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Posted: Wed Jan 31, 2007 8:30 pm
by Epena
Lol, kay. I was having issues piecing those two strands together. :P

Posted: Thu Feb 01, 2007 8:59 am
by Blueline
im not Redline, i know him from icq!
And when you played some space map like:
Dogfighting Deathstar,
Space: Corouscant
than this is nothing.... i said its NOW nothing but i think you will make it better;)

sry for my bad english

Posted: Thu Feb 01, 2007 12:24 pm
by Delta-038
Delta-038 wrote:Well me personally, I loved the map and the models. If anything, there is a minor (personal) thing that bugs me about this (not necessarily the map itself) but the models' TEXTURES, mainly the venator's exterior. Although I LOVE the model and the sheer and accurate scale of it, the exterior's texutres are too repetitive and/or not blended to a point where it looks more like a ship rather than a sort of grey terrain block that is textured repetitively in a pattern on the ship. Also there was a problem with my pilot spawning and fallling through the floor at certain times......other than that it was great. For suggestions concerning the model (to Dragonum), if possible or if you're up to it, do you think you can create better textures for the models's exteriors? Also, I dunno if this has to do with the map itself of the models but I didn't notice any type of real 'lighting' effects/bumpmapping or Directx 9 shading on either of the models/textures........but I'd recommend/prefer there to be better shading/lighting on next release and/or the models themselves if there is to be a future release of those as well. Please consider my suggestions........keep it up:)

P.S. I look forward on gametoast mappers/modders to utilize Dragonum's new 'realisticly scaled' models to create (finally) a REAL Battle Over Coruscant map with tons of ships, fighters, frigates and lasers flying across in oblivian lol.......and I'm possitive the engine can handle that or a moderate computer (which most people have anyways...lol) *hint*
Yes indeed, I have quoted myself.........not sure if this has been acknowlegded or reviewed.........my apologies.

Posted: Thu Feb 01, 2007 12:28 pm
by Fusion
It has, and if you're trying to say, "OMGz Coruscant!," that's hijaking this thread, and that will be it for you.

Posted: Thu Feb 01, 2007 7:11 pm
by timusafa
Darth_Maul wrote:Spawn points.
Yes, thank you Darth_Maul, thats what i was looking for. I got the idea from looking at the back of the game box, where it has a crazy hanger brawl with lots of units. Spawn points being the landing craft, the CIS hanger (and maybe even the Repub Hanger) is big enough and could be made to look like the box.

Posted: Thu Feb 01, 2007 7:16 pm
by Ace_Azzameen_5
Uh, for some reason the server I use to test has been crashing, and I now I've encountered a crash problem with no munge errors.

Can someone lend me the tools to make bf2modtools.exe work? The haxxzorz like the dvd version . . .

Or someone could run it for me, there's a completely non-functional beta in it for you!

And eventually laat/cs with walkers on teh cis hanger for everybody. I mean, if the CIS gets a CC lander the REP needs some intrusion muscle too.

Posted: Thu Feb 01, 2007 8:19 pm
by Delta-038
commander_fusion wrote:It has, and if you're trying to say, "OMGz Coruscant!," that's hijaking this thread, and that will be it for you.
Whom are you referring to?

Posted: Thu Feb 01, 2007 8:24 pm
by Fusion
I was talking to Arc9, I wasn't alking about you.

Posted: Thu Feb 01, 2007 9:22 pm
by timusafa
Ace_Azzameen_5 wrote:Or someone could run it for me, there's a completely non-functional beta in it for you!
You mean run a server? Or just "beta test" the map. In the case of the latter, i'd be wonderfully overjoyed to help you out! :D I just can't really run a server. If you need me to connect to one, just send me the IP

Xfire: timusafa90

Or just PM me the links and IP's and all, if you're still looking for someone to run it.

Posted: Thu Feb 01, 2007 11:41 pm
by Ace_Azzameen_5
No, I mean give me a backup of your cd or run it through bf2modtools.exe and give me the bf2log. For some reason the server software crashes on it, even the version I published I think. So I can't get error reports.

