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Re: <The Battlefront Project>
Posted: Fri Oct 05, 2007 6:52 am
by MORBIDMAN
Re: <The Battlefront Project>
Posted: Fri Oct 05, 2007 3:14 pm
by ARC_Commander
Nice work with the combos!

I'm jealous. The effects sound cool.
Re: <The Battlefront Project>
Posted: Fri Oct 05, 2007 10:18 pm
by Achronos-117
Woohoo it aint dead! :jango:
Re: <The Battlefront Project>
Posted: Sat Oct 06, 2007 7:53 pm
by MORBIDMAN
It will never be dead. Long Live <The Battlefront Project>!

Re: <The Battlefront Project>
Posted: Sat Oct 06, 2007 11:24 pm
by DeathRow
Coooool.
Jk. Good Job Syth, the effects sound great and that video is elite

Well done.
Re: <The Battlefront Project>
Posted: Sun Oct 07, 2007 8:22 am
by XxDepredationxX
Custom Combos?! Wow, nice update! I have to make up my mind again. >.<
Re: <The Battlefront Project>
Posted: Sun Oct 07, 2007 12:54 pm
by Achronos-117
LOL i just noticed both of u have assasin's creed as ur avatar
Anyway, keep up the good work Syth!
Re: <The Battlefront Project>
Posted: Thu Oct 25, 2007 6:53 pm
by Syth
Updated...
Mainly just some stat changes. The burst rifle is just another mode of the blaster rifle that the assault units have (shares ammo with automatic mode)
THe award for 12 kills or whatever with a rifle/carbine is electrobinoculars with orbital strike beacon (it doesn't replace the rifle though, its added to your setup) which is kew...
Switched the sniper/pistol awards, getting the head shots awards you a "assassin pistol" and the 6 kills is the beam rifle. The head shot thing with the sniper was pointless, it doesn't matter where you shoot them, they are dead- unless your using the E5 sniper rifle (CIS) which is automatic making it really easy to get head shots.
Another thing I did, all units have less health. I likes it, everyone has 50-75 less health points. Much more fun.
Now, you must unlock the rocketeer class. Way to much explosive power for a default class. Some more good news, Acemastermind exported some of my models for me, so now the clone pistol, KYD-21, DH-17 Carbine and DL-18 are ingame. The lightsabers had some problems and i just finished the updated westar34. Ill send the updated sabers (one of which has an extra fire point for back hand saber) and the WESTAR for exportation today.
Re: <The Battlefront Project>
Posted: Thu Oct 25, 2007 7:37 pm
by {501st}Commander_Appo
Good to know the updates Syth,I think it sounds like its closer to a release!
- :clone:
Re: <The Battlefront Project>
Posted: Thu Oct 25, 2007 8:10 pm
by Syth
phhht...
maybe, but gots to fix these bullcrap crashes that happen on various maps. CW Kashyyyk, CW Mygeeto, Training mission on geo and some other ones. Oh, and grevious is haveing problems on utapau so he might get cut on conquest Utapau.
Re: <The Battlefront Project>
Posted: Thu Oct 25, 2007 8:50 pm
by Xavious
Burst rifle? So that's basicly the award rifle from the shipped game, right?
Re: <The Battlefront Project>
Posted: Fri Oct 26, 2007 9:50 am
by Achronos-117
Syth wrote:phhht...
maybe, but gots to fix these bullcrap crashes that happen on various maps. CW Kashyyyk, CW Mygeeto, Training mission on geo and some other ones. Oh, and grevious is haveing problems on utapau so he might get cut on conquest Utapau.
well.....theres a mod out there that adds ai heroes to conquest regardless of side mods, if it does have a side mod, it goes along with it
Re: <The Battlefront Project>
Posted: Sun Oct 28, 2007 8:31 am
by ARC_Commander
It conflicts with the mission.lvl, though. I tried it out.
Re: <The Battlefront Project>
Posted: Mon Oct 29, 2007 8:14 pm
by Achronos-117
ARC_Commander wrote:It conflicts with the mission.lvl, though. I tried it out.
Are you sure its the one made by Archer? I ran your mod BFX with it and it was fine......hmmmm maybe i should see if removing the hero mod helps with the error im getting with your mod (the one where theres only primary clone armor and only 5 unit types)
Re: <The Battlefront Project>
Posted: Tue Nov 06, 2007 7:15 pm
by lt prudii
awsome, and i love the westar m5, jsut hope you got the textures right (all mods i have its flat black

)
so definite kudos

Re: <The Battlefront Project>
Posted: Wed Nov 07, 2007 5:00 pm
by Ace_Azzameen_5
Lol, Achronos, thats exactly the error. Syth and Arc_Commander had to modify the mission.lvl (Its essentially the mission LUA files for all the shipped maps) in order to load the extra units. Thats why they won't show up in mod maps. (Unless they have a compatibility patch based on exporting the SetupTeams portion of their mission LUA's into a function file and then putting that in its own side level alowing for 5 kb compatibility patches; like me. )
Of course, if you know who has the source or do it yourself, you could just make a compatible merge of the two.
Re: <The Battlefront Project>
Posted: Wed Nov 07, 2007 10:28 pm
by Syth
Kay, i accidentally over-written one of the default sides and it caused some problems, so i went to my backups and wudayaknow, i didnt have it.
So i try reinstalling BF2 and wudayaknow. Disk 1, that will run the game fine, cant install the game. After it starts the installation process 20% threw it makes weird noises and gives me some "can't install some file because of some I/O error" junk.
gggggrrrrrrrrrrr
So now I must go buy a new BF2, or find some illegal sight that has the gamedata- but of course i rather spend $20 then 20 hours of bandwidth... thats some bs...
Unless someone knows a way around this or what the problem is.
Re: <The Battlefront Project>
Posted: Wed Nov 07, 2007 10:52 pm
by Achronos-117
Ace_Azzameen_5 wrote:Lol, Achronos, thats exactly the error. Syth and Arc_Commander had to modify the mission.lvl (Its essentially the mission LUA files for all the shipped maps) in order to load the extra units. Thats why they won't show up in mod maps. (Unless they have a compatibility patch based on exporting the SetupTeams portion of their mission LUA's into a function file and then putting that in its own side level alowing for 5 kb compatibility patches; like me. )
Of course, if you know who has the source or do it yourself, you could just make a compatible merge of the two.
Lol Ill uninstall the hero mod for know then, OK back on topic know
Re: <The Battlefront Project>
Posted: Thu Nov 08, 2007 4:03 pm
by Ace_Azzameen_5
Syth, I don't think LA will send laywers to your door if someone sent you their side lvl back up.
Re: <The Battlefront Project>
Posted: Thu Nov 08, 2007 5:12 pm
by Teancum
I haven't been following projects as well as I should, does this change campaign? I mean, if they're having to modify mission.lvl I could always create a custom gametype for The Battlefront Project. That way they could run it all from an addon folder. It might also be possible to create a Enhanced Campaign button if they're wanting to run through the campaign again with this new mod. Technically it's all possible, but it's up to the authors because they'll have to put a bit of work into it as well, such as:
-renaming the custom rep.lvl to rep_enhanced.lvl (and the others) -then making lua changes accordingly
-changing stuff like corc_c to corc_ec (Coruscant, Clone Wars, Enhanced Campaign) - this would involve renaming the lua, the mission.req references, and the reqs in /common/mission
I'm not promising I'd jump on this just yet either. But it's something I'm certainly willing to discuss.