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Re: Battlefront Extreme V2 - diagnostic release
Posted: Wed Jul 16, 2008 2:58 pm
by ARC_Commander
The Geonosis crashing has been addressed.
I know why increasing reinforcements wasn't working. This isn't considered Conquest mode. It's considered Uber mode, and therefore increasing Conquest reinforcements won't increase BFX reinforcements. However, I will add some variation to the reinforcement counts - less on maps with less AI, and vice versa. This is so that all the maps take up roughly the same amount of time to play.
I'm not saying 666 posts is a good or funny thing, just a little awkward. It was a nervous laugh. But now I have 667, so we're all safe.
Re: Battlefront Extreme V2 - diagnostic release
Posted: Wed Jul 16, 2008 3:05 pm
by Fluffy_the_ic
Brainsssssss...
Yeah, we're all *brains* safe.
Re: Battlefront Extreme V2 - diagnostic release
Posted: Wed Jul 16, 2008 6:09 pm
by Megatron
Great work on this! It was very entertaining to play, keep it up!
I did however find a few bugs:
- On Mustafa, Kyle Katarn's hands are completely white (untextured?).
On Space Felucia the ARC Starfighter doesn't regain any "Stamina". (I suspect this occurs on every CW space map, but I didn't check)
I'm sure many has mentioned this before, but I can comfirm that CW Utapau still has stock sides.
Not really a bug, but seeing as the Dark Trooper is now completely white (which I think looks great), maybe you should change the name? Just a suggestion, seeing as it's new paintjob suggest a less murkier name.
The one thing I would really like to see done, is being able to play this Online. I don't know if you removed the option the select Uber in Multiplayer by purpose, but I really think Online compatibility would increase the popularity of this mod. An easier installer would also be very nice. I (and I doubt I'm the only one) had a lot of trouble getting this to work.
As I said before - great work! I can't wait to play future releases of this mod.

Re: Battlefront Extreme V2 - diagnostic release
Posted: Wed Jul 16, 2008 9:59 pm
by ARC_Commander
I've addressed the Kyle Katarn hands problem, the ARC-170 stamina, and the online Uber mode problem, so you will be able to play this online with other BFXers when 2.1 is out. Should be soon, I've just got to sort out some balance issues - and make an installer. Fun! (Not.) I'll also include a hex-edited Conversion Pack script so that Endor and Utapau load the BFX units.
I won't be renaming the dark trooper, as the name doesn't appear to have anything to do with their colour:
http://starwars.wikia.com/wiki/Triumpha ... rk_trooper
I just got Particle Editor working, and I've made a new blaster impact effect, it's pretty nice. Makes the lasers look a lot more powerful.
Re: Battlefront Extreme V2 - diagnostic release
Posted: Wed Jul 16, 2008 10:30 pm
by alenoguerol
darktroopers in Star Wars Galaxies are white

Re: Battlefront Extreme V2 - diagnostic release
Posted: Wed Jul 16, 2008 10:42 pm
by (502)GEN.york
help me if I am wrong but did kyle have a blue lightsaber? I know in jediknight:jedioutcast it is blue I have not played the first one so just asking.
Re: Battlefront Extreme V2 - diagnostic release
Posted: Wed Jul 16, 2008 11:05 pm
by tylerman29
ARC you are ....... amazing ..