Code: Select all

Opened logfile BFront2.log  2007-02-01 1913
ingame stream    movies\crawl.mvs
prev =     none     iLastPage =     nil
prev =     texture     iLastPage =     1
prev =     texture     iLastPage =     2
prev =     texture     iLastPage =     3
ifs_legal.Exit
ifs_autonet    dedicated
AutoNet Main
AutoNet Multi
AutoNet Gamespy
AutoNet multi main
AutoNet Server
AutoNet Game Options
Updating Lobby and attempting to Launch

Message Severity: 2
.\Source\HUDElementBitmap.cpp(380)
HUD BitmapElement unable to find texture btn_directional_pad_LR

Message Severity: 2
.\Source\EntityGeometry.cpp(1058)
Entity "com_weap_veh_fly_guided_rocket_" unknown terrain collision "p_front_sphere"

Message Severity: 2
.\Source\EntityGeometry.cpp(1073)
Entity "com_weap_veh_fly_guided_rocket_" unknown vehicle collision "p_front_sphere"

Message Severity: 2
.\Source\EntityGeometry.cpp(1065)
Entity "com_weap_veh_fly_guided_rocket_" unknown building collision "p_front_sphere"

Message Severity: 2
.\Source\EntityGeometry.cpp(1051)
Entity "com_weap_veh_fly_guided_rocket_" unknown targetable collision "CollisionMesh"

Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (rep1_inf_pc_com_hostile_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (rep1_inf_pc_com_bacta_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (rep1_inf_pc_com_mechanic_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (rep1_inf_pc_com_ammo_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (rep1_inf_pc_com_transport_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (rep1_inf_pc_com_backup_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (rep1_inf_pc_com_clear_area_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (rep1_inf_pc_com_defend_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
.\Source\FLEffect.cpp(214)
FLEffect::Read: duplicate effect class name (787b2928)!

Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (cis1_inf_pc_com_hostile_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (cis1_inf_pc_com_bacta_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (cis1_inf_pc_com_mechanic_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (cis1_inf_pc_com_ammo_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (cis1_inf_pc_com_transport_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (cis1_inf_pc_com_backup_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (cis1_inf_pc_com_clear_area_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (cis1_inf_pc_com_defend_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
.\Source\FLEffect.cpp(214)
FLEffect::Read: duplicate effect class name (5f518933)!

Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (cis1_inf_pc_com_hostile_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (cis1_inf_pc_com_bacta_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (cis1_inf_pc_com_mechanic_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (cis1_inf_pc_com_ammo_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (cis1_inf_pc_com_transport_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (cis1_inf_pc_com_backup_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (cis1_inf_pc_com_clear_area_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (cis1_inf_pc_com_defend_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
.\Source\EntityBuilding.cpp(695)
Building missing explosion "cis_bldg_boxturret_exp"

Message Severity: 2
.\Source\EntityBuilding.cpp(695)
Building missing explosion "cis_bldg_boxturret_exp"

Message Severity: 2
.\Source\EntityBuilding.cpp(695)
Building missing explosion "rep_bldg_boxturret_exp"

Message Severity: 2
.\Source\EntityBuilding.cpp(695)
Building missing explosion "rep_bldg_boxturret_exp"

Message Severity: 2
.\Memory\RedMemoryPool.cpp(317)
Memory pool "ParticleTransformer::SizeTransf" set item count after being allocated

Message Severity: 2
.\Memory\RedMemoryPool.cpp(317)
Memory pool "ParticleTransformer::ColorTrans" set item count after being allocated

Message Severity: 2
.\Memory\RedMemoryPool.cpp(317)
Memory pool "ParticleTransformer::PositionTr" set item count after being allocated

Message Severity: 2
.\Memory\RedMemoryPool.cpp(317)
Memory pool "ParticleTransformer::PositionTr" set item count after being allocated

Message Severity: 2
.\Memory\RedMemoryPool.cpp(317)
Memory pool "ParticleTransformer::ColorTrans" set item count after being allocated

IT crashes and only tells me this.

