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Re: Coruscant: Skyline [Update][1/8/13]
Posted: Wed Jan 16, 2013 4:56 pm
by yuke5
Actually, I spoke to soon. Before I had a chance to move everything, my mom accidentally re-formatted the hard drive. Everything was deleted. I can't even play SWBFII anymore, as I've lost the disc since. However, I did make sure to backup the latest iteration of the map. So everything that has been made up to this point has been completed. I'll do my best to finalize it up to this point without mod tools, mostly through editing the addme. Once this map is released, I will be in my pre-mature and likely permanent retirement from modding. I'm sorry.
Re: Coruscant: Skyline [Update][1/8/13]
Posted: Wed Jan 16, 2013 5:12 pm
by Ant
yuke5 wrote:Actually, I spoke to soon. Before I had a chance to move everything, my mom accidentally re-formatted the hard drive. Everything was deleted. I can't even play SWBFII anymore, as I've lost the disc since. However, I did make sure to backup the latest iteration of the map. So everything that has been made up to this point has been completed. I'll do my best to finalize it up to this point without mod tools, mostly through editing the addme. Once this map is released, I will be in my pre-mature and likely permanent retirement from modding. I'm sorry.

Im so sorry! Do you no when it will be realsed then?
Re: Coruscant: Skyline [Update][1/8/13]
Posted: Wed Jan 16, 2013 5:54 pm
by Locutus
yuke5 wrote:Once this map is released, I will be in my pre-mature and likely permanent retirement from modding.
Really!?
Oh c'mon, you can't do that. You have saved your map, Battlefront is cheap like beer and reinstalling modtools ain't that hard. Think about it. Our beloved Battlefront!
(If you really stick with this decision you could still ask someone with modtools (like me) to get some final aspects done)
Re: Coruscant: Skyline [Update][1/8/13]
Posted: Wed Jan 16, 2013 6:03 pm
by Cleb
Locutus wrote:(If you really stick with this decision you could still ask someone with modtools (like me) to get some final aspects done)
I think he means he doesn't have the data_*** folder anymore and you can't really edit anything else.
Re: Coruscant: Skyline [Update][1/8/13]
Posted: Wed Jan 16, 2013 7:51 pm
by yuke5
The only thing I saved was the CRS folder. I guess I was being a little overzealous, but I am likely going to be inactive for a while. Coruscant: Skylines WILL be released, just prematurely. Thankfully, the map is releasable at this time. It looks pretty good, I'm just going to need to cutaway a couple gamemodes. I can probably do this by editing the addme.script file, or I can get someone else to create a data_CRS folder with an addme to my specifications. The release will feature support for Dark Times and KoTOR eras, HQ mode, conquest, a few TDM and hero assault modes, but will not have campaign or wave modes. Certain aspects of the map will be unpolished, such as missing weapon icons and some unlocalizations. The loadscreen will not be a picture of the map, just of Coruscant from the movie. All, in all, the map will still be intact, just at 85% rather than 100%
Re: Coruscant: Skyline [Update][1/8/13]
Posted: Wed Jan 16, 2013 8:10 pm
by TWINKEYRUNAWAY
yuke5 wrote:The only thing I saved was the CRS folder. I guess I was being a little overzealous, but I am likely going to be inactive for a while. Coruscant: Skylines WILL be released, just prematurely. Thankfully, the map is releasable at this time. It looks pretty good, I'm just going to need to cutaway a couple gamemodes. I can probably do this by editing the addme.script file, or I can get someone else to create a data_CRS folder with an addme to my specifications. The release will feature support for Dark Times and KoTOR eras, HQ mode, conquest, a few TDM and hero assault modes, but will not have campaign or wave modes. Certain aspects of the map will be unpolished, such as missing weapon icons and some unlocalizations. The loadscreen will not be a picture of the map, just of Coruscant from the movie. All, in all, the map will still be intact, just at 85% rather than 100%
Im sorry about that, well hopefully someone can create that addme thing for the CRS file. It really is a good map! Im curious to how far this event sent you back.
