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Re: Battlefront Extreme 2.1
Posted: Fri Aug 08, 2008 1:39 pm
by Guest
i hate the default sides completely
oh and btw, welcome to GT!
Re: Battlefront Extreme 2.1
Posted: Fri Aug 08, 2008 5:52 pm
by tylerman29

i love this mod and everything about it

Re: Battlefront Extreme 2.1
Posted: Fri Aug 08, 2008 6:32 pm
by Aman/Pinguin
German Translation is finished. PMed you the link ARC'.

Re: Battlefront Extreme 2.1
Posted: Fri Aug 08, 2008 6:39 pm
by tylerman29
wow that was fast

Re: Battlefront Extreme 2.1
Posted: Fri Aug 08, 2008 6:42 pm
by clonetrooper221
do you really need to reinstall bf2 and dl the phoenix patch? i dont want to reinstall every file i have on bf2 and when i get i site that has the phoenix patch its a rar file and i dont have winrar

Re: Battlefront Extreme 2.1
Posted: Fri Aug 08, 2008 7:54 pm
by Delta 47
No you only need to reinstall SWBF2 only if you have problems and Phoenix you don't really need but it is recommended because the BFX addme script is modded from the Phoenix script. To open RAR files you can use
7-Zip its free and easy to use!
Re: Battlefront Extreme 2.1
Posted: Fri Aug 08, 2008 8:02 pm
by GTX
So Phoenix 1.8.4 isn't truly needed after all?
What does Phoenix do anyway?
Re: Battlefront Extreme 2.1
Posted: Fri Aug 08, 2008 8:20 pm
by clonetrooper221
ohhhhhhhhhhhh.... :atatpilot: i got the files that didnt need winrar then tryed it out before i saw ur post. :maulsaber:
Re: Battlefront Extreme 2.1
Posted: Fri Aug 08, 2008 9:36 pm
by Delta 47
GTX wrote:So Phoenix 1.8.4 isn't truly needed after all?
What does Phoenix do anyway?
Phoenix 1.8.4 is a patch for the SWBF Conversion Pack 1.9. It changes the sides for the pack and fixes bugs. You don't need it to run the game but you'll have trouble with a few options. Its the same thing with BFX you don't need the Convo pack or anything else but you'll have trouble and it will show the BF1 maps in the menu but you can't play with them so basically if you want everything to work right than you should get everything.
Re: Battlefront Extreme 2.1
Posted: Fri Aug 08, 2008 9:58 pm
by clonetrooper221
so im guessing now its too late to install the patch now i have mod installed? :stormie: :clone:
Re: Battlefront Extreme 2.1
Posted: Fri Aug 08, 2008 10:55 pm
by Delta 47
clonetrooper221 wrote:so im guessing mow its too later to install the patch now i hav mod installed? :stormie: :clone:
You can install the patch whenever you want. You install Phoenix after you install 1.9 and just replace the
files not the folders, open each folder in 1.8.4 and move/replace the files in the folders in 1.9/GamData. Its all there but to many people are just replacing the folders which will corrupt the Conversion Pack and it won't run. Phoenix 1.8.4 only incudes the patch files not the whole Conversion pack.
Re: Battlefront Extreme 2.1
Posted: Fri Aug 08, 2008 11:40 pm
by clonetrooper221
so im supposed to put the files in lvl pc part of the patch file in lvl pc and replace the files?
Re: Battlefront Extreme 2.1
Posted: Fri Aug 08, 2008 11:48 pm
by clonetrooper221
...messed up now i gota reinstall....
Re: Battlefront Extreme 2.1
Posted: Fri Aug 08, 2008 11:54 pm
by -_-
Please do not double post, use the EDIT button.
Re: Battlefront Extreme 2.1
Posted: Sat Aug 09, 2008 11:02 am
by ARC_Commander
Progress report:
I'd say that I'm finished adding extra content. Respect to Aman/Pinguin for the German localization, and to DarthD.U.C.K. for doing all the modeling work that I'm incapable of.
I've added an IG-88 style CIS recon unit (from the first BFX) that has Orbital Strike instead of seismic charges. I've also added a black-armoured Republic Commando on a few maps. The GCW-era commandos now have better weapons, the Rebel commando's got an ACP shotgun in addition to his other weapons and the Imperial commando's got a wrist flamethrower.
I've finished all the effects work and stuff, that's all good. New explosions for the thermal, frag (you can see the shrapnel) and pulse grenades, new stinger trails (these are awesome, they have a contrail and a rocket exhaust), new force wave effects (push and pull), and, of course, the amazing force charge-up effect.
The dual-pistol animations are done, that's good, and DarthD.U.C.K. just sent me the final versions of the pistols, which work perfectly.
The non-English localizations are fixed, now everything's in English except for the German version.
I'd say I'm almost ready to wrap up this version.
Re: Battlefront Extreme 2.1
Posted: Sat Aug 09, 2008 11:41 am
by GTX
Wow. That's great to hear ARC. Looking forward to the final version of BFX!
About the Republic Commando, they're really Clone Commando. Republic Commando was the name of the PC game. Just thought you would know.
Re: Battlefront Extreme 2.1
Posted: Sat Aug 09, 2008 3:29 pm
by Skipper 24
I had the republic commando game too and I would just like to say how similar the commando's weapons are. You should add the clone pilots knife to the republic commandos because they have electro knife but it just looks like punch. Good work hope to see the release.
Re: Battlefront Extreme 2.1
Posted: Sat Aug 09, 2008 9:57 pm
by ARC_Commander
The commandos actually had wrist vibroblades, which is why I don't use a geometry with them.
As for the names - meh, same thing. Their ID numbers go RC-1138 and stuff like that, not CC-1138, so I'd assume that Republic Commando is indeed their proper name.
Re: Battlefront Extreme 2.1
Posted: Sat Aug 09, 2008 11:58 pm
by AQT
On the topic of Republic Commandos, a more accurate sound for their DC-17m Sniper Attachment would be the shipped V-Wing's Shock Cannon fire sound in my opinion. It's a CW era sound so it wouldn't be a problem, right?

Re: Battlefront Extreme 2.1
Posted: Sun Aug 10, 2008 3:28 am
by Guest
while we are speaking about republic commandos, you could give them better weapons, you could ask the creator of Verena Defense Immortal map, the models are much better there