Veriss: Mining Colony

Working on a new map? Have a new mod out for swbf2?! Post an announcement of the up-coming release here.

Moderator: Moderators

User avatar
EraOfDesann
Jedi Admin
Jedi Admin
Posts: 2170
Joined: Mon May 30, 2005 5:22 pm
Location: North Texas
Contact:

Veriss: Mining Colony

Post by EraOfDesann »

Alright. I've started work on my first SWBFII map, as some of you know. Here's some pics from my previous model request thread.

Image

http://img.photobucket.com/albums/v631/ ... nShot1.jpg
http://img.photobucket.com/albums/v631/ ... nShot2.jpg
http://img.photobucket.com/albums/v631/ ... nShot3.jpg
http://img.photobucket.com/albums/v631/ ... nShot4.jpg
http://img.photobucket.com/albums/v631/ ... nePic3.jpg
http://img.photobucket.com/albums/v631/ ... nePic4.jpg
http://img.photobucket.com/albums/v631/ ... ridge1.jpg
http://img.photobucket.com/albums/v631/ ... ridge2.jpg
http://img.photobucket.com/albums/v631/ ... ridge3.jpg

Current Heroes:
-General Grievous
-Boba Fett (maybe IG-88?)
-Chewbacca
-Mace Windu (eventually Plo Koon)

Game Modes
-1 Flag CTF
-Conquest

Eventually I will add XL.

Features:
-Brand spankin' new models by Jabba & Qdin

I plan on adding lava in the canyons, correct clones, and even more brand spankin' new models! I'm not sure when I'll release a beta. So, I hope ya'll are looking forward to it! More screens soon...
Last edited by EraOfDesann on Mon May 01, 2006 6:44 pm, edited 3 times in total.
theguarder

RE: Veriss Showcase Thread

Post by theguarder »

Looks great! is it only CloneWars? and since you are adding plo koon are you going to edit the sides more?

God luck!
User avatar
EraOfDesann
Jedi Admin
Jedi Admin
Posts: 2170
Joined: Mon May 30, 2005 5:22 pm
Location: North Texas
Contact:

Post by EraOfDesann »

It's both eras. I might do some sides editing, to make the clones correct.
NegativeSmiley

Post by NegativeSmiley »

Looks very nice. Congrats to Q and JJ. Lookin' good all three of ya. can't wait for the lava. That'll add something very new to it. Does the mining machine have an animation?
-_-
Gametoast Staff
Gametoast Staff
Posts: 2678
Joined: Sat May 07, 2005 1:22 pm

Post by -_- »

Looks great Era'! Great as always ;)
User avatar
EraOfDesann
Jedi Admin
Jedi Admin
Posts: 2170
Joined: Mon May 30, 2005 5:22 pm
Location: North Texas
Contact:

Post by EraOfDesann »

NegativeSmiley wrote:Does the mining machine have an animation?


It was going to. Qdin said he was going to try and get it working, but so far no word.
JabbaLovesLava
Sith
Sith
Posts: 1396
Joined: Tue Jun 07, 2005 11:50 am

Post by JabbaLovesLava »

Can't wait to play this map.
User avatar
EraOfDesann
Jedi Admin
Jedi Admin
Posts: 2170
Joined: Mon May 30, 2005 5:22 pm
Location: North Texas
Contact:

Post by EraOfDesann »

I've compiled a bug list for anyone who thinks they can help me:
-I tried to add in Plo Koon but I've had no success. No idea what the problem is.
-In the GCW version of 1 Flag CTF no units spawn.
-In CTF units do not use the vehicles.

Okay, new pictures! These are the most recent.

http://img.photobucket.com/albums/v631/ ... eriss3.jpg
http://img.photobucket.com/albums/v631/ ... eriss6.jpg
http://img.photobucket.com/albums/v631/ ... eriss4.jpg
http://img.photobucket.com/albums/v631/ ... Missle.jpg
http://img.photobucket.com/albums/v631/ ... eriss7.jpg
http://img.photobucket.com/albums/v631/ ... eriss2.jpg
http://img.photobucket.com/albums/v631/ ... eriss8.jpg

And a funny picture (at least Jabba and I liked it)...Just recall your younger days when you'd go on the swings...

Push me!
Image
Narlie-Charlie

Post by Narlie-Charlie »

All these fan made maps put Lucasarts to shame.
yodaminch

Post by yodaminch »

Regarding plo koon, what's happening when you add him?
User avatar
EraOfDesann
Jedi Admin
Jedi Admin
Posts: 2170
Joined: Mon May 30, 2005 5:22 pm
Location: North Texas
Contact:

Post by EraOfDesann »

yodaminch wrote:Regarding plo koon, what's happening when you add him?


