Rebel Uprising! - first map - BETA released (page three)

Working on a new map? Have a new mod out for swbf2?! Post an announcement of the up-coming release here.

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genaral_mitch
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Re: Rebel Uprising! - first map

Post by genaral_mitch »

I think special landmarks would be cool. Like tipped over lamps, depowered atats (just use the chunks), tipped over buildings, really high buildings, and tons of over things would really help it to look better. Oh, and change the blue ground texture.
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Re: Rebel Uprising! - first map

Post by myers73 »

not sure why people are seeing a blue ground texture, its b/w
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Re: Rebel Uprising! - first map

Post by myers73 »

http://www.filefront.com/15528139/RJU.rar

that is a link to my beta test. have fun on it and please make suggestions.


sorry that the credits arenot included in this version. there are quite a few people that need credit including rancor and deviss-rex and rogue knight.
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Re: Rebel Uprising! - first map

Post by RogueKnight »

myers73 wrote:http://www.filefront.com/15528139/RJU.rar

that is a link to my beta test. have fun on it and please make suggestions.


sorry that the credits arenot included in this version. there are quite a few people that need credit including rancor and deviss-rex and rogue knight.
Clone Wars conquest crashes, looks like you forgot some files.
Error Log;
Hidden/Spoiler:
Message Severity: 3
.\Source\LoadUtil.cpp(829)
Unable to find level chunk jed_inf_jediknight in C:\Program Files\LucasArts\Star Wars Battlefront II\GameData\AddOn\RJU\Data\_lvl_pc\SIDE\imp.lvl

Message Severity: 3
.\Source\LoadUtil.cpp(1019)
Unable to find level chunk in dc:SIDE\imp.lvl


Message Severity: 2
.\Source\Team.cpp(625)
Team missing class "jed_inf_jediknight" (check the side's .req file)

Message Severity: 2
.\Source\Team.cpp(625)
Team missing class "jed_inf_jediknight" (check the side's .req file)
I was able to play GCW however;
I played as the rebels, spawned, and proceeded to get mowed down by a darkie with a chaingun. Well, that sucked. Upon spawning again, I took aim at the nearest Imperial and proceeded to do the usual, hold down the button until he was killed. Well, after about a half a second of clicking the button, he was dead, and before I noticed that he died so fast, my gun had overheated, and I got killed. I spawned as the sniper, and, getting a little smarter, crouched down behind one of those strange things with grass inside of them, and started shooting at them. I found that after about 2 shots, my sniper had overheated, so I switched to a pistol, which was surprisingly just as effective as the sniper rifle...? After playing through the rest of the characters, I found a few bugs, asaid from the crash and localization, took note of them, plus a few P.O.'s.

-The Riot Trooper is a little overpowered, he appears to reflect everything from every angle, whether he be running, jumping, or just plain walking. The shield is only facing one direction, so I question how he can block from every angle at once. The only way i could figure out how to kill him is by shooting at his feet, where it wouldn't hit him, but the damage would reflect onto him.
-On that note, the Rebels have nothing to counter against the Riot Trooper, and the Empire is notably stronger because of it, while my game ended with a 3:1 KDR, with a score of 64, 54 kills, and 20 deaths, I still lost by a very large margin.
-The weapons are very realistic. That gets kind of annoying, because the AI don't exactly care, so they still run n' gun the same they do when the weapons are normal, going on suicide runs and taking massive amounts of people with them. If you're going to make the weapons that powerful, you need to add a LOT more cover for the human player to hide behind, otherwise its just spawn, run, die, over and over again.
-The Semi-Auto Shotgun is a little overpowered, the Sniper Rifle overheats a bit too fast, and the pistol is a tad too strong.

Here's some bugs I noticed;
Hidden/Spoiler:
Image
Image
Image
First pic, the AI gets stuck on that wall
Second Pic, the chaingun walking animation has his arm constantly going through the gun, and looks really painful/awkward.
Third pic, well, I hope you know.

