Republic Commando: Extraction *See Released Forum*

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DarthD.U.C.K.
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Re: Republic Commando: Extraction *2nd beta link up, see pg.

Post by DarthD.U.C.K. »

yeah, i wanted to disable it actually but it didnt work
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Re: Republic Commando: Extraction *2nd beta link up, see pg.

Post by AQT »

Looking much better, D.U.C.K. :D Is it still possible to get the weapon HUD icons to show through, or would that mess up the current look of your HUD model? I think I have a workaround solution with extraweapons.hud file, but I'm just wondering if there's anything you can do. Thanks!
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Re: Republic Commando: Extraction *2nd beta link up, see pg.

Post by DarthD.U.C.K. »

im afraid i cant do anything, pandemic put the weponiconplane somehwre in front(!) of the gun in 1st person(=behind it from the players point of view). if i put the visor behind it, it wil also be in front (behind) the gun which looks just worng
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Re: Republic Commando: Extraction *2nd beta link up, see pg.

Post by poop »

The HUD is looking great ingame :thumbs:

It would be cool if you could tint the whole screen blue to reflect the color of the RC's visor.
Also I know it's hard to make it look like you are actually looking out the helmet but keep this in mind-
Hidden/Spoiler:
Helmet - The helmet of the Katarn-class armor had an HUD or heads up display that consistently displayed tactical data such as the locations and distances of your target, it also displayed the health of the wearer and the strength of the suits shields, it had the ability to system link between other suit bearers through the use of an internal communications antennae allowing each member of a squad to keep track of each others health and location, it had specialized internal sensors in the suit that could detect the make, model, and accuracy of every weapon that a commando used thus changing the shape and size of the target reticule for each weapon. All of these features were viewed through the visor. It had a filtration mask which could extract oxygen from toxic environments. The visor features an electrobinocular visor and night-vision mode. [From Wookiepedia]
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Re: Republic Commando: Extraction *2nd beta link up, see pg.

Post by Twilight_Warrior »

poop wrote:It would be cool if you could tint the whole screen blue to reflect the color of the RC's visor.
That doesn't even happen in the Rep Commando game...
poop wrote: Also I know it's hard to make it look like you are actually looking out the helmet but keep this in mind-
Hidden/Spoiler:
Helmet - The helmet of the Katarn-class armor had an HUD or heads up display that consistently displayed tactical data such as the locations and distances of your target, it also displayed the health of the wearer and the strength of the suits shields, it had the ability to system link between other suit bearers through the use of an internal communications antennae allowing each member of a squad to keep track of each others health and location, it had specialized internal sensors in the suit that could detect the make, model, and accuracy of every weapon that a commando used thus changing the shape and size of the target reticule for each weapon. All of these features were viewed through the visor. It had a filtration mask which could extract oxygen from toxic environments. The visor features an electrobinocular visor and night-vision mode. [From Wookiepedia]
Think about the limitations of the engine. We're not allowed to touch any programming that's hard coded, such as changing the reticule or "switching visor modes". D.U.C.K.'s not going to make it EXACTLY like the Rep Commando game, its just a visual representation.

(And a rather amazing one at that, I'm loving the lighting effects, D.U.C.K. :thumbs: )
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Re: Republic Commando: Extraction *2nd beta link up, see pg.

Post by poop »

Ok. Well Amazing job Duck! :thumbs: :thumbs: :thumbs:
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Re: Republic Commando: Extraction *2nd beta link up, see pg.

Post by AQT »

Man, the HUD model really looks great in-game. Awesome work, D.U.C.K.! :thumbs:

Here's a screenshot of it displayed in the map itself:
Hidden/Spoiler:
Image
I'll be releasing a third and final beta very soon. I'm hoping I can get all the testers together this time around to play a round online and maybe try to beat Hard mode. :) Stay tuned.
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Re: Republic Commando: Extraction *2nd beta link up, see pg.