He simply doesn't show up. I followed all the installation instructions so I'm completely befuddled. :?
yodaminch

Post by yodaminch »

is the PLO.lvl in your addon/mod/data/lvl_pc/side?

I know several times, the reason the person didn't show was I was calling a side that didn't exhist. You sorted out the Build_/side/plo issue right?
User avatar
EraOfDesann
Jedi Admin
Jedi Admin
Posts: 2170
Joined: Mon May 30, 2005 5:22 pm
Location: North Texas
Contact:

Post by EraOfDesann »

yodaminch wrote:is the PLO.lvl in your addon/mod/data/lvl_pc/side?

I know several times, the reason the person didn't show was I was calling a side that didn't exhist. You sorted out the Build_/side/plo issue right?


I didn't see PLO.lvl in the mod's AddOn folder. How do I add it?

Yes, I resolved the build/side/plo problem.
yodaminch

Post by yodaminch »

that might be the problem. as to resolving it. i'd try redoing the build/side/ PLO folder. Also you have the sides/common folder in as well right? should look similiar to sides with Tur Common and PLO inside?
User avatar
EraOfDesann
Jedi Admin
Jedi Admin
Posts: 2170
Joined: Mon May 30, 2005 5:22 pm
Location: North Texas
Contact:

Post by EraOfDesann »

In my Mod/Sides folder I have tur and PLO. In my Mod/Build/Sides folder I also have TUR and PLO in there. Inside PLO is the clean.bat (8 KB) and the munge.bat (10 KB).
yodaminch

Post by yodaminch »

but no common? you need to copy the common folder from assets/sides/ and paste it in your mod/sides directory. then remunge and that should get plo.lvl to work. :)
User avatar
EraOfDesann
Jedi Admin
Jedi Admin
Posts: 2170
Joined: Mon May 30, 2005 5:22 pm
Location: North Texas
Contact:

Post by EraOfDesann »

Okay, I tried that and still no success. I'll post my lua so we can check to see if it's that.
--
-- Copyright (c) 2005 Pandemic Studios, LLC. All rights reserved.
--

-- load the gametype script
ScriptCB_DoFile("ObjectiveConquest")
ScriptCB_DoFile("setup_teams")

-- REP Attacking (attacker is always #1)
REP = 1;
CIS = 2;
-- These variables do not change
ATT = REP;
DEF = CIS;


function ScriptPostLoad()


--This defines the CPs. These need to happen first
cp1 = CommandPost:New{name = "cp1"}
cp2 = CommandPost:New{name = "cp2"}
cp3 = CommandPost:New{name = "cp3"}
cp4 = CommandPost:New{name = "cp4"}
cp5 = CommandPost:New{name = "cp5"}



--This sets up the actual objective. This needs to happen after cp's are defined
conquest = ObjectiveConquest:New{teamATT = ATT, teamDEF = DEF,
textATT = "game.modes.con",
textDEF = "game.modes.con2",
multiplayerRules = true}

--This adds the CPs to the objective. This needs to happen after the objective is set up
conquest:AddCommandPost(cp1)
conquest:AddCommandPost(cp2)
conquest:AddCommandPost(cp3)
conquest:AddCommandPost(cp4)
conquest:AddCommandPost(cp5)

conquest:Start()

EnableSPHeroRules()

end


---------------------------------------------------------------------------
-- FUNCTION: ScriptInit
-- PURPOSE: This function is only run once
-- INPUT:
-- OUTPUT:
-- NOTES: The name, 'ScriptInit' is a chosen convention, and each
-- mission script must contain a version of this function, as
-- it is called from C to start the mission.
---------------------------------------------------------------------------
function ScriptInit()

ReadDataFile("ingame.lvl")


SetMaxFlyHeight(30)
SetMaxPlayerFlyHeight (30)

SetMemoryPoolSize ("ClothData",20)
SetMemoryPoolSize ("Combo",50) -- should be ~ 2x number of jedi classes
SetMemoryPoolSize ("Combo::State",650) -- should be ~12x #Combo
SetMemoryPoolSize ("Combo::Transition",650) -- should be a bit bigger than #Combo::State
SetMemoryPoolSize ("Combo::Condition",650) -- should be a bit bigger than #Combo::State
SetMemoryPoolSize ("Combo::Attack",550) -- should be ~8-12x #Combo
SetMemoryPoolSize ("Combo::DamageSample",6000) -- should be ~8-12x #Combo::Attack
SetMemoryPoolSize ("Combo::Deflect",100) -- should be ~1x #combo

