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Re: Just to lay it all down (Project Timeline & Info)
Posted: Fri Apr 25, 2008 11:59 am
by Teancum
Nah, no rush. I just didn't know where you were and what you needed.
Re: Just to lay it all down (Project Timeline & Info)
Posted: Fri Apr 25, 2008 1:56 pm
by MandeRek
Maveritchell wrote:I still have to rework some things (never recieved a Kreia model, Bastila model, Sith wardroid, etc.). I've got a workaround for Kreia/Traya, Bastila may get cut (depending on whether I can get a playermodel or not - not likely at this stage of the game), and the Sith wardroid is going to be replaced with the placeholder I used in the sides demo.
I would be happy to help! I can do them, and then would be finished this week because of homework. Just.. let me know if you need something, Ive also said that to Tean

Re: Just to lay it all down (Project Timeline & Info)
Posted: Fri Apr 25, 2008 2:36 pm
by Teancum
I don't think anyone else would notice this if I actually put it in the right thread, but I've been running all Conversion Pack maps with most video settings turned up (lighting on high) with no crashes. This is on my new machine though.
Specs:
Intel Pentium 4 @ 3.0ghz
1.5gb DDR2 RAM
ATI 128mb PCI-Express card (don't know what it is, don't care. I HATE ATI cards)
SO, if you have those PC specs or better you should be able to run the game with lighting on High and Bloom set to On with no problems. If you can't run the game that high without crashing, just realize that the Conversion Pack is a lot tougher on your machine than the shipped game.
Re: Just to lay it all down (Project Timeline & Info)
Posted: Fri Apr 25, 2008 10:33 pm
by Delta 47
Teancum wrote:I don't think anyone else would notice this if I actually put it in the right thread, but I've been running all Conversion Pack maps with most video settings turned up (lighting on high) with no crashes. This is on my new machine though.
Specs:
Intel Pentium 4 @ 3.0ghz
1.5gb DDR2 RAM
ATI 128mb PCI-Express card (don't know what it is, don't care. I HATE ATI cards)
SO, if you have those PC specs or better you should be able to run the game with lighting on High and Bloom set to On with no problems. If you can't run the game that high without crashing, just realize that the Conversion Pack is a lot tougher on your machine than the shipped game.
ATI cards are horrible my brother has a Dell Desktop with XP and he is having all kinds of trouble with his. A lot of games crash on him

It has to do with it running out of memory and something to do with the card.
Re: Just to lay it all down (Project Timeline & Info)
Posted: Mon Apr 28, 2008 9:47 am
by Flinti
Updated the first post with the info that got lost when all those topics disappeared.
And what's about the Localisation? There's nothing mentioned in that respect. What I said, I'll redo German Localisation if you repost^^
EDIT: Some mapnames are really nonsense in German. Maybe I can retranslate them also.
Re: Just to lay it all down (Project Timeline & Info)
Posted: Mon Apr 28, 2008 1:11 pm
by Teancum
I haven't forgotten about that, but I have to remake the entire file that has all the english localization, so it's not high on the priority list.
In other news, I have the updated Classic Conquest sides running (FINALLY!). Right now I'm debugging what I can and setting up all sounds that I can for the infantry. After that I'm moving on to vehicles and getting them running. Once I've got to a point where I can hand it off, Mav is gonna fix up the sounds and hopefully fix any of those dumb bugs that I know I'll find along the way.
Re: Just to lay it all down (Project Timeline & Info)
Posted: Mon Apr 28, 2008 1:50 pm
by MandeRek
Sweet Tean!!
You've worked so freaking long on this, I'm very happy that it's almost done now
You're the man!

