Star Wars Battlefront: Expansion - Release and Discussion

Post everything from general questions, to modding questions, to map WIPs to releases. (SWBF1 only)

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Teancum
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Re: Star Wars Battlefront - Main Play Mod RELEASE AND DISCUSSION

Post by Teancum »

All the more reason to go with new maps. I can help with a munge error, but to fix it I'd probably have to see the files.
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Re: Star Wars Battlefront - Main Play Mod RELEASE AND DISCUSSION

Post by UNIT33 »

New maps would take longer,
but at least your final result is exactly what you wanted from the map in the first place (usually).
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Re: Star Wars Battlefront - Main Play Mod RELEASE AND DISCUSSION

Post by giftheck »

TerrainMunge crashes with Hoth and Bespin Platforms, Bespin plays for about five seconds before a CTD.

I can send yhou my Datakas2m folder, Teancum, if you wish to see what's wrong with it.
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Re: Star Wars Battlefront - Main Play Mod RELEASE AND DISCUSSION

Post by Ty294 »

ggctuk wrote:The maps never munge right, some crash the munge applications. Remunging new maps with changes would also break online compatibility anyway, right?

I'm having problems munging the new docks. Every time I try, this error pops up with the .req file:

Code: Select all

Error: <null> is not a binary UCF file!Error: kas2m.config is not a binary UCF file!
I'm having the same problem.
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Re: Star Wars Battlefront - Main Play Mod RELEASE AND DISCUS

Post by giftheck »

Please don't use this thread to piggyback, or bump in the hopes for an answer, that problem remains unrelated to this project for now (wow that sounded like junior moderation to me).

EDIT
I'm working on version 6, which will most likely be my final version of the mod for BF1. If I can find BF2 (which I am confident will work on my system, since it's dual-core processor) I'll make this mod for BF2, there are things I'd like to do for i that would only work in BF2.

So, for my final version, any ideas?
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Re: Star Wars Battlefront - Main Play Mod RELEASE AND DISCUSSION

Post by EA711 »

Use new models like the DC 15A and darth ducks grenade pack, also have a list of the unit req names so it will be easier to mix and mach units on maps.
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Re: Star Wars Battlefront - Main Play Mod RELEASE AND DISCUS

Post by giftheck »

I'm going to release the source files after I'm finished anyways.

I'm going to readd from my first version the Imperial 501st to Kashyyyk, and alter some of the skins in general. I've also restored the Blue Jet Trooper from the Trailer and the Green Heavy Trooper is now on Geonosis.

A couple of shots of the reskinned Jet Trooper:
Hidden/Spoiler:
Image
Image
I also found out you can walk the AT-RT into the Yavin IV Arena through the side entrances:
Hidden/Spoiler:
Image
EDIT
The final is uploading now. 313 MB I tell ya!

I got some screens to share with you while we wait:
Hidden/Spoiler:
Image
Image
Image
Image
Image
Image
Image
Image
Image
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EDIT: It's up: Temp link: http://files.filefront.com/Main+Play+Mo ... einfo.html
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Re: Star Wars Battlefront - Main Play Mod RELEASE AND DISCUSSION

Post by EA711 »

When will you release the source files, I could realy use some jedi with proper robes.
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Re: Star Wars Battlefront - Main Play Mod RELEASE AND DISCUSSION

Post by MileHighGuy »

those are in the bf2 assets, i dont think he made any models, just reskins,
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Re: Star Wars Battlefront - Main Play Mod RELEASE AND DISCUSSION

Post by giftheck »

Exactly. What was left I found in either the Conversion Pack assets or the BFX assets.
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Re: Star Wars Battlefront - Main Play Mod RELEASE AND DISCUSSION

Post by Faceman2000 »

This makes me wish that I had BF1. :yes:
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Re: Star Wars Battlefront - Main Play Mod RELEASE AND DISCUSSION

Post by EA711 »

Whats better about this version of the mod, and whats with the pinkish/red droid they look like they have severe sun burn :P
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Re: Star Wars Battlefront - Main Play Mod RELEASE AND DISCUS

Post by giftheck »

General stuff, and the red droid is available only on Geonosis.

