Page 3 of 8

Re: [WIP]Flooded Oil Refinery FINAL (BETA CLOSED)

Posted: Wed Sep 07, 2011 5:36 pm
by CressAlbane
THEWULFMAN wrote:
CressAlbane wrote:(or at least the dead clones, they'd decompose)
Not to be a smartpepper. While I agree with the era-specific crash sites, the Clone Armor made of Plas-toid, does not decompose for a long time. Same goes for Stormtrooper armor, which has been known to last 50+ years in a hostile environment.
Except the bloody red interior part would be gone. :P

Re: [WIP]Flooded Oil Refinery FINAL (BETA CLOSED)

Posted: Wed Sep 07, 2011 10:16 pm
by Noobasaurus
Gandalf wrote:CW Hunt seems to crash every single time for me.
I second this.

Re: [WIP]Flooded Oil Refinery FINAL (BETA CLOSED)

Posted: Wed Sep 07, 2011 10:54 pm
by SpartanA259
Same here.

Re: [WIP]Flooded Oil Refinery FINAL (BETA CLOSED)

Posted: Thu Sep 08, 2011 7:23 am
by yuke5
Okay, I'm working on the problem, but I've been really busy lately. I was hit with my first wave of AP work and that took priority over modding. I also went back to school yesterday. I thank you all for helping me out with ther beta, and all the bugs you have found(although some bugs are bigger then others) will be duly noted and fixed. I'm sorry about the crashing CW. That is my top priority to fix for now. After that, the other era crashes, then lighting and water issues. Thank you for all your help and I'll put as much work into the map as my schedule allows.

Re: [WIP]Flooded Oil Refinery FINAL (BETA CLOSED)

Posted: Thu Sep 08, 2011 10:06 am
by Noobasaurus
yuke5 wrote:Okay, I'm working on the problem, but I've been really busy lately. I was hit with my first wave of AP work and that took priority over modding. I also went back to school yesterday. I thank you all for helping me out with ther beta, and all the bugs you have found(although some bugs are bigger then others) will be duly noted and fixed. I'm sorry about the crashing CW. That is my top priority to fix for now. After that, the other era crashes, then lighting and water issues. Thank you for all your help and I'll put as much work into the map as my schedule allows.
Good luck! :D

Re: [WIP]Flooded Oil Refinery FINAL (BETA CLOSED)

Posted: Mon Sep 12, 2011 1:11 am
by yuke5
I have one last idea I would like all my beta testers to try out please. Delete the current copy "OI2" from your addon folder. Get rid of it. Then put a new folder back in. One thing I noticed was that CW crashed when resolution was above 800 X 600 which might explain why the map works in debug mode. Also, let me know if BFX clone wars is missing localization. It is not missing localization on my end, but my end is weird anyways. I've been busying myself with little things as of now, such as adding hintnodes, cover, and refining barriers and pathing. Campaign has taken a back seat, although I'm still turning around ideas. I've given the commando droid a disguise kit instead of invisibility. However, I plan to make CW2flag online compatible conquest. Also, on behalf of noobasaurus, I will raise the brightness settings, not only to improve the ambiance, but to make gameplay easier for the player. I have also added an easter egg which is findable, but in order to find it you must defy the laws of physics and battlefront. I'd post screenies, but there isn't much new visually.

P.S. I tweaked the heroes on BFX GCW to feature Starkiller(ALL) vs IG88. It works pretty well.
P.P.S. Snipers now kill with one hit, but must reload after each shot to avoid spamming.
P.P.P.S I plan to add turrets, to the center platform, I just haven't got around to it.

Re: [WIP]Flooded Oil Refinery FINAL (mini update 3rd page)

Posted: Thu Oct 20, 2011 8:22 pm
by yuke5
BUMP!
(I hope this is okay, I have some relevant stuff to add to the thread here.)

NEW UNIT:

Clone Gunner
Hidden/Spoiler:
Image
^This guy has a pistol, two grenades, and of course, a Z-6 Heavy Rotating Blaster Cannon. I gave him slightly above average health, and although the visual sprucing up of the unit can wait, the mechanics of it are fine. He replaces the heavy, because there is really no use for a rocket unit on this map. I am currently working on another unit, a SBD, which should balance out the Gunner. Let me know what you guys think.

TURRETS:

I added two turrets to the side of the center platfrom like Cress suggested, and they work out great. The only problem is that they don't respond to texture, but it should be easy enough to fix.

OTHER NEWS:
I've fixed up hunt mode to be online-compatible conquest, due to the Commando Droid's Disguise kit. It will load up stock sides, (without dc:) That way, users can put whatever side mods they want on my map, like RED's 501st mod, or the numerous clone legion mods. My LUA calls for odf names that aren't stock, and I want my map to played on in as many ways as possible.

I'm working on campaign, but it might take a backseat, because I've developed an interesting new wave mode. Essentially, the player defends the center cp, but they can construct certain turrets inbetween waves to help them survive, so there is a bit of strategy too. Let me know if you have any ideas for gamemodes. As always your thoughts are very welcome.

P.S. Work is being done on the SBD. The skin isn't quite right yet, but once it is, I'll update this post with pics and info.

Re: Flooded Oil Refinery FINAL [UPDATE 10/20]

Posted: Thu Oct 20, 2011 9:13 pm
by SpartanA259
Sounds awesome keep up the great work.

Re: Flooded Oil Refinery FINAL [UPDATE 10/20]

Posted: Fri Oct 21, 2011 6:37 am
by CressAlbane
It's great to see you're still working on this!