Re: Just to lay it all down (Project Timeline & Info)
Posted: Tue Apr 29, 2008 9:37 am
by Teancum
Updates: (in order of to-do)
1-All Classic units are working well now. I still need to tweak some sounds and figure out why the Remote Droid won't deploy. Next up are Classic vehicles. All vehicles will have SWBF1 weapons, and boost will be removed. Starfighters and bombers will still be able to do evasive maneuvers / tricks however. (currently in progress)
2-Start combining KotOR sides & Space Endor into my build of the Convo Pack (Mav has that stuff on his).
3-Implement updated shell, including all of [RDH]Zerted's code (eras, modes, preview movie support, etc)
4-Throw Hero CTF into a few maps
5-Update sounds so they're all working
6-Make one last run through of the bug list
7-Redo English/German/Spanish localizations with all new localization keys.
That doesn't look like a lot, but that's a few month's work probably. I wish ya'll could help, but pretty much all that's left right now is stuff between myself/Maveritchell/Zerted. Once I need the localizations again I'll post the English versions and ask for translators like before.
With as much stuff as we're pushing this time around I will probably personally select a handful of beta testers (no need to volunteer, I know who I want to test) about a week before the release to test everything and make sure we're nice and stable. Once we are, this will be v1.9.1 (stable) FULL Install and not v1.8.5 Phoenix. This will also be a public release available at SWBFfiles. That being said, I'm shooting for mid-to-late summer. For more info, check the updated first post.
Re: Just to lay it all down (Project Timeline & Info)
Posted: Tue Apr 29, 2008 10:57 am
by [RDH]Zerted
Teancum wrote:1.9.1 Public Release (full install) - hoping for July/Aug
-Updated Shell/ingame consoles. Thanks to [RDH]Zerted
Ok, I was going to post that I couldn't meet the old deadline, but you've pushed it back a month or two. I'm moving again at the end of May and I don't expect to have any free time to mod before then.
Re: Just to lay it all down (Project Timeline & Info)
Posted: Tue Apr 29, 2008 11:43 am
by Teancum
**MENTAL NOTE TO SELF**
Use FragMe's ingame.lvl "cheat" to load custom ingame HUD stuff like the 2D grenade stuff.
Re: Just to lay it all down (Project Timeline & Info)
Posted: Tue Apr 29, 2008 2:31 pm
by Teancum
Dang, ya'll gotta quit making such cool assets. Now I gotta use the Dewback in Tatooine: Dune Sea. Oh, btw all. I got the source back for a total of five maps: Bespin: Platforms, Kashyyyk: Islands, Naboo: Prototype, Tatooine: Dune Sea and Yavin: Arena.
Re: Just to lay it all down (Project Timeline & Info)
Posted: Tue Apr 29, 2008 3:06 pm
by MandeRek
I would love the Kashyyyk assets!
Well, with these new assets the pack keeps improving as well

And if the assets are bugless made, it means it doesn't cost you much work except for putting them ingame i think.. Can't wait to see a Dewback running there! It was my favourite map!
Having them in H.Assault as well?
Re: Just to lay it all down (Project Timeline & Info)
Posted: Tue Apr 29, 2008 4:14 pm
by Teancum
MandeRek wrote:I would love the Kashyyyk assets!
Well, with these new assets the pack keeps improving as well

And if the assets are bugless made, it means it doesn't cost you much work except for putting them ingame i think.. Can't wait to see a Dewback running there! It was my favourite map!
Having them in H.Assault as well?
Most heroes can't use vehicles.
Re: Just to lay it all down (Project Timeline & Info)
Posted: Tue Apr 29, 2008 4:20 pm
by MandeRek
Good point, never thought of that.. Always Grievous came up to my mind, but there are more indeed.... Then it will be added to CW only? Or just every mode without heroes as units?
Re: Just to lay it all down (Project Timeline & Info)
Posted: Tue Apr 29, 2008 4:26 pm
by Teancum
I would like to add it to Conquest (not Classic), & XL or Uber (whichever is on that map) for both eras, but only if I have time.
Re: Just to lay it all down (Project Timeline & Info)
Posted: Tue Apr 29, 2008 4:32 pm
by MandeRek
Yeah ofcourse, that's logical
Good luck with the updating, and thanks for the info Tean

Re: Just to lay it all down (Project Timeline & Info)
Posted: Wed Apr 30, 2008 11:49 am
by Teancum
Got the Rebel Snowspeeder all Classic'd out last night. The first flyer is done. It actually works out really nice having all the tricks available but no boosting. It keeps the SWBF1 gameplay with just a hint of updates.

I had also found a few bugs with snow-based units that I fixed, so that was good. I think I'll finish all the Hoth vehicles first so I can try out a true Classic battle.
For my own thoughts more than anything, here's a rundown of what
will be different from SWBF1 gameplay
*The STAP will be slightly faster. Not as fast as a speeder bike, but faster
*All flyers will have boost removed, but can still do tricks (except transports & gunships, which can't boost or do tricks)
*All ground vehicles will have boost removed
*Walkers will work sortof like in SWBF2, camera-wise. This is due to the way SWBF2 handles the camera now
*The HUD will stay the same. I would have to rewrite the entire HUD and get folks to build models. It ain't worth it. All weapons will have HUD icons though
*Prone will not be available. The code for it was removed from the game itself
Re: Just to lay it all down (Project Timeline & Info)
Posted: Wed Apr 30, 2008 3:04 pm
by MandeRek
Prone.. didnt someone do this succesfull in SWBFII?
Sounds great Tean! Btw, do you have pics on the Classic Conquest sides? Im dying to see them!

Re: Just to lay it all down (Project Timeline & Info)
Posted: Wed Apr 30, 2008 3:11 pm
by Caleb1117
There is a prototype Prone, that when you hit crouch and stay still, you prone, but you move into a crouch, if you start walking.
Re: Just to lay it all down (Project Timeline & Info)
Posted: Wed Apr 30, 2008 3:12 pm
by Xavious
MandeRek wrote:Prone.. didnt someone do this succesfull in SWBFII?

Yes, in fact, Tean' had it
somewhat working in an earlier version of the Conversin Pack, as a replacement to the crouch of one of the (I think) Rebel units.