Re: Battlefront Extreme V2 - diagnostic release
Posted: Wed Jul 16, 2008 11:55 pm
by Zaniac
ARC_Commander, this mod is absolutely amazing. Really brings the game alive again and makes it really fun to play again. Just thought I would let you know, you have another fan who appreciates your work.
Also thought I would just make a note to all that, I installed: Offical 1.1 patch, Zerted's new shell, BFX_v2, then the Conversion Pack 1.9 and I am getting zero problems running anything. BFX sides load properly on Geonosis, Utapau, Endor and every map I have tried.
Only really "bug" that I've noticed is for some reason Han's stealth doesn't work. Other than that everything is fantastic, once again great job.
Re: Battlefront Extreme V2 - diagnostic release
Posted: Thu Jul 17, 2008 1:45 am
by AQT
(502)GEN.york wrote:help me if I am wrong but did kyle have a blue lightsaber? I know in jediknight:jedioutcast it is blue I have not played the first one so just asking.
Off Topic: The whole Kyle Katarn Series and lightsaber colors goes as the following:
1. Dark Forces/no lightsaber, 2. Jedi Knight: Dark Forces 2/green lightsaber 3. Jedi Knight: Mysteries of the Sith/yellowish orange lightsaber, and 4. Jedi Knight 2: Jedi Outcast/blue lightsaber.
He has a blue lightsaber in Jedi Academy also, I think. Correct me if I'm wrong on any someone.
Re: Battlefront Extreme V2 - diagnostic release
Posted: Thu Jul 17, 2008 3:53 am
by tylerman29
Zaniac wrote:ARC_Commander, this mod is absolutely amazing. Really brings the game alive again and makes it really fun to play again. Just thought I would let you know, you have another fan who appreciates your work.
Also thought I would just make a note to all that, I installed: Offical 1.1 patch, Zerted's new shell, BFX_v2, then the Conversion Pack 1.9 and I am getting zero problems running anything. BFX sides load properly on Geonosis, Utapau, Endor and every map I have tried.
Only really "bug" that I've noticed is for some reason Han's stealth doesn't work. Other than that everything is fantastic, once again great job.
hmmm i doubt everything works for you when most people say that some maps either crash or are using conv sides because even arc found this out and utapau has the default sides so im not getting this statement...... and arc could you make a requirement list on everything that needs to be made to make the mod work properly.. cuz most non game toast dloaders wont wanna download 4 things to make the mod work....and it would make it clear as to whats REALLY neccessary. i have never heard of this zerted shell until V2 of this was released....
Re: Battlefront Extreme V2 - diagnostic release
Posted: Thu Jul 17, 2008 8:27 am
by Zaniac
hmmm i doubt everything works for you when most people say that some maps either crash or are using conv sides because even arc found this out and utapau has the default sides so im not getting this statement......
Well, truth be told, those maps do work for me. I think it's because I installed BFX before the conversion pack, causing it not to overwrite the BFX sides or cause errors.
Re: Battlefront Extreme V2 - diagnostic release
Posted: Thu Jul 17, 2008 8:33 am
by (502)GEN.york
For everyone that says
but I can comfirm that CW Utapau still has stock sides
that well I have made a movie on youtube if you would like to see it here is a link
TO YOUTUBE! its about some fun stuff I did and in the beging I GO OVER ALL THE UNITS IN THAT MAP.
Re: Battlefront Extreme V2 - diagnostic release
Posted: Thu Jul 17, 2008 12:05 pm
by Megatron
Found a few more bugs, still a great mod though!
- Jerec's Lightsaber is missing on every map I checked.
The Republic have no Hero on Jabba's Palace. Same thing goes for Imperials on Coruscant.
The Twilek Spy has no 1st Person view (well, it does, but you can't see her hands).
The Imperial Guard is not localized.
Another suggestion; have you concidered making the space ships a little faster? Space Battles always seem so dull to me, and I really think making them faster would make Space maps more fun to play.
Re: Battlefront Extreme V2 - diagnostic release
Posted: Thu Jul 17, 2008 1:10 pm
by tylerman29
Zaniac wrote:
Well, truth be told, those maps do work for me. I think it's because I installed BFX before the conversion pack, causing it not to overwrite the BFX sides or cause errors.
doesnt matter really because it needs to be fixed for the average person aka where it will work no matter the order.
Re: Battlefront Extreme V2 - diagnostic release
Posted: Thu Jul 17, 2008 1:21 pm
by Teancum
Zaniac wrote:hmmm i doubt everything works for you when most people say that some maps either crash or are using conv sides because even arc found this out and utapau has the default sides so im not getting this statement......
Well, truth be told, those maps do work for me. I think it's because I installed BFX before the conversion pack, causing it not to overwrite the BFX sides or cause errors.
The Conversion Pack doesn't overwrite a single BFX file, so the order you installed *shouldn't* make a difference. The only possible conflicts are any Conversion Pack Uber modes for shipped maps, which I think is just Utapau and one other.
Megatron wrote:(502)GEN.york wrote:
AWW MAN I thought we could play uber mode online

