Bounty Hunters: rebel outpost beta test
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- Rends
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CGArtist
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cgartist has sent me a nice NEW sky pack which i will be posting about on the main page of Gametoast , would be great to one of these in use if they fit your theme.
Rends, regarding FPS, certain patches/updates in the near future adjust MP code and fps caps so..in short adding more units is not an issue if you consider its been tested in the "new" settings and works like a dream.
THe axe usage of the gamos cracks me up. It looks like the player is on drugs , blur , shaky axe! lol
I know that not a fixable issue it just cracks me up.
Rends, regarding FPS, certain patches/updates in the near future adjust MP code and fps caps so..in short adding more units is not an issue if you consider its been tested in the "new" settings and works like a dream.
THe axe usage of the gamos cracks me up. It looks like the player is on drugs , blur , shaky axe! lol
I know that not a fixable issue it just cracks me up.
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guru,
gimme the download adress and i will check the sky pack. If there is something in it better loocking than the night sky of Komino i will use it instead.
Adding a third party now would require lot of tests because it will destroy the current AI gameplay including balance. The whole AI gameplay would change. Maybe it´s better to put them in a later same map release but this time with Imps vs rebs plus Droids?
I´m not sure what you mean with the axe. It looks fine for me in 3rd view (still no animation in first person) but i don´t remember that it looks strange in 3rd person.
gimme the download adress and i will check the sky pack. If there is something in it better loocking than the night sky of Komino i will use it instead.
Adding a third party now would require lot of tests because it will destroy the current AI gameplay including balance. The whole AI gameplay would change. Maybe it´s better to put them in a later same map release but this time with Imps vs rebs plus Droids?
I´m not sure what you mean with the axe. It looks fine for me in 3rd view (still no animation in first person) but i don´t remember that it looks strange in 3rd person.
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dipstick555
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to answer first question i don´t think it´s related to the map. Might it be that your gunship was hit anddamaged before?dipstick555 wrote:i was just playing, driving around in my gun ship and delta 669 was flying around. i ran in to him and we all died. is that fixable?
also IF you add droids they would have to have a destroyable or uncapturable cp or the'll only be there for 5 seconds of the battle.
Not sure what you mean with your second question. Should they have a destroyable CP or not?
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Tex
The collision box problem is not just related to the ship models. there are also some rock towers that aren't completely solid at the top.
And I found an other bug (probably related to the bug I mentioned earlier not being able to drive inderneath the scaffolding). In front of the rebel base you placed a transport. At the rear (the right side looking from the rebel base) when I try to fire at bounty hunters underneath the transport all shots bounce off an invisible wall. The crosshair also stays blue. For some reason I CAN'T shoot through it but CAN walk through it.
And to finish this post a suggestion to make the rebel base more intresting. Instead of blocking the entrance with waals why not create a maze of boxes, crates and containers in various sizes? It would still block the CP area from direct fire but creates more realism.
And I found an other bug (probably related to the bug I mentioned earlier not being able to drive inderneath the scaffolding). In front of the rebel base you placed a transport. At the rear (the right side looking from the rebel base) when I try to fire at bounty hunters underneath the transport all shots bounce off an invisible wall. The crosshair also stays blue. For some reason I CAN'T shoot through it but CAN walk through it.
And to finish this post a suggestion to make the rebel base more intresting. Instead of blocking the entrance with waals why not create a maze of boxes, crates and containers in various sizes? It would still block the CP area from direct fire but creates more realism.
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It´s the same box collision problem of the transport.Think about a big invisible box on the downside of the ship. It doesn´t reach to the ground so you can walk below it but if you fire from height down or vice versa you will hit the box. I am currently on the way to fix the transport in XSI.Tex wrote:...
And I found an other bug (probably related to the bug I mentioned earlier not being able to drive inderneath the scaffolding). In front of the rebel base you placed a transport. At the rear (the right side looking from the rebel base) when I try to fire at bounty hunters underneath the transport all shots bounce off an invisible wall. The crosshair also stays blue. For some reason I CAN'T shoot through it but CAN walk through it.
And to finish this post a suggestion to make the rebel base more intresting. Instead of blocking the entrance with waals why not create a maze of boxes, crates and containers in various sizes? It would still block the CP area from direct fire but creates more realism.
Well i won´t replace the walls but i may add some boxes there.
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rends ihere you go!
modules.php?op=modload&name=Downloads&f ... tit&lid=90
making a cover story about these , i think this will bring a nice new touch to the maps coming out!
modules.php?op=modload&name=Downloads&f ... tit&lid=90
making a cover story about these , i think this will bring a nice new touch to the maps coming out!
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dipstick555
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