EDIT
I am announcing my return to the Main Play Mod some time in the next few months. I thought I should give a heads-up on all sites I have previously announced its cancellation on... or that was the plan. MPC Gamers has suspended my account indefinitely. My crime? Did I suddenly announce that I had mass-pirated BF1 and BF2?No. Did I have a Yahoo! e-mail address? Yes. I must be a spam bot. :lol: :faint:

Anyhow, I hope to be able to finish this mod even if I have to cut back on things I wanted to do with it (such as modding Naboo Plains which is no longer possible). I might even add GCW Geonosis and Kamino, and CW Endor and Hoth. We shall see. For now I'm simply reviewing what I have done so far with the mod and seeing what I can change and how, and this is what I have come up with:

Five unit limit, as confirmed by Teancum, is hardcoded, so I'd have to find a way to work within that and yet create something new. I played BF2 the other day and that gave me the idea to amalgamate the Soldier and Heavy classes, leaving me to create an all-new "commander" class. I am also considering amaglamating, to an extent, the Pilot and Sniper classes to create a commando class. I'd love your opinions on this move, as I am not yet sure as to how I should lay it out.
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Re: Star Wars Battlefront - Main Play Mod RELEASE AND DISCUS

Post by jdee/barc »

YES! :bowdown:

here's a quick idea about units
Make it so that there is a legion for every world. on each map of that world they special class could be a commander or a jet or a commando unit. so on Kashyyk Docks you'd have 41st commander for a special unit and on Kashyyyk Islands you'd have a 41st jet trooper as the special units.
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Re: Star Wars Battlefront - Main Play Mod RELEASE AND DISCUS

Post by skelltor »

Imo it would be better to combine the pilot and the rocketeer/heavy classes and have like a fusion cutter rocket/grenade launcher time bombs/grenades and maby health and ammo
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Re: Star Wars Battlefront - Main Play Mod RELEASE AND DISCUS

Post by giftheck »

There would still be a 'pilot' class but I would give some of its loadout to the Commander unit instead (mainly the primary weapon and health/ammo packs would go to the commander). So what I've come up with so far:
Hidden/Spoiler:
Standard Unit Layout:
-Soldier (Blaster Rifle, with unlimited ammo and overheat, Rocket Launcher, Thermal Detonator (sticky), Mines)
-Pilot (Commando Pistol, Fusion Cutter, Time Bomb)
-Commando (Sniper Rifle, Blaster Pistol, Recon Droid, last weapon dependant on faction)
-Special (dependant on faction)
-Commander (dependant on faction)

Republic:
-Clone Trooper
-Clone Pilot
-Clone Commando (DC-17M Sniper Attachment, DC-17M Rifle Attachment)
-Jet Trooper (EMP Launcher, Commando Pistol, Thermal Detonator)
-Clone Commander (Chaingun, ARC Caster, Thermal Detonator, Health/Ammo Pack)

CIS:
-Super Battle Droid (Wrist Blaster instead of Blaster Rifle)
-Droid Pilot
-BX Droid Commando (Clone Disguise Kit)
-Droideka (Twin Repeating Blasters, Personal Shield)
-IG MagnaGuard (Electrostaff, Radiation Launcher, Thermal Detonator, Health/Ammo Pack)

Rebels:
-Rebel Soldier
-Rebel Pilot
-Bothan Spy (Disguise Kit)
-Wookie Smuggler (Bowcaster, Grenade Launcher, Thermal Detonator)
-Rebel Commander (Shotgun, Blaster Pistol, Thermal Detonator, Health/Ammo Pack)