Re: Flooded Oil Refinery FINAL [UPDATE 10/20]

Posted: Fri Oct 21, 2011 6:40 am
by THEWULFMAN
SpartanA259 wrote:Sounds awesome keep up the great work.

I concur. :plokoon:


Nice job on this map. :thumbs:

Re: Flooded Oil Refinery FINAL [UPDATE 10/20]

Posted: Wed Oct 26, 2011 4:42 pm
by yuke5
Well, I've got some good news and I've got some bad news. The bad news is that this texture problem is making it impossible to update my map with any new models or units. The map may need to be rebooted, but I haven't given up just yet. The good news is that I have two maps 25% done and plans for two others. These would all form a Kashyyyk map-pack. However, that is in the distant, distant future. If I get the problem fixed, progress will resume at a steady pace, if not, I'll re-do the map and make it better then it ever was.

Re: Flooded Oil Refinery FINAL [UPDATE 10/20]

Posted: Wed Oct 26, 2011 5:22 pm
by Fiodis
yuke5 wrote:if not, I'll re-do the map and make it better then it ever was.
I don't know about that; it's pretty darn good already.

Re: Flooded Oil Refinery FINAL [UPDATE 10/20]

Posted: Mon Dec 05, 2011 5:59 pm
by yuke5
I've had to purge my cpu. I saved the data for Flooded Oil Refinery but progress will once again be stalled. I refuse to give up, but things are going to take a while before I lose hope completely. I will work on a couple side projects for now. I want to make progress on something. If anyone would like to help me with those, pm me. I WILL finish this map.

Re: Flooded Oil Refinery FINAL [UPDATE 10/20]

Posted: Wed Dec 07, 2011 8:29 pm
by CressAlbane
What texture problem is that? Is it this?
I added two turrets to the side of the center platfrom like Cress suggested, and they work out great. The only problem is that they don't respond to texture, but it should be easy enough to fix.

Re: Flooded Oil Refinery FINAL [UPDATE 10/20]

Posted: Wed Jan 25, 2012 6:36 pm
by yuke5
CressAlbane wrote:What texture problem is that? Is it this?
I added two turrets to the side of the center platfrom like Cress suggested, and they work out great. The only problem is that they don't respond to texture, but it should be easy enough to fix.
It's a munging issue. I'm salvaging as much as I can from the map, but sides might need to be redone. New tga files do not munge. If I place a prop, it will not munge its texture and the prop will be black. It's okay, I'm working on a work around, progress will just be stalled.

EDIT
BUMP!

Work has been resumed. :D I've moved the map to a new cpu. I've had to completely delete the custom sides, but the good news I'm about 45% back to where I was. In short, work has been resumed. You can all expect updates very soon. I plan to release the final version by the end of last month at the very latest. I'll be posting updates (hopefully) later today.

Re: Flooded Oil Refinery FINAL [UPDATE 1/25]

Posted: Wed Jan 25, 2012 6:40 pm
by CressAlbane
Hey, it always brightens my day to hear that another modder fixed an issue. Looking forward to updates! :)

Re: Flooded Oil Refinery FINAL [UPDATE 1/25]

Posted: Wed Jan 25, 2012 7:14 pm
by THEWULFMAN
Good to hear. I was happily surprised when you first landed this on the GT doorstep, it wasn't any of the normal dribble maps we get here so often from first time mappers. You've shown a lot of promise, and I'd like to see your work completed (if a good mod is ever truly done).

Re: Flooded Oil Refinery FINAL [UPDATE 1/25]

Posted: Wed Jan 25, 2012 10:14 pm
by dayday
kinetosimpetus, what mod does those pics come from? So far, sounds intresting :thumbs: :bowdown: :yes:

Re: Flooded Oil Refinery FINAL [UPDATE 1/25]

Posted: Wed Jan 25, 2012 10:37 pm
by yuke5
Finally, an update with progress!

New Gun Model:
Hidden/Spoiler:
DP-23 Tactical Shotgun
Image
Unit Revisions:

The Swap Commando now posses only frags, rally, the DC-15A, and a pistol.

However, the DC-15A can fire in semi and automatic modes. Under fully auto, there is less kick, but less damage. Under semi, there is a trigger delay, but there is great deal more damage. Most importantly, you can choose to fire your ENTIRE 50 SHOT CLIP at once. You can see that in action below. To balance this out, a player can only carry fifty clips of ammo, and all different firing modes share ammo. Meaning, if a player blows all their ammo in shotgun ammo, they'd better find an ammo droid fast, otherwise they can't fire their rifle.

You can see the shotgun mode in action below.
Hidden/Spoiler:
Image
New Gun:
Hidden/Spoiler:
The DC-17 pistol is now the standard pistol. It carrys six shots, which do slightly more damage the the standard pistol. It does not overheat, but needs to be reloaded. Most units carry five clips.
DC-17 pictured below.
Image
All of the new guns are not made by me. I will update this post soon crediting their respective authors. Off the top of my head, I know kinetosimpetus made the DC-17.


The rep side has advanced past what it was. I have made no progress of the CIS or civilian Wookiee side.

Re: Flooded Oil Refinery FINAL [UPDATE 1/25]

Posted: Wed Jan 25, 2012 10:56 pm
by kinetosimpetus
yuke5 wrote:Off the top of my head, I know kinesemtous made the DC-17.
If that's me, that's a pretty... creative... spelling. :o