ReadDataFile("sound\\kas.lvl;kas2cw")
ReadDataFile("SIDE\\rep.lvl",
"rep_inf_ep3_rifleman",
"rep_inf_ep3_rocketeer",
"rep_inf_ep3_engineer",
"rep_inf_ep3_sniper",
"rep_inf_ep3_officer",
"rep_inf_ep3_jettrooper",
"rep_hover_fightertank",
"plo_plokoon",
"rep_hover_barcspeeder")
ReadDataFile("SIDE\\cis.lvl",
"cis_inf_rifleman",
"cis_inf_rocketeer",
"cis_inf_engineer",
"cis_inf_sniper",
"cis_inf_officer",
"cis_inf_droideka",
"cis_hero_grievous",
"cis_tread_snailtank",
"cis_hover_stap",
"cis_hover_aat")
ReadDataFile("dc:SIDE\\plo.lvl",
"plo_plokoon")



ReadDataFile("SIDE\\tur.lvl",
"tur_bldg_laser",
"tur_bldg_tower")

SetupTeams{
rep = {
team = REP,
units = 20,
reinforcements = 150,
soldier = { "rep_inf_ep3_rifleman",9, 25},
assault = { "rep_inf_ep3_rocketeer",1, 4},
engineer = { "rep_inf_ep3_engineer",1, 4},
sniper = { "rep_inf_ep3_sniper",1, 4},
officer = {"rep_inf_ep3_officer",1, 4},
special = { "rep_inf_ep3_jettrooper",1, 4},

},
cis = {
team = CIS,
units = 20,
reinforcements = 150,
soldier = { "cis_inf_rifleman",9, 25},
assault = { "cis_inf_rocketeer",1, 4},
engineer = { "cis_inf_engineer",1, 4},
sniper = { "cis_inf_sniper",1, 4},
officer = {"cis_inf_officer",1, 4},
special = { "cis_inf_droideka",1, 4},
}
}

SetHeroClass(CIS, "cis_hero_grievous")
SetHeroClass(REP, "plo_plokoon")


-- Level Stats
-- ClearWalkers()
AddWalkerType(0, 4) -- special -> droidekas
AddWalkerType(1, 0) -- 1x2 (1 pair of legs)
AddWalkerType(2, 0) -- 2x2 (2 pairs of legs)
AddWalkerType(3, 0) -- 3x2 (3 pairs of legs)
local weaponCnt = 1024
SetMemoryPoolSize("Aimer", 75)
SetMemoryPoolSize("AmmoCounter", weaponCnt)
SetMemoryPoolSize("BaseHint", 1024)
SetMemoryPoolSize("EnergyBar", weaponCnt)
SetMemoryPoolSize("EntityCloth", 32)
SetMemoryPoolSize("EntityFlyer", 32)
SetMemoryPoolSize("EntityHover", 32)
SetMemoryPoolSize("EntityLight", 200)
SetMemoryPoolSize("EntitySoundStream", 4)
SetMemoryPoolSize("EntitySoundStatic", 32)
SetMemoryPoolSize("MountedTurret", 32)
SetMemoryPoolSize("Navigator", 128)
SetMemoryPoolSize("Obstacle", 1024)
SetMemoryPoolSize("PathNode", 1024)
SetMemoryPoolSize("SoundSpaceRegion", 64)
SetMemoryPoolSize("TreeGridStack", 1024)
SetMemoryPoolSize("UnitAgent", 128)
SetMemoryPoolSize("UnitController", 128)
SetMemoryPoolSize("Weapon", weaponCnt)

SetSpawnDelay(10.0, 0.25)
--ReadDataFile("dc:VER\\VER.lvl", "VER_conquest")
ReadDataFile("dc:VER\\VER.lvl", "VER_conquest")
SetDenseEnvironment("false")




-- Sound

SetSoundEffect("ScopeDisplayZoomIn", "binocularzoomin")
SetSoundEffect("ScopeDisplayZoomOut", "binocularzoomout")

voiceSlow = OpenAudioStream("sound\\global.lvl", "rep_unit_vo_slow")
AudioStreamAppendSegments("sound\\global.lvl", "cis_unit_vo_slow", voiceSlow)
AudioStreamAppendSegments("sound\\global.lvl", "global_vo_slow", voiceSlow)

voiceQuick = OpenAudioStream("sound\\global.lvl", "rep_unit_vo_quick")
AudioStreamAppendSegments("sound\\global.lvl", "cis_unit_vo_quick", voiceQuick)

