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Acezuraize; Beta v2.1b OCT 18; TRANSLATORS PLEASE

Posted: Thu Sep 27, 2007 10:03 pm
by Ace_Azzameen_5
Looking for Translators, see this post
Its about time people enjoyed my countless (I didn't count) hours of work on this map.
See theW.I.P. topic(LINK) for detailed background, but basically this is a race/scripted campaign map that has decent graphics and about a dozen firsts for the engine.

Updates/Change Log (see Features Below and in WIP topic)
Hidden/Spoiler:
Changes in v 2.1
--Removed the Sun from night mode
--add light effects to all the lights during night mode
--made localization compatible with UK English

Changes in v 2.1 patch A (obsolete and taken down)
--Enabled Elevators in 1flag ctf
--Fixed some texture clipping
--Added some walkways in the city
--Added more nighttime Shadow regions
--Expanded the city interior a bit, utilized teleport regions...
--Fixed an issue with certain mode MRQs missing layers, especially night
--Switched GCW campaign to use its own custom terrain and sky...
--German Translation for Race mode and the Republic in CW Campaign-Accidentally not compiled with installer (missing core.lvl)

Changes in v 2.1 patch B (released)
--German Translation for Race mode and the Republic in CW Campaign

Changes in v 2.1 patch C (unreleased)
--Replaced some of the Kamino doors with a transparent version, in places where there is actually something on the other side.
--Deleted the invisible wall in he 'hotel lobby' (one of the CW Cam CIS spawns)
--replaced the wall with a teleport region
--Added some waterfall textures (From Rends) to the lobby.
--Randomised a few of the elevators a bit.
--got rid of a prop walkway, opening up another path to the Southern Narrows (City Exit)
--Fixed up a multi-object building near the south exit.
--Lowered object count (subbed in medium sized walkways for small ones where large ones had not been viable) .
--Collision has been fixed on one of the Cities buildings. (THANKS to FragMe!)
--Spruced up aforementioned southern building.
--Improved the AI pathing to use alternate routes
--Created Side Plugin system, and a Battlefront Extreme compatibility patch
--Fixed the CIS team kill crash
*--Updated the Holographic Commander Animation with a new one from AceMasterMind
*--Fixed the elevators, stopped them from going underground, lowered some so AI can walk onto them
*--Changed the Animated LAAT/is to dynamic lighting so they don't stick out like the sun in night mode.
*--Created a system of infinite replacement / reinforcing MTTs at the second objective
*--The night sky is now a starscape
*--Fixed a floating object that also conflicted with one of the gunship animations
*--Fixed a gunship animation so that it won't run into the canyon wall
*-- Added a more descriptive version of the Reinforcement timer
*-- Added a little something to the sky in campaign, Dragonum's work makes a cameo.
*--CIS can now earn a victory at any stage of campaign, not just the last.

Want more updates? I need Help!

Can you help me with:
Getting Stars in the Night Sky? (DONE)
Getting the speeder bike's repair function to suck up endurance?
remembering how to add new game modes to a map?
Completing a ForcePlayertoEnterVehicle function? (DONE)
* changes probably lost to hard drive class....oh hey theres the request thread for the commander animation brb....
Oh wait nevermind a year and hlaf after ordering replacement PCB my HD finally decided to work again. That's pretty cool I guess.
Requests
I need a collision fixed and would like a better animation for the briefing commander(LINK)

The required extra files are available in the SWBF 1 Conversion Pack or in the top download.
DOWNLOAD: 2.1 and Requirements
DOWNLOAD: 2.1 W/O Shell or Sides
Patch B (October 18th)
Pics
Hidden/Spoiler:
Overview
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Pre-Fab Colony City, During Race Day
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The Canyon Lake
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Nothing of Concern to you
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Bike Trouble....A random Free Cam shot
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Thats it!
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Campaign, New Night Gameplay
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AlexSecura about to get mauled.
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AlexSecura's defensive measures...taking aim
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Racing Video, shows route.
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Some Quick Features:
-TK punishment
- Enhanced Version of Maveritchel's race mode
- Random Day/Night environment each time you play
- Teleporters (Used in gameplay not as "Transporter Beams")
- Detailed campaign with a Commander that chats to you.
- about a billion things I forgot I did.

Progress is on-going but, and I figure I'll release a version once in a while once I've added a bit of things. Possibly some small patches will be released if changes are limited to only one of the .lvl files.



