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**RELEASED** ENDOR: After The Battle (BETA 0.5)
Posted: Tue Nov 15, 2005 9:34 pm
by Jetsi
UPLOADED!!!! SUCCESS!!!
It can be uploaded from here:
http://www.pcgamemods.com/mod/17150.html
If you want some screenies, the readme, etc., you can find it at the above link or here:
http://www.gametoast.com/index.php?name ... pic&t=2610
Please let me know what you think. It is a big download, but it is a big map. Maybe I went too overboard on my first one. Hope you enjoy!
Jetsi
RE: **RELEASED** ENDOR: After The Battle (BETA 0.5)
Posted: Tue Nov 15, 2005 9:51 pm
by Teancum
Downloading now
RE: **RELEASED** ENDOR: After The Battle (BETA 0.5)
Posted: Wed Nov 16, 2005 12:55 am
by motorxmania
Sweet action, BETA!!!! Sweet this and geo catacombs have been the only maps out since BF2 right even though this is a beta. Anyway I love these custom maps and we need to keep them comin.
RE: **RELEASED** ENDOR: After The Battle (BETA 0.5)
Posted: Wed Nov 16, 2005 10:11 am
by Guest
Cool map, but very-very big.
Jetsi
Is it your first map?
Posted: Wed Nov 16, 2005 10:45 am
by Jetsi
Thanks guys for the initial input.
There was a thread about why people subject themselves to this kind of torture known as modding, and just a couple encouraging words makes it worthwhile.
Yes, it is my first map. One of the things I was thinking is more speederbikes. When I play it I can usually hold onto one for a long time, allowing a lot of travel between CP's. But it is such a big map that walking would suck.
Lessons learned for future applications.
Jetsi
Posted: Wed Nov 16, 2005 3:49 pm
by Teancum
Looks like you're running into the same problem I had with Haruun Kal. To much foliage. Every once and awhile the leaves will flicker on and off. What I would do is shrink up a few parts of the map, delete a few trees, then move the rest in to create a thicker forest. I'd also paint your terrain with a darker color. I do love the downed ships, though. That added a whole lot. Overall I really like this map. It has tons of potential.
Posted: Wed Nov 16, 2005 6:28 pm
by Jetsi
Yeah, I wanted the forest to be thicker.
But I keep getting a TreeGridStack, which wasn't in the initial .lua. So I added it, upped it to 1000 when it was asking for 580, and will tweak it.
One of the things I did was set the visibility very far so you could see the ships from a distance. Do you think reducing vis would get rid of the flicker in the leaves?
I was thinking of darkening the texture, but when I was first doing this I had the infamous black patch around my character. It seems to be gone now. I have an idea on how it was fixed, but I would have to test it to be sure. Next idea, I guess. Finish this one first.
Was also wondering if the hills need to be a little higher in the middle of the map? Looking for opinions to make this a great map.
BTW Teancum, do you have any ideas on why I can only get 4 classes on my imp side. For your reference:
http://www.gametoast.com/index.php?name ... pic&t=2581
Thanks in advance for the help and any input.
Jetsi
Posted: Wed Nov 16, 2005 7:11 pm
by Teancum
Yeah, tweak the values so that you haved a slight fogging of the ships... They need to 'fog in' instead of just appearing.
I'd be happy to look at your DataMod folder if you just want to zip your whole project up and PM me a link.
As far as the TreeGridStack is concerned, I think it caps at a certain amount. I honestly would recommend shrinking the terrain up somewhere by creating some mountains or hills steep enough that the player can't walk up. That way you can delete some trees, plus add some shrubs and whatnot.