I had a blast playing this map, I can see that lots of work was put into it, good job.
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Re: Rebel Uprising! - first map

Post by myers73 »

Thanks for the feed back!
-Forgot to mention, i only have Conquest GCW working ATM, so yeah, sorry about that.
-The Riot trooper blocks in idle and crouch position at an angle or 60 (i think) but cost him energy every shot he takes. When he blocks there is a constant energy drain and blocks at and angle of 80 (again i think). When he attacks, jumps, walks, or runs block goes down.
-I'm glad to hear that you think the guns are realistic, that is what I was going for.
-I plan on adding a lot more cover for humans and hint nodes telling the AI to use that cover.
-Those glitches you saw were new objects I just added/moved and had not fixed the barriers, but that has been done now.
-The sniper is supposed to overheat after two shots as it is a 1-hit kill and I do not like spammers.
-The pistol is supposed to do more damage than most of the rifles as that is true in real life, but there is a loss of accuracy.
-The Rebel Commander (still localized as the Bothan Spy) has many buffs that will significantly help his team. (offensive buff makes most guns twice as powerful)
-I am open for suggestions for a trooper to counteract the Riot trooper, I have hit a brick wall in that category, and have only scaled halfway up so far (got distracted).
-I am in desperate needs of basic city props (i.e. trash cans, dumpsters, public transit/transit stops, vending carts) so in anyone wants to help out in that category it would be much appreciated, just send some links to stuff you have seen over the years.
-If anyone feels like making a campaign for me that would be great, but I don't really have my hopes too high for that one.
-Ideas for a ground texture or two would be nice, the Naboo one I was gonna use tured a purple/blue (as seen in the third picture) when in G.I.M.P. it was B/W.

-To fix the chain gunners animation bug would I have to create a new animation set?
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Re: Rebel Uprising! - first map

Post by bobfinkl »

myers73 wrote:-The pistol is supposed to do more damage than most of the rifles as that is true in real life, but there is a loss of accuracy.
Really? Care to source where you received this information?
myers73 wrote:-I am in desperate needs of basic city props (i.e. trash cans, dumpsters, public transit/transit stops, vending carts) so in anyone wants to help out in that category it would be much appreciated, just send some links to stuff you have seen over the years.
I believe Rend's Coruscant assets reskinned might do well here, where to get them I wouldn't know though you'll have to look around for that if you want to use them.
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Re: Rebel Uprising! - first map

Post by myers73 »

bobfinkl wrote:
myers73 wrote:-The pistol is supposed to do more damage than most of the rifles as that is true in real life, but there is a loss of accuracy.
Really? Care to source where you received this information?
.44 magnum, have you ever shot one. I have, and an AK-47 which is one of the most powerful assault rifles there is.
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Re: Rebel Uprising! - first map

Post by bobfinkl »

myers73 wrote:.44 magnum, have you ever shot one. I have, and an AK-47 which is one of the most powerful assault rifles there is.
Shooting a weapon and feeling the kickback doesn't give you an accurate determination of how powerful a weapon is, the .44 magnum is powerful correct but still doesn't compare to most rifles as they can have much larger and more powerful ammunition and also many rifles have the same .44 ammunition giving them equal killing power. But this is all entirely irrelevant because in Star Wars the weapons are different (and still works in the same way, even moreso than in reality, if you think about how they work), but going away from the realism giving a pistol more damage than a rifle is a very odd and somewhat poor gameplay decision.
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Re: Rebel Uprising! - first map

Post by RogueKnight »

bobfinkl wrote:
myers73 wrote:.44 magnum, have you ever shot one. I have, and an AK-47 which is one of the most powerful assault rifles there is.
Shooting a weapon and feeling the kickback doesn't give you an accurate determination of how powerful a weapon is, the .44 magnum is powerful correct but still doesn't compare to most rifles as they can have much larger and more powerful ammunition and also many rifles have the same .44 ammunition giving them equal killing power. But this is all entirely irrelevant because in Star Wars the weapons are different (and still works in the same way, even moreso than in reality, if you think about how they work), but going away from the realism giving a pistol more damage than a rifle is a very odd and somewhat poor gameplay decision.
Would you rather be shot with a pistol or a rifle?

Either way, you're dead.
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Re: Rebel Uprising! - first map

Post by bobfinkl »

RogueKnight wrote:Would you rather be shot with a pistol or a rifle?