BUGS:

I know there are still some bugs, I've heard the terrain textures could use some improvement.
Please note, that HIGH lighting settings are broken, and the map will crash if lighting is on high.
As for crashes, if you can repeat them, you could do me a big favour by bf2log - ing them all.
If you can't, at least tell me when there is a crash, not that there is one.
BUG LIST
--Building Scheme + Day / Night textures don't sync between multi-players. (Can cause mild visibility related unfairness)
--Republic Legion Skins don't sync between multiplayers. No problems, really. Except the officers use different msh's sometimes.
--CW Campaign - In MP, the ride Gunship reverts to its starting position before begining the animation sequence, however enter/exit is possible/occurs from where the object should be. Possibly lag induced
--One of the teleport regions seems to be broken (MP Only?) in patch B
Suggestions:
Set up a server and test online. CW Campaign should make some good co-op.
Enjoy!

Re: Aceraize; Canyons RELEASED (2nd BETA)

Posted: Thu Sep 27, 2007 11:32 pm
by Maveritchell
Not sure which modes are supposed to be the fancy ones, but I'd bet they're CW 2-flag (might be getting this mixed up with CTF) and Conquest. Those are CTD'ing for me.

Re: Aceraize; Canyons RELEASED (2nd BETA)

Posted: Fri Sep 28, 2007 7:25 am
by Ace_Azzameen_5
Maveritchel, it looks like you didn't read my WIP post. I've written some of the requirements on top of the Release page. Will link them if possible, later.

NOTE: HIGH LIGHTING = CRASH.
MISSING rep327th.lvl, rep146th.lvl, or rep212th.lvl from the SWBF2/gamedata/data/_lvl_pc/SIDES folder will result in a crash on start up, approximately 75% of the time, in all clone wars modes.

Best way to get these to install the conversion pack and delete the addon/BF1 folder (if you don't want the con-pack 'installed') This way you can get the public assets which don't take much space at all.

Re: Aceraize; Canyons RELEASED (2nd BETA)

Posted: Fri Sep 28, 2007 1:23 pm
by Maveritchell
Oh, I guess I hadn't seen that you updated the first post.

Any chance you'll change that to a non-random legion in the future? It's kind've a bugger downloading the whole CP just for a map. Right now I'll probably just keep loading until the random gives me the 501st.

Re: Aceraize; Canyons RELEASED (2nd BETA)

Posted: Fri Sep 28, 2007 2:58 pm
by Ace_Azzameen_5
Yeah, I wanted to have the code check to see if the lvls were there, but the PCALL function didn't work; it kept returning 1.

I'll see about putting up an alternate download.
*EDIT*
And its up. Install to the global sides folder.

Re: Aceraize; Canyons RELEASED (2nd BETA) DOWNLOAD THIS.

Posted: Fri Sep 28, 2007 9:32 pm
by HobGoblin_264
After i downloaded this, and it installed, nothing poped up in the addon folder, and my game crashes every time before it can even get to the welcome to BF2 screen. :| :cpu: i have the BF 1 converstaion map pack, but i also have the battle front mod is this causing the problem?

Re: Aceraize; Canyons RELEASED (2nd BETA) DOWNLOAD THIS.

Posted: Fri Sep 28, 2007 9:52 pm
by Ace_Azzameen_5
The installer's default install path is wrong...you've got a copy of my map in
C:\Program files\lucasarts\star wars battlefront\gamedata\addon

I don't know about the start up crash.

Re: Aceraize; Canyons RELEASED (2nd BETA) DOWNLOAD THIS.

Posted: Sat Sep 29, 2007 10:02 am
by Hebes24
I didn't know I was in the credits. :P Cool. :D

Re: Aceraize; Canyons RELEASED (2nd BETA) DOWNLOAD THIS.

Posted: Sat Sep 29, 2007 1:19 pm
by Rekubot
I'm eager to play the campaign modes, but I need to know whether to download Zerted's shell.lvl or core.lvl. I don't want to download the conversion pack just yet.

Edit: It doesn't even seem like he made a core.lvl, so I guess it'd be the shell.lvl. Unfortunately, I can't find it anywhere.

<Sigh>

What version of the conversion pack do I need?

Re: Aceraize; Canyons RELEASED (2nd BETA) DOWNLOAD THIS.

Posted: Sat Sep 29, 2007 3:13 pm
by Ace_Azzameen_5
I've updated the first post Zerted's shell .lvl mod.

As for the conversion pack, any version including the extra clone legions. I assumed most users on [GT] would have installed, and then only partially installed the conversion pack. But now thats not issue, everything you need is above.

Re: Aceraize; Canyons RELEASED (2nd BETA) DOWNLOAD THIS.

Posted: Sun Sep 30, 2007 1:33 am
by Maveritchell
Call me crazy, but I never found the race mode or the objective mode. I played through all CW and GCW levels (although I might have either CW 1-flag or 2-flag, but not both). All I got was a standard conquest, CTF, and Hero Assault. Although I think the flag was uncaptureable in CW 2-flag.