Empire:
-Stormtrooper
-Imperial Pilot
-Imperial Officer (I'll see if I can get an unmask ability working)
-Dark Trooper (ARC Caster, Commando Pistol, Thermal Detonator)
-Stormtrooper Commander (Shotgun, Mortar Launcher, Thermal Detonator, Health/Ammo Pack) - I'll see what I can do to get him to have a personal shield, if I can get him to have it, he'll have that instead of Thermal Detonators, as will the Rebel Commander)
Of course, this would remove the Incinerator Trooper class I had in previous mods, however I do not necessarily think that is a bad thing to do - it eases up some of the map pressure in GCW.
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Re: Star Wars Battlefront - Main Play Mod RELEASE AND DISCUS

Post by jdee/barc »

Just a suggestion
For rebels, combine the wookiee and the vanguard, and change the rebel missile launcher to a wookeie rocket launcher. and make the vacant fifth unit an actual smuggler
so it'd be like this for the sides and this format

Rebel Soldier: Rifle, Pistol, Thermal detonator, Health/Ammo packs
Wookiee Heavy Weapons: Bowcaster, Wookiee ROcket Launcher, Concussion Grenade, Time Bomb
Rebel Engineer: dh-17 pistol, fusion cutter, thermal detonator, mines
rebel sniper: sniper rifle, dh-17 pistol, thermal detonator, recon droid
Rebel Smuggler: arc caster, Pistol, Haywire Detonator (the haywiredetonator in the ALL folder doesn't damage vehicles ,but rather forces people out of vehicles, you throw one and it sticks to a flying Imperial shuttle, everyone will be ejected out of it)

You don't need to do this, but it's just a suggestion.
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Re: Star Wars Battlefront - Main Play Mod RELEASE AND DISCUS

Post by giftheck »

Thanks for the suggestions but I've been working on my unit ideas as posted above since last night and I think I've come up with a workable setup. My only question now is where to place the Scout Trooper, and with Cody in the 212th I will have to change it so that only Cody has a jetpack to even it out (so the Jet Trooper will be replaced with something else, maybe the Paratrooper)

I'm also going to release an expansion which will change the music in the Clone Wars era, and also in some of the GCW era as well, although this expansion will not be available for release on here or on SWBF Files (since while the Mod tools are set up to allow custom music some of the music will come from other Star Wars games, at least for some part, as well as the album and promo releases, although I will adhere to the 'use as little as you can' rule).
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Re: Star Wars Battlefront - Main Play Mod RELEASE AND DISCUS

Post by Delta-1035 »

ggctuk wrote: -Stormtrooper Commander (Shotgun, Mortar Launcher, Thermal Detonator, Health/Ammo Pack) - I'll see what I can do to get him to have a personal shield, if I can get him to have it, he'll have that instead of Thermal Detonators, as will the Rebel Commander)[/hide]
Yup, you can. Just copy the droideka shield odf and effcts and paste it in the IMP odf and effect(you have to create it) folders and of course give the commander the weapon odf, it works perfectly. I currently have the storm commander with the personal shield. :wink:

Btw, I'm happy to see you're still working on this, lookin forward to it. :thumbs:

Oh and did you menaged to get kamas on other models??
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Re: Star Wars Battlefront - Main Play Mod RELEASE AND DISCUS

Post by giftheck »

Delta-1035 wrote:
ggctuk wrote: -Stormtrooper Commander (Shotgun, Mortar Launcher, Thermal Detonator, Health/Ammo Pack) - I'll see what I can do to get him to have a personal shield, if I can get him to have it, he'll have that instead of Thermal Detonators, as will the Rebel Commander)[/hide]
Yup, you can. Just copy the droideka shield odf and effcts and paste it in the IMP odf and effect(you have to create it) folders and of course give the commander the weapon odf, it works perfectly. I currently have the storm commander with the personal shield. :wink:

Btw, I'm happy to see you're still working on this, lookin forward to it. :thumbs:

Oh and did you menaged to get kamas on other models??
Kamas have not yet been added. I made a request for a static kama addon mesh which I could hexedit onto the BF2 models in the BF2 forum but nobody seems to have responded.
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