OpenAudioStream("sound\\global.lvl", "cw_music")
-- OpenAudioStream("sound\\global.lvl", "global_vo_quick")
-- OpenAudioStream("sound\\global.lvl", "global_vo_slow")
OpenAudioStream("sound\\kas.lvl", "kas")
OpenAudioStream("sound\\kas.lvl", "kas")
OpenAudioStream("sound\\kas.lvl", "kas_emt")

SetBleedingVoiceOver(REP, REP, "rep_off_com_report_us_overwhelmed", 1)
SetBleedingVoiceOver(REP, CIS, "rep_off_com_report_enemy_losing", 1)
SetBleedingVoiceOver(CIS, REP, "cis_off_com_report_enemy_losing", 1)
SetBleedingVoiceOver(CIS, CIS, "cis_off_com_report_us_overwhelmed", 1)

SetOutOfBoundsVoiceOver(2, "cisleaving")
SetOutOfBoundsVoiceOver(1, "repleaving")

SetAmbientMusic(REP, 1.0, "rep_kas_amb_start", 0,1)
SetAmbientMusic(REP, 0.8, "rep_kas_amb_middle", 1,1)
SetAmbientMusic(REP, 0.2, "rep_kas_amb_end", 2,1)
SetAmbientMusic(CIS, 1.0, "cis_kas_amb_start", 0,1)
SetAmbientMusic(CIS, 0.8, "cis_kas_amb_middle", 1,1)
SetAmbientMusic(CIS, 0.2, "cis_kas_amb_end", 2,1)

SetVictoryMusic(REP, "rep_kas_amb_victory")
SetDefeatMusic (REP, "rep_kas_amb_defeat")
SetVictoryMusic(CIS, "cis_kas_amb_victory")
SetDefeatMusic (CIS, "cis_kas_amb_defeat")

SetSoundEffect("ScopeDisplayZoomIn", "binocularzoomin")
SetSoundEffect("ScopeDisplayZoomOut", "binocularzoomout")
--SetSoundEffect("BirdScatter", "birdsFlySeq1")
--SetSoundEffect("WeaponUnableSelect", "com_weap_inf_weaponchange_null")
--SetSoundEffect("WeaponModeUnableSelect", "com_weap_inf_modechange_null")
SetSoundEffect("SpawnDisplayUnitChange", "shell_select_unit")
SetSoundEffect("SpawnDisplayUnitAccept", "shell_menu_enter")
SetSoundEffect("SpawnDisplaySpawnPointChange", "shell_select_change")
SetSoundEffect("SpawnDisplaySpawnPointAccept", "shell_menu_enter")
SetSoundEffect("SpawnDisplayBack", "shell_menu_exit")


--OpeningSateliteShot
AddCameraShot(0.908386, -0.209095, -0.352873, -0.081226, -45.922508, -19.114113, 77.022636);

AddCameraShot(-0.481173, 0.024248, -0.875181, -0.044103, 14.767292, -30.602322, -144.506851);
AddCameraShot(0.999914, -0.012495, -0.004416, -0.000055, 1.143253, -33.602314, -76.884430);
AddCameraShot(0.839161, 0.012048, -0.543698, 0.007806, 19.152437, -49.802273, 24.337317);
AddCameraShot(0.467324, 0.006709, -0.883972, 0.012691, 11.825212, -49.802273, -7.000720);
AddCameraShot(0.861797, 0.001786, -0.507253, 0.001051, -11.986043, -59.702248, 23.263165);
AddCameraShot(0.628546, -0.042609, -0.774831, -0.052525, 20.429928, -48.302277, 9.771714);
AddCameraShot(0.765213, -0.051873, 0.640215, 0.043400, 57.692474, -48.302277, 16.540724);
AddCameraShot(0.264032, -0.015285, -0.962782, -0.055734, -16.681797, -42.902290, 129.553268);
AddCameraShot(-0.382320, 0.022132, -0.922222, -0.053386, 20.670977, -42.902290, 135.513001);
end
Slayer_Hunter_J

Post by Slayer_Hunter_J »

Try taking out the first plo_plokoon
Hope that helps! :D
Schizo

Post by Schizo »

Yeah, that might be a problem. It's trying to read "plo_plokoon" from the Republic side. Especially since you don't have dc: in front of "REP.lvl". If you take that line out, it should work.
User avatar
EraOfDesann
Jedi Admin
Jedi Admin
Posts: 2170
Joined: Mon May 30, 2005 5:22 pm
Location: North Texas
Contact:

Post by EraOfDesann »

Schizo wrote:Yeah, that might be a problem. It's trying to read "plo_plokoon" from the Republic side. Especially since you don't have dc: in front of "REP.lvl". If you take that line out, it should work.


Oh man, I didn't even think about that! Thanks guys! :)
Post Reply