Yeah, I was very dissapointed, when I found out that your very entertaining mod couldn't be played Online. I hope this will be fixed for future releases?
Uber can be played online, but if you run a dedicated server you've got to create a custom .bat file instead of using the Server Manager. But one issue may be that ARC never actually built the MP code into addme.lua, which is a common problem, but an easy fix.
Re: Battlefront Extreme V2 - diagnostic release
Posted: Thu Jul 17, 2008 1:46 pm
by cloneknight
mine doesnt worl in galatic conquest, sorry if i missed anything, i think it would be good to be able too play it there
Re: Battlefront Extreme V2 - diagnostic release
Posted: Thu Jul 17, 2008 2:12 pm
by ARC_Commander
As far as I know, you can't change Galactic Conquest (or Campaign) without replacing the level files.
I've fixed Jerec's lightsaber, the missing heroes, and I made a custom first-person for the Twilek Spy. The starfighters also go faster now, I increased the overall speed by 20 on each one.
I have noticed a strange problem - when a buff is fired, you can't fire your primary weapon unless you change your secondary weapon. I'm working on this, I'll probably post for help in the modding thread.
I think it's pretty well balanced now. As before, I'm going to release it to GT first so that I can get input - this time, it should only need to be about balancing issues. Shouldn't be any bugs in the next version - plus, I've figured out how to get the installer working, so that's good.
Re: Battlefront Extreme V2 - diagnostic release
Posted: Thu Jul 17, 2008 2:15 pm
by Maveritchell
ARC_Commander wrote:I have noticed a strange problem - when a buff is fired, you can't fire your primary weapon unless you change your secondary weapon. I'm working on this, I'll probably post for help in the modding thread.
That's not a problem, it's a feature. Having a weapon cooldown, like the buffs have, mean that you can't use any weapon while it's cooling down.
Re: Battlefront Extreme V2 - diagnostic release
Posted: Thu Jul 17, 2008 5:13 pm
by DarthD.U.C.K.
Maveritchell wrote:ARC_Commander wrote:I have noticed a strange problem - when a buff is fired, you can't fire your primary weapon unless you change your secondary weapon. I'm working on this, I'll probably post for help in the modding thread.
That's not a problem, it's a feature. Having a weapon cooldown, like the buffs have, mean that you can't use any weapon while it's cooling down.
@arc_commander:i said that about two pages ago along with the strange looking damagesparks of IG-88
@maveritchell:i waited about a minte and i still couldnt use any weapon while heaving the buff selected, are you shure this is a feature?

Re: Battlefront Extreme V2 - diagnostic release
Posted: Thu Jul 17, 2008 6:16 pm
by ARC_Commander
I've added the MP lines to the addme.script, so there shouldn't be any problems with that when 2.1 is out.
A feature?

I wouldn't exactly consider the inability to use any weapon for ten seconds a feature... Is there a specific ODF line that regulates cool-down time? I didn't see anything unusual in the com_weap_inf_buff ODF. I also think that my Fett backpack rockets are affected by this, and my new timebombs.
Oh, and an interesting discovery. Won't really benefit anyone, but interesting nonetheless. While looking through Psych0fred's ODF parameter list (for a clue to the aforementioned), I saw this:
Code: Select all
Weapon Grenade
ShotDelay
InitialSalvoDelay
InitialSalvoDelayUnderhand
If you may recall, the new BFX grenades will change animation according to charge state / velocity. I didn't do anything to trigger this. Therefore, the animation change from underhand to overhand must be hard-coded in the game, as evidenced by this InitialSalvoDelayUnderhand tag. So it looks like the grenades were meant to be charged up originally, but Pandemic cut it for some reason.