Posted: Wed Nov 16, 2005 7:21 pm
by sawyerdk9
the problem with having only four soldiers is in your lua. You probably changed the pilot so he would be an atst driver instead of the default tie fighter pilot
this is what you do
ReadDataFile("SIDE\\imp.lvl",
"imp_walk_atst",
"imp_fly_tiebomber",
"imp_inf_basic",
"imp_inf_darthvader",
"imp_inf_dark_trooper");
--end sidelvls
--start loadouts
SetTeamName(ALL, "Alliance")
SetTeamIcon(ALL, "all_icon")
AddUnitClass(ALL, "all_inf_soldier",10)
AddUnitClass(ALL, "all_inf_vanguard",1)
AddUnitClass(ALL, "all_inf_pilot",2)
AddUnitClass(ALL, "all_inf_marksman",2)
AddUnitClass(ALL, "all_inf_smuggler",1)
SetHeroClass(ALL, "all_inf_lukeskywalker")
SetTeamName(IMP, "Empire")
SetTeamIcon(IMP, "imp_icon")
AddUnitClass(IMP, "imp_inf_storm_trooper",10)
AddUnitClass(IMP, "imp_inf_shock_trooper",1)
AddUnitClass(IMP, "imp_inf_pilotatst",2)
AddUnitClass(IMP, "imp_inf_scout_trooper",2)
AddUnitClass(IMP, "imp_inf_dark_trooper",1)
SetHeroClass(IMP, "imp_inf_darthvader")
--end loadouts
pretty sure that is what it should look like
Posted: Wed Nov 16, 2005 8:58 pm
by Jetsi
Ok, maybe I'm gettin burned out look at this, but it appears I have the same thing. Here is an except from my .lua:
-- Start sidelvls
ReadDataFile("SIDE\\all.lvl",
"all_inf_basicjungle",
"all_inf_smuggler"),
"all_hover_combatspeeder",;
ReadDataFile("SIDE\\imp.lvl",
"imp_hover_speederbike"),
"imp_inf_basic",
"imp_inf_dark_trooper",
"imp_walk_atst_jungle";
ReadDataFile("SIDE\\ewk.lvl",
"all_end_music",
"ewk_inf",
"ewk_inf_basic");
--end sidelvls
--start loadouts
SetTeamName(ALL, "Alliance")
SetTeamIcon(ALL, "all_icon")
AddUnitClass(ALL, "all_inf_soldierjungle",11)
AddUnitClass(ALL, "all_inf_vanguardjungle",3)
AddUnitClass(ALL, "all_inf_pilot",4)
AddUnitClass(ALL, "all_inf_marksmanjungle",4)
AddUnitClass(ALL, "all_inf_smuggler",3)
--SetHeroClass(ALL, "all_inf_lukeskywalker")
SetTeamName(IMP, "Empire")
SetTeamIcon(IMP, "imp_icon")
AddUnitClass(IMP, "imp_inf_storm_trooper",11)
AddUnitClass(IMP, "imp_inf_shock_trooper",3)
AddUnitClass(IMP, "imp_inf_pilotatst",4)
AddUnitClass(IMP, "imp_inf_scout_trooper",4)
AddUnitClass(IMP, "imp_inf_dark_trooper",3)
--SetHeroClass(IMP, "imp_inf_darthvader")
--Local Stats
SetTeamName (3, "locals")
AddUnitClass (3, "ewk_inf", 15);
AddUnitClass (3, "ewk_inf_repair", 25);
AddUnitClass (3, "ewk_inf_scout", 25);
AddUnitClass (3, "ewk_inf_trooper", 25);
SetTeamAsEnemy(3,ATT)
SetTeamAsEnemy(3,DEF)
--end loadouts
SPtest says the problem is in my .req:
Message Severity: 2
.\source\Team.cpp(531)
Team missing class "imp_inf_pilotatst" (check the side's .req file)
And here is my imp_inf_basic.req from my modid/sides/imp/req folder:
ucft
{
REQN
{
"class"
"imp_inf_storm_trooper"
"imp_inf_shock_trooper"
"imp_inf_scout_trooper"
"imp_inf_pilotatst"
}
}
See something I don't?
Jetsi
Posted: Wed Nov 16, 2005 9:43 pm
by Delta_57_Dash
check your odf's, make sure that imp_inf_pilotatst.odf EXISTS, I have had trouble with the stupid names before, trust me.
Posted: Fri Nov 18, 2005 2:01 pm
by Jetsi
All of the odf's are there. Went through and checked all of them, along with their corresponding .msh.
At a standstill. Looks like I might redo the entire thing, as making the map smaller would entail moving MANY things, to the point it might be easier just to start from scratch. And that would be one of the ways to fix this class selection problem.
Still contemplating.
Jetsi