Re: Coruscant: Skyline [Update][1/8/13]
Posted: Wed Jan 16, 2013 8:14 pm
by Dreadnot9
I can certainly create the addme if need be, shoot me a pm if you'd like me to do so.
Re: Coruscant: Skyline [Update][1/8/13]
Posted: Sat Jan 19, 2013 4:55 am
by LEO
i have a second swbf2 you can have it. and than please dont stop to mod i really love youre previous map flooded oil raffinery
Re: Coruscant: Skyline [Update][1/8/13]
Posted: Sat Jan 19, 2013 3:29 pm
by yuke5
LEO wrote:i have a second swbf2 you can have it. and than please dont stop to mod i really love youre previous map flooded oil raffinery
While certainly appreciate that, don't worry. The IS in a releasable state. It just needs a little polish. Some gamemodes will be cut, but the map WILL BE RELEASED. I promise.
Re: Coruscant: Skyline [Update][1/8/13]
Posted: Sat Jan 19, 2013 3:41 pm
by LEO
So you are sure you stop modding? Thats very sad because very slowly swbf2 dies
Re: Coruscant: Skyline [Update][1/8/13]
Posted: Sat Jan 19, 2013 3:57 pm
by THEWULFMAN
This is why I rarely let my parents touch my computer.
I'm very sorry this happened to you Yuke, sorry to see you go. SWBF2 is on sale for $5 on Steam from time to time, just to let you know.
You can't successfully edit the addme.script file as far as I know. But as you're a member of Frayed Wires, the least we can do is create a new addme for you. Upload the data, and Marth and I will take care of the rest. We'll need to know what modes need to stay and which to go of course. Actually give us as much info as you can.
Re: Coruscant: Skyline [Update][1/8/13]
Posted: Sat Jan 19, 2013 10:54 pm
by CressAlbane
I'll be able to do the addme, I think.
Re: Coruscant: Skyline [Update][1/8/13]
Posted: Sat Feb 09, 2013 9:54 pm
by yuke5
I've re-installed the mod tools. I've made a new addme, and it seems to be working. I'm going to test all the gamemodes and make sure they work. If they do, expect a release soon.
EDIT: I've come across a bit of an issue. There is a significant bug I've overlooked in which affects the flow of the game significantly. Coming from one direction, A.I. can't attack a CP, giving the other team a significant advantage. I'm considering ways to remedy this. If any of my former beta testers have a copy of the map, I would appreciate it greatly if they could send me a copy, as I no longer have mine. I can probably replace the CRS.lvl from the older release with the current buggy one. The visuals of the map may less in quality, but gameplay will be better. One the bright side, the map won't have the less-than-finished library and be replaced with the older model. Unfortunately, AQT's beautiful sky will be gone, and a few bugs I dealt with will come back.
EDIT2: I spoke too soon. I assumed that A.I. were incapable of moving through this barrier, but only human players are hindered, and humans can just roll/sprint/jump over it. So, never mind. It's just a minor bug now, and not worth setting the map back.
Re: Coruscant: Skyline[Release Soon]
Posted: Sun Feb 10, 2013 3:30 pm
by Ant
How long is "soon?"
Re: Coruscant: Skyline[Release Soon]
Posted: Sun Feb 10, 2013 4:14 pm
by CressAlbane
When we finish everything up, the map will be released.
Re: Coruscant: Skyline[Release Soon]
Posted: Mon Feb 11, 2013 8:53 pm
by TWINKEYRUNAWAY
Ant wrote:How long is "soon?"
When they are done. There wouldn't be any sense in rushing them.
Re: Coruscant: Skyline[Release Soon]
Posted: Sun Feb 17, 2013 1:56 pm
by thebadshot
I want to play this so bad!!! I hope you finish it soon.
Re: Coruscant: Skyline[Release Soon]
Posted: Tue Feb 19, 2013 9:01 pm
by yuke5
Release!
forums/viewtopic.php?f=35&t=28958
(Staff, you can lock this thread if you want)