Posted: Fri Feb 02, 2007 1:12 am
by Delta-038
commander_fusion wrote:I was talking to Arc9, I wasn't alking about you.
Oh Ok, My apologies, I wasn't quite sure.....

Posted: Fri Feb 02, 2007 3:14 am
by Penguin
It was right in front of you
Message Severity: 2
.\Source\EntityBuilding.cpp(695)
Building missing explosion "cis_bldg_boxturret_exp"

Message Severity: 2
.\Source\EntityBuilding.cpp(695)
Building missing explosion "cis_bldg_boxturret_exp"

Message Severity: 2
.\Source\EntityBuilding.cpp(695)
Building missing explosion "rep_bldg_boxturret_exp"

Message Severity: 2
.\Source\EntityBuilding.cpp(695)
Building missing explosion "rep_bldg_boxturret_exp"


Missing rep_bldg_boxturret_exp.odf

Posted: Fri Feb 02, 2007 12:10 pm
by Ace_Azzameen_5
Geez, you don't have to bold it, I'm not retarded. :P So dedicated server no likey that. . .

Anyway, the gunship laser sound only sorta fits with these

Image
Image
So does anyone know where I can get the classic SW heavy cap ship laser sound?

You know, the one that echoes sorta.

I think I might release a beta after this munge to see if Mr Floor. has been dealt with.

Still, I'd like to get my lander alert message working, and someone to answer my question on how to detect the repairer that triggers an objectrepair is on.

(ask fusion)

Posted: Fri Feb 02, 2007 3:33 pm
by raz1992
WOW. That background looks especially good. Edited it?

Anyway, you could search for some .WAV sounds on the internet. There was also a tutuoria, for getting the custom sounds ingame. I'm not sure about the Lander warning though.

Posted: Fri Feb 02, 2007 4:02 pm
by Ace_Azzameen_5
The lander thing is a scripting thing.

No, thats the ingame background.

SWBF2 splashes random background stars at the map start, I increased the number from 2000 to 20000 and changed them blue, then I loaded two nebula tgas that are part of the game.

Posted: Fri Feb 02, 2007 6:17 pm
by phazon_elite
I loved this map! It really felt like I was in a capital ship rather than being in those stupid layouts. A few problems:
I was scared when walking through the hangars, as, like most people said, had collision problems and you could fall through the ship (it happened to me once and man, that is one heck of a dive). I also thought the textures could use a little work, but this is only is a fun showcase map featuring realistic capital ships.

Keep up the good work!

- EP-000782

Posted: Fri Feb 02, 2007 6:20 pm
by timusafa
http://files.filefront.com//;6669766;;/

Thats the best I could do to find a cannon/turbolazer blast. I edited it a little to give it a deeper sound and add an echo, but its still not too good. Try it and see, you'd be amazed at how hard it is to get one freaking wav of a turbolazer!

Posted: Fri Feb 02, 2007 6:31 pm
by DarthMan
This is like my favorite space map now. I think Timusafa has the right idea about the sound.

Posted: Fri Feb 02, 2007 7:02 pm
by Ace_Azzameen_5
Yeah, thats the wimpy single shot mode of the stormtrooper rifle from the jk series.

This is the rebel alliance cap ship noise-either from vanilla Xwa or the dsucp or something. Just found it in the games wav folder. . .

http://files.filefront.com/RebelLaserSt ... einfo.html

If someone could add more bass and such for me, so that it would feel right commin from the big CIS guns, that would be cool .

Credits for whatever I use, of course.

I would like ISD sounds for the Venator.

Or maybe the Ion Cannon sound. I mean they are blue lasers.

Posted: Fri Feb 02, 2007 9:29 pm
by vaders_Legion
great map,I like the new models. heres some sudgestions
a lucrehulk maybe on the map
new acclamator as well
how about some new landers as sudgested a bit.
perhaps some new main parts like a centeral core for all the functions of the ship.
and a few cannon rooms with cannons from the movie in the venator and providence, thatd be fun if they were controlable too.
just sudgestions k?