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Re: Battlefront Extreme 2.1

Posted: Fri Oct 17, 2008 3:50 pm
by -_-
revanshan wrote:
-_- wrote:revanshan, all requests go in the request thread. Everyone else, keep it civil.
Does Battlefront Extreme have a request?
No. I'm talking about this thread.

Re: Battlefront Extreme 2.1

Posted: Fri Oct 17, 2008 11:02 pm
by ARC_Commander
I've sent Starkiller to DarthD.U.C.K., he's doing some animation work on it.

I've already done a lot of stuff to BFX that makes Jedi combat a good deal similar to TFU, I don't plan to do any more.

The project is in something of a stasis at the moment; I can't add it to Conversion Pack. There's some stuff in the Conversion Pack assets I'd like to use. And I have to put in the Hero CTF scripts, and maybe Hunt.

So basically, I'm waiting for either: Conversion Pack asset release, some sort of breakthrough regarding the Conversion Pack BFX modes, and for schoolwork to die down a little so I can get this Hero CTF stuff done.

Re: Battlefront Extreme 2.1

Posted: Sat Oct 18, 2008 1:48 am
by tylerman29
Skipper 24 wrote:
tylerman29 wrote:wow... you are crazed about starkiller arnt you.... by the way why do you say comBOpack.... its conVopack. :roll:

P.S. i willing to bet arc does less then 10% of what you want him too... sounds like if you want that nonsense make your own mod based on tfu in general..... your lucky hes even putting him in anyway
Maybe you don't like BFX but other people do. Don't spam arc can put in what he likes.
i never said that i didnt like it .. in fact i love it.. i was saying he cant just dream up a hard project up in his head and expect arc to do it cuz he wont.. so i dont get this statement skipper..how about you use common sense and read what he suggests ... thats hard to do / impossible to do on the engine and time arc doesnt have...he says"make a tfu era" that sounds like another mod and doesnt have anything to do with bfx.

Re: Battlefront Extreme 2.1

Posted: Sat Oct 18, 2008 3:09 am
by Guest
will there be AI controlled heroes on the enemy side in BFX conquest mode (for example like in Final Fantasy X map, forgot its name)

Re: Battlefront Extreme 2.1

Posted: Sat Oct 18, 2008 5:54 am
by Skipper 24
tylerman29 wrote:
Skipper 24 wrote:
tylerman29 wrote:wow... you are crazed about starkiller arnt you.... by the way why do you say comBOpack.... its conVopack. :roll:

P.S. i willing to bet arc does less then 10% of what you want him too... sounds like if you want that nonsense make your own mod based on tfu in general..... your lucky hes even putting him in anyway
Maybe you don't like BFX but other people do. Don't spam arc can put in what he likes.
i never said that i didnt like it .. in fact i love it.. i was saying he cant just dream up a hard project up in his head and expect arc to do it cuz he wont.. so i dont get this statement skipper..how about you use common sense and read what he suggests ... thats hard to do / impossible to do on the engine and time arc doesnt have...he says"make a tfu era" that sounds like another mod and doesnt have anything to do with bfx.
Sorry I misinterpreted your post.

Re: Battlefront Extreme 2.1

Posted: Sat Oct 18, 2008 6:55 am
by DarthD.U.C.K.
thanks for the files :D
i will remove his cape and and give him loincloth as soon as my computer is fixed

Re: Battlefront Extreme 2.1

Posted: Sat Oct 18, 2008 10:44 am
by ARC_Commander
Nah, I'm not putting in AI heroes. Too much coding work.

Re: Battlefront Extreme 2.1

Posted: Fri Oct 24, 2008 11:20 am
by Boo
ARC_Commander wrote:Nah, I'm not putting in AI heroes. Too much coding work.
i dont know if it its possible but it will be great when you replace the force pull with a force power
where you can take the enemy and throw him away with the mouse i mean you can throw him any where you want
like in tfu

Re: Battlefront Extreme 2.1

Posted: Fri Oct 24, 2008 1:08 pm
by Skipper 24
Boo wrote:
ARC_Commander wrote:Nah, I'm not putting in AI heroes. Too much coding work.
i dont know if it its possible but it will be great when you replace the force pull with a force power
where you can take the enemy and throw him away with the mouse i mean you can throw him any where you want
like in tfu
Nice idea but I doubt BFII could handle that.

