SWBFGamers

Modding for the Original SWBF1 and SWBF2 => Released Maps and Mods => Topic started by: Giftheck on December 26, 2017, 03:02:58 AM

Title: Star Wars: Battlefront Legacy - Phase II (Version 0.9)
Post by: Giftheck on December 26, 2017, 03:02:58 AM
Here is a 'version 0.9' release for Phase II of Battlefront: Legacy. I couldn't get the SWBF2 map ports ready on time, so I decided to create a '0.9' release that has everything that is completed. It also includes Naboo: Outpost and Tatooine Hero TDM.

DOWNLOAD (https://mega.nz/#!5FQTFIwI!ficUNz_K4IYI4g24SnqNIEYkbQJAAZB1J8A2ZH9z2Ck)

PATCH FOR NABOO: OUTPOST CRASH AND 1.2A CUSTOM EXE INCLUDED: http://www.moddb.com/mods/star-wars-battlefront-legacy/downloads/star-wars-battlefront-legacy-phase-2-v09-patch

[spoiler]*************************
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STAR WARS: BATTLEFRONT LEGACY MOD
PHASE II
Version 0.9
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by gistech (ggctuk@yahoo.co.uk)
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VERSION 0.9
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This version, while being somewhat different to Phase I, works much the same way. This is why this release has been designated "version 0.9". I had hoped for including the Battlefront II maps and releasing a 1.0 version before the end of 2017, however those maps are currently undergoing bug fixes for audio and conversion issues.

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INSTALLATION INSTRUCTIONS
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Extract all files.

###IMPORTANT: Backup the original "Battlefront.exe", Common and Shell folders, plus core.lvl and mission.lvl.###

Copy everything in this folder into your "Star Wars Battlefront/GameData" folder. If you are asked to replace files, click "Yes" or "OK" (or, in Vista onwards "Copy and Replace").

In order to play Jabba's Palace with the new sides, you will need to remove "tat3" from your addon folder. Otherwise, the addon version will override the mod version and the map will load with stock sides.

I have included a hex-edited Battlefront 1.2 executeable. This executeable is not needed to play the mod but it does include some changes, such as allowing the hero to live below 20 reinforcements and preventing units hopping out of vehicles at 25. It does NOT circumvent the CD check, and as a result you WILL need a legitimate copy of Star Wars: Battlefront to use it.

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CLASSES
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The class system has been adapted to loosely fit the same types as the original game but with more diverse layouts.

SOLDIER CLASS: Blaster Rifle (Full Automatic and Burst Modes), Unique Blaster Pistol, Thermal Detonator.
-Clone Trooper (Republic - DC-17), Battle Droid (CIS - RG-4D), Rebel Soldier (Rebels - DL-44), Stormtrooper (Empire - SE-14R)

ASSAULT CLASS: Torpedo Launcher, Unique Secondary Weapon, Concussion Grenades, Mines
-ARC/Heavy Trooper (Republic - DC-15 Rifle), Assault Droid (CIS - E-5C Rifle), Rebel Vanguard (Rebels - DH-17 Rifle), Shock Trooper (Empire - DLT-19 Heavy Blaster Rifle)

ENGINEER CLASS: Shotgun, Fusion Cutter, Unique Pistol, Health/Ammo Dispensers
-Clone Engineer (Republic - DC-18), Droid Engineer (CIS - SE-14), Rebel Engineer (Rebels - DL-18), Imperial Engineer (Empire - SE-14C)

SNIPER CLASS: Sniper Rifle, Unique Scout Pistol, Detpacks, Recon Droid (varying types)
-Clone Sharpshooter (Republic - EC-17, R1 Recon Droid), Assassin Droid (CIS - WESTAR, DRK-1 Probe Droid), Rebel Marksman (Rebels - A280CFE Pistol Configuration, R5-D4), Scout Trooper (Empire - EC-17, Viper Probe Droid)

SPECIAL CLASS
-Jet Trooper (Republic): EMP Launcher, ARC Caster, EMP Grenades, Jetpack
-Droideka (CIS): Twin Repeating Blasters, Shield Generator, Ball mode
-Wookie Smuggler (Rebels): Bowcaster, MPL Barrage Launcher, Time Bombs, Thermal Imploder
-Dark Trooper (Empire): T-21 Heavy Blaster, Modified MPL Homing Shot, Seismic Charges, Jump Pack

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HINTS AND TIPS
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-The rifle alternative firing mode fires a three-burst shot.
-Both the Soldier and Assault classes have secondary weapons unique to each faction.
-Some weapons can harm vehicles. These include the Dark Trooper's T-21 and the Tusken Raider's Cycler Rifle. AI with these weapons will target vehicles.
-The Sniper's detpack is triggered by pressing the 'reload' button.
-Each faction's Sniper has a unique droid. The DRK-1 Probe Droid can shoot a disruptive bolt that hurts units and damages vehicles. The R-1 Recon Droid can call an orbital strike. The Viper Probe Droid can self-destruct, and the R5-D4 droid can repair vehicles.
-On Hoth and Rhen Var, the AT-AT/AT-ACT has two seats. The main gunner controls the cannons while the co-pilot can call in an orbital strike on a target.
-On the Hero TDM map, using the Lightsaber Block will deflect all direct damage from you for a period of ten seconds. During this time, you are unable to attack.