Either way, you're dead.
It depends where you hit if you die and theres less chance to kill with a pistol, but this is WAY off-topic and if you want to continue the discussion then let's do it through PM.
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Re: Rebel Uprising! - first map

Post by myers73 »

assault rifles that have a .44 round arent magnum </offtopic>
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Re: Rebel Uprising! - first map

Post by lucasfart »

sorry to disrupt your weapons argument guys, but as bobfinkl said earlier, it doesn't really matter seeing as in the star wars universe they use lasers, not bullets. If it was my mod i'd probably have the pistol damage slightly below the rifles, but with limited, although still large, amount of amo
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Re: Rebel Uprising! - first map

Post by myers73 »

update:
The sides have been localized
The climate of the map has changed, now will be a winter night, so I had to reskin a lot of bushes and trees that I added.
Has been lightened a little for better visibility
Still need ideas for a rebel trooper.
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Re: Rebel Uprising! - first map

Post by KnightsFan »

Dude, this is an awesome map! I love it! It makes BF2 so much more interesting when it's actually somewhat hard to stay alive. :D

Glitches:
- A building missing a skin. Picture
- A lot of the weapons have really low-quality skins, though the high-res models are fine.

Some suggestions:
- Make health auto regenerate. It's almost necessary (I think) when 4 shots kill you.
- Tone down the riot shield dude. I got 72 kills and killed a total of 2 riot shielders.
- Give scopes to the assault rifles. I found myself firing at medium range with them most of the time, and I couldn't see very well. Plus, there's a scope on the model, so I would kinda expect one in game.
- Add more cover, especially on the streets. Being a Ghost Recon expert, I think "Okay, all clear, let's run to the next cover. It's only... 400m away..." Run. Zap. Dead.
- Put AI pathing into those balconies, and snipe hintnodes

But really, this is a great map even just as the beta. :thumbs:
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Re: Rebel Uprising! - first map

Post by myers73 »

preview video of changes
Image

thank.
that building, well, i opened it in msh viewer and checked what tga files it used and they were all there, so not sure what to do about that, it is also missing collision where the texture is missing.
Im either gonna add a small shield or a small health regen, not sure yet. The weapons were stock models beside the sniper rifle, which imo has best skin. The combo of the riot shield is still very wip, I am also going to change a few of the animations. If i give scopes to rifles it wont be more that a 1.5 zoom factor as I hate chaingun snipers. The streets are getting filled up and more cover is being added. I have done no AI planning yet, just put barriers. Thanks for all of the suggestions.
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Re: Rebel Uprising! - first map

Post by sampip »

Wow, I love the snowy feel to the map, it looks really nice! Only thing is, why's the snow splashing like rain when it hits the ground? It seems to be using the same effect as rain does.
Oh, and are you going to reskin the buildings to be snowy too?

The Beta was pretty good, and this looks a lot, lot better. Nice work! :thumbs:
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Re: Rebel Uprising! - first map

Post by KnightsFan »

myers73 wrote:The weapons were stock models beside the sniper rifle, which imo has best skin.
They look less quality then the stock ones to me. Do you have all the .tga.options?
myers73 wrote:If i give scopes to rifles it wont be more that a 1.5 zoom factor as I hate chaingun snipers.
I was mostly talking about the assault rifles, actually, chainguns don't really need scopes. You could also make them less accurate, then no one will snipe with them.
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Re: Rebel Uprising! - first map

Post by Eggman »

A tip for improving the ground textures: make the entire street the brick texture, then with pressure at around 20, lightly apply the snow texture in spray mode. The texture blending will make it appear as though there's a light dusting of snow on the ground, rather than a few inches in some places and nothing in others.

Example:
Hidden/Spoiler:
Image
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Re: Rebel Uprising! - first map

Post by myers73 »

thanks for all the input, eggman ill try that, and ill add a 1.5 zoom to assault rifles. also might only use i zoom in sniper. Sanpip, i might add some snow to the roofs and the top of things.
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Re: Rebel Uprising! - first map

Post by myers73 »

UPDATE:
will release beta later today or tomorrow!
soon to be loading screen:
Hidden/Spoiler:
Image
Sides are pretty much finished, will give riot trooper different anims
snow covered buildings! iv reskined some of the building textures for snow.
redid ground texture for better snow, thanks eggman
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