by DylanRocket
Glitch25 wrote:
DylanRocket wrote:I'll try to convert some.Which ones right now?
Here: It's in the spoiler, were working on the first milestone, Nedarb7 is working on Rhen Var, choose either Bespin, Geonosis or Kamino
DylanRocket wrote:Remember?
Hahaha! That was so long ago :o I didn't realize anyone took a shot at it, it's good to know someone was kind enough to give it a try. :D

I eventually figured out the mod tools and started creating side mods with the help of SWBF Custom. Published my first one 05-06-2012.(New CIS v1.0)
Mav gave it a bad rating. :funny2: I've learned so much since then.
So I should do one of the bespins or Geonosis or Kamino?

I,for some reason,never forgot doing that mod.

On topic,do I do the CTF modes for the BF1 maps?I can try it. :D

Re: Looking for Mod Team

Posted: Fri Jan 25, 2013 11:32 pm
by Glitch25
Dylan Rocket wrote:Back on topic,shouldn't we have WIP thread?Or is it there and I haven't noticed?

I need map name,map description and that is it.Then I can try.
This is the original WIP thread, maybe Teancum can re-open it considering we've decreased the first Milestone size. forums/viewtopic.php?f=29&t=28817

I need to make a lot of changes to that post, the mission layout is no longer the same along with the mod name and a few other things.
DylanRocket wrote:So I should do one of the bespins or Geonosis or Kamino?
Take your pick. :)
DylanRocket wrote:On topic,do I do the CTF modes for the BF1 maps?I can try it. :D
These are the mode layouts for all the BF1 maps, depending on what map you choose, stick to what missions the maps use on this list.
Image

Re: Looking for Mod Team

Posted: Fri Jan 25, 2013 11:36 pm
by DylanRocket
Glitch25 wrote:
Dylan Rocket wrote:Back on topic,shouldn't we have WIP thread?Or is it there and I haven't noticed?

I need map name,map description and that is it.Then I can try.
This is the original WIP thread, maybe Teancum can re-open it considering we've decreased the first Milestone size. forums/viewtopic.php?f=29&t=28817

I need to make a lot of changes to that post, the mission layout is no longer the same along with the mod name and a few other things.
DylanRocket wrote:So I should do one of the bespins or Geonosis or Kamino?
Take your pick. :)
DylanRocket wrote:On topic,do I do the CTF modes for the BF1 maps?I can try it. :D
These are the mode layouts for all the BF1 maps, depending on what map you choose, stick to what missions the maps use on this list.
Image
I'll do Bespin.

Found this description

The Rebellion sent a legion of Rebels to liberate Cloud City on Bespin. The Rebels killed all of the stormtroopers and captured the city.

From Campaign.