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GLITCHES AND ODDITIES
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-On certain maps, weapons may misfire owing to too many weapon effects.
-Owing to the higher polygon count of some units, lowres switchout may occur more often.
-On rare occasions, Hoth may have issues with low-res models where all environment models are replaced with low resolution models. This usually does not last long.
-R5-D4 appears floaty, but this is down to the way the game handles droids.
-Kashyyyk: Docks has an issue with bump maps - if Bump Mapping is switched on, certain models will appear darker than they are supposed to. To resolve the issue temporarily, turn Bump Mapping off in Video Options.

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QUESTIONS AND ANSWERS
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Q. How do I install this mod?
A. Simply follow the instructions above.

Q. Why isn't [Insert Trooper variant here] in this mod (like it was in the last/or in MPM V7/Celebration/Anniversary/Expanded/Uprising screenshots)?
A. To make things smaller I have reduced the number of unit variations. This is also a different mod to those that I made before.

Q. When will you update this mod?
A. See "PHASE 2.txt".

Q. When will you release the assets?
A. Some of the assets have already been released on SWBFGamers and GameToast.

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CREDITS:
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Credits go to:

ASSETS AND SKINS:

-Pandemic for the Mod Tools, and LucasArts for the game.
-Autodesk for Softimage Mod Tool 7.5
-ANDEWEGET for ZETools.
-DarthD.U.C.K. for Jetpack addon mesh.
-ARC_Commander for the BFX assets.
-BattleBelk for "core.lvl" tool, Interface Rebuilder, Shell Rebuilder and Mission Rebuilder tools.
-Sereja for fixed Imperial Probe Droid and weapon models.
-Free Radical for the assets from Star Wars: Battlefront III.
-LucasArts for the Star Wars: The Force Unleashed assets.
-nick.dob for the DRK-1 Probe Droid model.
-EA/DICE for Rebel Helmet parts and some sound effects.
-Krome Studios for the Stormtrooper and some parts based off the 501st Stormtrooper.
-John Williams, Mark Griskey and Ben Burtt for their work on the sound of Star Wars.
-LucasArts, Rebellion Developments and Pandemic Studios for SWBF sound effects.
-No assets from Star Wars Battlefront II (2017) were used in the making of this mod.

If I've left anyone out, I apologise, but you have been a great help for getting this mod finished. So to those I didn't mention but did use assets, thank you.

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LEGAL
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THIS MOD IS NOT MADE, NOR IS IT ENDORSED BY, DISNEY, LUCASARTS OR PANDEMIC STUDIOS, AND IS MADE FOR FUN, NOT FOR PROFIT.

EVERYTHING, FROM SOUNDS TO MODELS, IS USED WITHOUT THE CONSENT OF LUCASFILM BUT IS USED WITH RESPECT. BOTH MYSELF AND LUCASFILM RESERVE THE RIGHT TO HAVE THE MOD REMOVED FROM ANY DOWNLOAD SERVICE IT IS AVAILABLE ON.

COPYRIGHT NOTICE:

All assets have the minimum possible amount taken from licensed material, and do not impair sales of their respective games, nor do they misrepresent their respective copyright holders. This mod is not endorsed by The Walt Disney Company, Lucasfilm LTD. or Electronic Arts.

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FINAL WORD
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Once again, thanks for playing![/spoiler]
Title: Re: Star Wars: Battlefront Legacy - Phase II (Version 0.9)
Post by: Dark_Phantom on December 26, 2017, 01:47:12 PM
This is pretty great so far - thanks for the release.  I've played it for a little bit today on a few IA maps and started the Clone Wars campaign and it is smooth.

I should inform you that GCW Naboo: Outpost is broken.  When I run it, the game crashes (actually on one incident crashed my entire PC - which triggered a totally unrelated issue of my broken Windows Update on startup).
Title: Re: Star Wars: Battlefront Legacy - Phase II (Version 0.9)
Post by: Giftheck on December 26, 2017, 01:49:21 PM
Quote from: The Phantom of Christmas Present on December 26, 2017, 01:47:12 PM
This is pretty great so far - thanks for the release.  I've played it for a little bit today on a few IA maps and started the Clone Wars campaign and it is smooth.