Re: Battlefront Extreme 2.1

Posted: Fri Oct 24, 2008 2:14 pm
by DarthD.U.C.K.
it doesnt work
you could make the enemy a remote droid like think, that you can "pilot", maybe...
but if you want to discuss about the possibility of such a force power, please make a new thread

Re: Battlefront Extreme 2.1

Posted: Fri Oct 24, 2008 6:42 pm
by Darth Revan
Off Topic: Couldnt you have a choke animation without giving damage and just hold them there and you can swivel and wen you let go they go flying

Re: Battlefront Extreme 2.1

Posted: Sat Oct 25, 2008 1:49 am
by Sky_216
@ Revan: except for the bit about going flying, then yes.

Re: Battlefront Extreme 2.1

Posted: Sat Oct 25, 2008 3:33 am
by Darth Revan
Ok well thats all I got

Re: Battlefront Extreme 2.1

Posted: Sat Oct 25, 2008 3:30 pm
by Boo
Darth Revan wrote:Ok well thats all I got
at darth duck : when you can controll enemys like the remote thing you can make the
force power of obi wan in ep4 i dont know but it must be possible

Re: Battlefront Extreme 2.1

Posted: Thu Oct 30, 2008 6:34 pm
by ARC_Commander
I'm not adding any fancy new force powers to BFX. I'm just trying to get it off my plate ASAP.

I've run into a weird problem, though. Naboo BFX CW - as soon as you click Launch, it crashes to desktop. Nothing in the error log or anything. Any ideas?

I've been drowning in homework as of late, so I haven't done much on BFX.

Re: Battlefront Extreme 2.1

Posted: Thu Oct 30, 2008 6:36 pm
by Aman/Pinguin
ARC_Commander wrote: I've run into a weird problem, though. Naboo BFX CW - as soon as you click Launch, it crashes to desktop. Nothing in the error log or anything. Any ideas?
The only time I had this problem it happened to every map and was fixed by restarting my computer. :?

Re: Battlefront Extreme 2.1

Posted: Fri Nov 07, 2008 11:45 pm
by ARC_Commander
Just finished scripting Hero CTF. It's pretty fun.

I don't think I'll be adding Hunt - it'll seem really inconsistent in the way the units are set up.

And a question - should I:

- Give Jango Fett jump-jets to disguise the fact that his left pistol disappears whenever the user goes into a jet state?

Or

- Keep Jango Fett's hover jets, but at the cost of making it really obvious that his pistol disappears?

After I get a few minor issues sorted out, I'm going to test this out on my XP-equipped Mac - to ensure that Naboo CW is just my computer acting up - and then I'll try and release it.

Re: Battlefront Extreme 2.1

Posted: Fri Nov 07, 2008 11:47 pm
by Maveritchell
ARC_Commander wrote:And a question - should I:

- Give Jango Fett jump-jets to disguise the fact that his left pistol disappears whenever the user goes into a jet state?

Or

- Keep Jango Fett's hover jets, but at the cost of making it really obvious that his pistol disappears?

After I get a few minor issues sorted out, I'm going to test this out on my XP-equipped Mac - to ensure that Naboo CW is just my computer acting up - and then I'll try and release it.
Third option - re-envelope the Jango mesh with the addon pistol attached. That was always the best way I envisioned doing this for a jetpack user.

Re: Battlefront Extreme 2.1

Posted: Fri Nov 07, 2008 11:48 pm
by Darth Revan
Another wonderful Mod Nearly released

Re: Battlefront Extreme 2.1

Posted: Sun Nov 09, 2008 1:02 pm
by ARC_Commander
I've been playing around with DarthDUCK's dual pistol animations, and I've managed to put together some awesome combinations for Jango Fett and the ARC captain.

I've also changed the texture on the default SWBF2 lightsaber handle, it's now higher-res and matches the new saber handles.