Post by Cerfon Rournes »

AQT wrote:Man, the HUD model really looks great in-game. Awesome work, D.U.C.K.! :thumbs:

Here's a screenshot of it displayed in the map itself:
Hidden/Spoiler:
Image
I'll be releasing a third and final beta very soon. I'm hoping I can get all the testers together this time around to play a round online and maybe try to beat Hard mode. :) Stay tuned.
:eek: I can't wait!! Looks AWESOME!
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Re: Republic Commando: Extraction *2nd beta link up, see pg.

Post by Anakin »

and there is no way to get this for all side?? :(
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Re: Republic Commando: Extraction *2nd beta link up, see pg.

Post by AQT »

@Beta testers: Here's the link to the final beta: http://www.filefront.com/17385188/RCE_beta_3.zip

Same everything as last time. Mainly visual changes this time around. Most notably:
  • The "Heavy" commando class now carries a maximum of eight missiles
  • The DC-17's have been scaled up and the build time for the barricades have been cut in half, all for Lagomorphia :wink:
  • New first person/HUD model by DarthD.U.C.K. implemented :D
Please check for any remaining bugs. I won't be making any more major visual changes to map itself. And:
AQT wrote:I'm hoping I can get all the testers together this time around to play a round online and maybe try to beat Hard mode.
^ That.
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Re: Republic Commando: Extraction *3rd beta link up, see pg.

Post by DarthD.U.C.K. »

if i may ask, why have the dc-17s been scaled up? they seem a bit too big in 3rd person to me
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Re: Republic Commando: Extraction *3rd beta link up, see pg.

Post by Eggman »

DarthD.U.C.K. wrote:if i may ask, why have the dc-17s been scaled up? they seem a bit too big in 3rd person to me
Really? I never taken a close look at them in 3rd-person view, but I've always thought the models looked a little small in 1st-person.
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Re: Republic Commando: Extraction *3rd beta link up, see pg.

Post by DarthD.U.C.K. »

about the size:
Hidden/Spoiler:
Image
edit: i have a suggestion: what about adding a bit brown fog/dust. right now you can see the end of the map and exactly where the enemys come from. id like it if the borders of the map and the enym cps would be covered in fog (atleast a bit)
Last edited by DarthD.U.C.K. on Thu Oct 14, 2010 6:27 am, edited 2 times in total.
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Re: Republic Commando: Extraction *3rd beta link up, see pg.

Post by CT-26-6958_Hevy »

The HUD looks beatifull ingame!
cant await the Complete map!
Last edited by CT-26-6958_Hevy on Fri Oct 15, 2010 3:24 am, edited 1 time in total.
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Re: Republic Commando: Extraction *3rd beta link up, see pg.

Post by Lagomorphia »

The DC-17's have been scaled up
I said that's what I did for the NeoMarz commando model because the Neomarz one is bigger. I didn't say scale it up. I think.
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Re: Republic Commando: Extraction *3rd beta link up, see pg.

Post by AQT »

@DarthD.U.C.K.: Some brown dust in the distance it is then. I won't go crazy with it though.

@Lagomorphia: Jeez, man! Make up your mind already! :x
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JK :wink:
Actually, I think I'll keep the DC-17's scaled up. They look better that way in comparison to CodaRez's sidearm.
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Re: Republic Commando: Extraction *3rd beta link up, see pg.

Post by Lagomorphia »

HUD looks amazing, but the sniper attachment clips it. Maybe if cut off those two strange looking prongs sticking out the back of it it'll stop clipping the HUD.
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Re: Republic Commando: Extraction *3rd beta link up, see pg.

Post by darthtyren »

When do you want to do the online test?
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Re: Republic Commando: Extraction *3rd beta link up, see pg.

Post by Fiodis »

It just happened.
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Re: Republic Commando: Extraction *3rd beta link up, see pg.

Post by Twilight_Warrior »

Small HUD bug, wasn't sure if AQT had to fix it or if D.U.C.K. had to...
Hidden/Spoiler:
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The first game we played, it was perfect, it went all the way to the edges and looked beautiful. It was after that one ended and we went at it again that this happened.

Afterwards, I quit the server and went single player and the same thing happened, first match was great, then after the first end screen, it stopped stretching.
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