I should inform you that GCW Naboo: Outpost is broken.  When I run it, the game crashes (actually on one incident crashed my entire PC - which triggered a totally unrelated issue of my broken Windows Update on startup).

Thank you for letting me know - I must have done something to the LUA to make it crash.

EDIT: found it already: I left the 'dc:' call in the LUA. I've removed it and will update the mission.lvl.
Title: Re: Star Wars: Battlefront Legacy - Phase II (Version 0.9)
Post by: Giftheck on December 26, 2017, 02:05:00 PM
Uploaded the patch which is in the main post. Updating the main file now.
Title: Re: Star Wars: Battlefront Legacy - Phase II (Version 0.9)
Post by: Dark_Phantom on December 29, 2017, 08:26:46 PM
Some little things I noticed -
I have played through some of the Clone Wars campaign, and at first I was upset with the difficulty - I can win most games on hard in the base game.  Yeah, it feels like I'm carrying the load for my AI, but you can generally win with a little effort.  At first, I complained to myself about the difficulty level - the weapons are not what I was used to, and the campaign seemed tilted against me. Try the Naboo Guards vs Droids on hard - you may whack your head off of a table like I almost did.
However, I came to appreciate the challenge, and then realized some of the small things that made a world of difference.  I don't know how many levels you edited the AI pathing in, but unless I'm losing it, you edited the AI pathing on Theed, and what a world of difference it made in just the few areas I saw it.  The differences in unit counts was also more representative of the first few battles should have been.  The Wookiees are tough.  If you face em down one on one, you probably won't win that on Islands.  I watched as I tried that and my 3 cps were overrun with Wookiees.  You need a plan.

One small issue - Is Count Dooku in the .lua for Islands historical?
Title: Re: Star Wars: Battlefront Legacy - Phase II (Version 0.9)
Post by: Giftheck on December 30, 2017, 04:43:15 AM
I don't think I altered the pathing for any of the modified maps at all, so this is an interesting side-effect.

As for Kashyyyk Campaign, I had removed Dooku by mistake and he'll be restored in the next patch (which I'm hoping will have three more maps - Death Star: Interior, Tantive IV: Interior and Utapau: Sinkhole)
Title: Re: Star Wars: Battlefront Legacy - Phase II (Version 0.9)
Post by: zealot on December 30, 2017, 11:41:36 AM
The new .exe you included (even with the patch) doesn't seem to recognize my battlefront disc, i have the fan favorites disc, no matter what i do it keeps asking to insert my disc to start the game, it doesnt happen with my original .exe though. Any way to fix this???
Title: Re: Star Wars: Battlefront Legacy - Phase II (Version 0.9)
Post by: Giftheck on December 30, 2017, 01:49:03 PM
Quote from: zealot on December 30, 2017, 11:41:36 AM
The new .exe you included (even with the patch) doesn't seem to recognize my battlefront disc, i have the fan favorites disc, no matter what i do it keeps asking to insert my disc to start the game, it doesnt happen with my original .exe though. Any way to fix this???

That's interesting... is yours the CD version or the DVD version of the game? And can anybody who has the CD version tell me whether it works or not?
Title: Re: Star Wars: Battlefront Legacy - Phase II (Version 0.9)
Post by: ShadowTrooper293 on December 31, 2017, 12:38:58 AM
Quote from: Gistech on December 30, 2017, 01:49:03 PM
That's interesting... is yours the CD version or the DVD version of the game? And can anybody who has the CD version tell me whether it works or not?

I have the original CD version and it works well, but hey Gistech do you know if you can try to make a standalone Incinerator trooper mod? i'm very obsessed with yours. And mine is kind of crappy.
Title: Re: Star Wars: Battlefront Legacy - Phase II (Version 0.9)
Post by: zealot on January 04, 2018, 05:17:45 PM
Quote from: Gistech on December 30, 2017, 01:49:03 PM
That's interesting... is yours the CD version or the DVD version of the game? And can anybody who has the CD version tell me whether it works or not?

the fan favorite disc that i have is DVD-ROM according to the box and the disc itself, dont know if thats the reason it didnt work or not.
Title: Re: Star Wars: Battlefront Legacy - Phase II (Version 0.9)
Post by: Giftheck on January 04, 2018, 11:36:37 PM
Quote from: zealot on January 04, 2018, 05:17:45 PM
the fan favorite disc that i have is DVD-ROM according to the box and the disc itself, dont know if thats the reason it didnt work or not.

