RELEASED!! ROGUE CLONES: FIRST ASSAULT VERSION 1.1 IS OUT!!!

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

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Delta_57_Dash
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RELEASED!! ROGUE CLONES: FIRST ASSAULT VERSION 1.1 IS OUT!!!

Post by Delta_57_Dash »

http://www.gametoast.com/modules.php?op ... it&lid=128

ta-da!!

Have fun with it! changes are:
reps have fusioncutter
more turrets
ramps
hoth turrets work

Still to do: change imp sounds
redo map

enjoy it!
Last edited by Delta_57_Dash on Mon Jul 25, 2005 6:24 pm, edited 2 times in total.
NegativeSmiley

RE: Rogue Clones: First Assualt version 1.1 Coming soon!

Post by NegativeSmiley »

Alrighty. can't wait
Delta_57_Dash
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RE: Rogue Clones: First Assualt version 1.1 Coming soon!

Post by Delta_57_Dash »

new things: more turrets, and better placed
ramps instead of crates at some places
republic has a fusion cutter
Locals spawn
New unit (magnaguard) ooooo...
magnastaff has purple ends
hoth turrets work properly

cheers!
chubby

RE: Rogue Clones: First Assualt version 1.1 Coming soon!

Post by chubby »

What side is the magnaguard on, Imp or rep? Will I be able to change my standard imps and reps? I can't wait for this.
fruitymarshmallow

RE: Rogue Clones: First Assualt version 1.1 Coming soon!

Post by fruitymarshmallow »

where can we d/l this? I think he said the magnaguards were locals, but Who knows!
Grievous

RE: Rogue Clones: First Assualt version 1.1 Coming soon!

Post by Grievous »

They're locals.
Delta_57_Dash
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RE: Rogue Clones: First Assualt version 1.1 Coming soon!

Post by Delta_57_Dash »

ok, here it is!!!
http://www.gametoast.com/modules.php?op ... it&lid=128

have fun with it!!
Delta_57_Dash
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RE: Rogue Clones: First Assualt version 1.1 Coming soon!

Post by Delta_57_Dash »

bumping so people can upgrade to 1.1...
TAW_Banzai

Post by TAW_Banzai »

just a question,,
why release 1.0 on sunday, then turn around and release 1.1 on monday? a lot of people are confused.

i'd rather see a map that is totally finished and not going to be messed with again released. that way i can put it on a server *cough*#2TAW*cough* and as long as the mod map name is in the title, people don't have to worry about whcih version to have. 1.2, 1.1, 1.0.1.5

sometimes it gets a bit ridicolous.

now, that being said, i'm also not a modder, but i can appreciate the amount of time and effort that goes into making these maps.

so basicaly what i am saying is that when you release a map to the public, make it THE final version, and don't mess with it without re-naming it so people don't get confused. And include a mapinfo.txt file. do those things, and i will be happy to put it on a server for ya!
Delta_57_Dash
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Post by Delta_57_Dash »

ok, on that note, 1.2 will not come out until version 2.0 final is ready. and I'll do a mapinfo for 2.0
next version will be final.
Avantoll

Post by Avantoll »

Everytime i try to load the map my game crashes to the desktop, mysterious :|
Delta_57_Dash
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Post by Delta_57_Dash »

do you have all the patches installed? cuz if you don't have 1.3, you can only have like 20 maps in your addon folder...
Kyross

Post by Kyross »

Iiinteresting.
Those 'magnaguards'..Heh...I saw one run by. I saw the pole, the cape, a robot body and thought it was grievous. So I was like. 'WOH. 0.@'

One small problem though is that sometimes the head floats above the body or on its side.
Otherwise you pulled this off very nicely.
fruitymarshmallow

Post by fruitymarshmallow »

its the lines in the text that say "lowres" theres somethin' 'bout it in the Separitist cruiser thread
Delta_57_Dash
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Post by Delta_57_Dash »

I know... I posted that.... If you remove the battledroid skeleton from the ig88 odf then the head reattaches

it has a skeleton built into the msh, but you can change the skeleton to bdroid, which makes the head float.
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