Re: Aceraize; Canyons RELEASED (2nd BETA) DOWNLOAD THIS.

Posted: Sun Sep 30, 2007 11:47 am
by Ace_Azzameen_5
You're Crazy.

Catch me on Xfire and I'll prove it. I wanna MP this so bad...

Re: Aceraize; Canyons RELEASED (2nd BETA) DOWNLOAD THIS.

Posted: Sun Sep 30, 2007 3:21 pm
by Rekubot
Ugh, the wait for the droids to spawn (every 5 minutes!) is ridiculously long. Thanks to you linking to the shell.lvl though, I can at least play it. :P

Back to waiting for another 5 minutes then... :)

Re: Aceraize; Canyons RELEASED (2nd BETA) DOWNLOAD THIS.

Posted: Sun Sep 30, 2007 3:24 pm
by Ace_Azzameen_5
Huh, you mean no droids spawn for 5 minutes or do you mean the whole "Initiating a lockdown thing" so you can move on? I guess I could program it so that the 'mall' unlocks if all CIS CPs are captured.

Re: Aceraize; Canyons RELEASED (2nd BETA) DOWNLOAD THIS.

Posted: Sun Sep 30, 2007 3:41 pm
by Rekubot
What I mean is, once I'd captured all three CPs, there was nothing to do. There were two LAAT's that flew about and then teleported back to where they'd started, and there was one that didn't move. According to the readme we were supposed to kill the droid forces to get it to move, so we could start the whole ARC thing. However, I don't think I even got the droid ticket thing down to 0 before Victory flashed on my screen. Also, you say that the commander is supposed to chat to me. The only thing I could find that had anything to do with a commander was when I first spawned - there was a clone trooper making some random animation in the lift. (Or elevator, as you Americans call it. :P)

Is there something I'm missing, perhaps?

Re: Aceraize; Canyons RELEASED (2nd BETA) DOWNLOAD THIS.

Posted: Sun Sep 30, 2007 6:39 pm
by Ace_Azzameen_5
Yes. I AM CANADIAN.

Seriously, though, you got victory in the city, as republic?

No, no, no, that can't be right. Oh, of course. You haven't noticed that the commander 'chats'. Wait....OMG...I just realized something. Localization has a 'UK English".
vvv--Ace gets pointless. -- vvv.
Hidden/Spoiler:
That's so stupid... They have English, and English English. How long before someone gets confused, and writes colour to a group of Scots, N. Irish, Welsh and English, and Color to just the English? Huh, How LONG? Demmit! This could result in CHAOS! Americans have no Honour. Literally. Lots of Honor though. Even a medal for it. Generally a good people, even if a little melted. I'm biased towards trail mix
P.S. I miss URL colourization.
P.P.S. I am not a prejudo-nationalist bigot.
So yeah. Notice any "Nulls" in the upper left hand corner?

I'll fix it in my next release. Maybe sometime Monday, along with the improved night mode, and improved all inclusive installer, and a decent release post.

Re: Aceraize; Canyons RELEASED (2nd BETA) DOWNLOAD THIS.

Posted: Sun Sep 30, 2007 6:45 pm
by Caleb1117
Ace_Azzameen_5 wrote:That's so stupid... They have English, and English English.
Lol so true.
Wait... I'm American... Bah I still think its silly.

Re: Aceraize; Canyons RELEASED (2nd BETA) DOWNLOAD THIS.

Posted: Sun Sep 30, 2007 6:47 pm
by Taivyx
You're American Caleb?
I always thought you were British.......

Maybe I confused you with someone else.

But eh, I bet a lot of Americans here are willing to admit that Americans are stupid.

Re: Aceraize; Canyons RELEASED (2nd BETA) DOWNLOAD THIS.

Posted: Sun Sep 30, 2007 6:52 pm
by Achronos-117
Taivyx wrote:You're American Caleb?
I always thought you were British.......

Maybe I confused you with someone else.

But eh, I bet a lot of Americans here are willing to admit that Americans are stupid.
Im american and this is what i say to that: :yes:

Anyway, getting offtopic we should stop know

Re: Aceraize; Canyons RELEASED (2nd BETA) DOWNLOAD THIS.

Posted: Sun Sep 30, 2007 6:56 pm
by Ace_Azzameen_5
I think I fixed it, I just copied the contents of english.cfg into uk_english.cfg. I think the game is all mutual English anyway. I should have mentioned that for campaign(at least for this version) you'll need the game set on English, and by next version UK_English will work to.

*Edit* That was the quickest growth this thread has ever seen. Please stay on topic, and enjoy the map.