Yes, it would. The patch I made is for the CD version. Now I know, I might request you send me your executeable via PM and I'll make the changes to it.
Title: Re: Star Wars: Battlefront Legacy - Phase II (Version 0.9)
Post by: MikeTheBeast55 on January 05, 2018, 08:05:37 AM
I am having a problem with the models. I am able to launch up the maps and play them but they are not full models for me, they are half invisible & half visible making them look all glitched.
Title: Re: Star Wars: Battlefront Legacy - Phase II (Version 0.9)
Post by: Giftheck on January 05, 2018, 08:08:03 AM
Quote from: MikeTheBeast55 on January 05, 2018, 08:05:37 AM
I am having a problem with the models. I am able to launch up the maps and play them but they are not full models for me, they are half invisible & half visible making them look all glitched.

That's strange, as nobody else has had this issue so far... is there a specific map you're trying to play or is this happening on all of them? Can ypou provide a screenshot?
Title: Re: Star Wars: Battlefront Legacy - Phase II (Version 0.9)
Post by: MikeTheBeast55 on January 05, 2018, 11:32:08 AM
For me it is on every map with every single unit. Here are some pictures for you:
Title: Re: Star Wars: Battlefront Legacy - Phase II (Version 0.9)
Post by: Giftheck on January 05, 2018, 11:34:46 AM
That... is really strange.

By any chance are you using a custom common.lvl or any modified stock files beyond the ones included? It's the only thing I can think of.
Title: Re: Star Wars: Battlefront Legacy - Phase II (Version 0.9)
Post by: MikeTheBeast55 on January 05, 2018, 11:40:59 AM
Hmm... that might be possible but I am unsure. If I am and can not find the original I can just uninstall & reinstall my Battlefront 1, not a big deal since I do not play it as much as I used to.
Title: Re: Star Wars: Battlefront Legacy - Phase II (Version 0.9)
Post by: Giftheck on January 05, 2018, 11:53:39 AM
Quote from: MikeTheBeast55 on January 05, 2018, 11:40:59 AM
Hmm... that might be possible but I am unsure. If I am and can not find the original I can just uninstall & reinstall my Battlefront 1, not a big deal since I do not play it as much as I used to.

Hold that thought - looking at that last screenshot suggests a data loss or corruption... there is a chance the mod is corrupted either during compiling to ZIP for upload, during upload or during download. I'll recompile the ZIP and upload it to MEGA, PM you the link and see if that fixes it first.
Title: Re: Star Wars: Battlefront Legacy - Phase II (Version 0.9)
Post by: 411Remnant on January 05, 2018, 01:19:49 PM
The sounds effects are top notch and I was pleasantly surprised to her some of the new audio files for the rebel alliance.  The new models for vehicles work really well and the hero assault map is quite interesting and fun.

Something that seemed a little odd was the astromech droid model placement. At least where the feet are supposed to meet the ground, the model seems to be hovering/levitating above the ground just a tad. I think moving the camera above the field of view away from where you can see the feet would make it look better. Its really not a big huge deal, just a small suggestion.

I really like what you have achieved with the flamethrower. I know sereja had one in his polar express map, but the way you handled the effects and the way it works looks much better in that regard.

I think the detpack does not work as well as it should and that's not your fault. I think the way it is right now doesn't work as intended or is a little unconventional since the ai also doesn't use it like you probably intended it to.(Like the ai will use it as a mine and since it doesn't detonate unless you set another one, most of the time the detpack will blow up if an ai unit decides to place around the perimeter or its hard to use it yourself if your trying to blow someone up) Ive tried to use it and while I see the work around you had to make it pretty similar to the battlefront 2 version, I don't think its quite there yet. I think you would probably be better off making a new mine or grenade based on the EA iteration and at least that way its easier to use/make, plus the ai would use that better I would think.

I understand using the han solo animation for pistols is very popular now, its just my personal opinion that it looks a little odd. That doesn't take away from the mod, its just a personal gripe with mods that use that pistol animation. :XD: unrelated btw.

I think you have a really good project on your hands and the gameplay for the most part works pretty well. I noticed going with the assault classes is preferable since they have rapid fire weapons and sometimes it is a little overpowered since you can get more kills that way, at least from the way Ive been playing. I think decreasing the fire rate just a tad would help. It's good to see free radical models find life in other games and if I could give any other suggestions, it's that the texture quality seems to vary compared to the free radical models and the pandemic models. The pandemic character model textures are a little outdated and in the future could benefit from a good hi-resolution/different texturing so that all the models are coherent (Just meaning that everything looks consistent visually.)

psst
I think if you wanted to go the extra mile, eventually maybe all the units can get new voice lines. Not necessarily from dice's games but from other games to if you had wanted to. clonetrooper163 who did the swbf3 model ripping I think has a channel in which he gets various voice lines from different star wars games and uploads as one video, you might find it useful. https://www.youtube.com/user/clonetrooper163/videos He has some for soldiers from the force unleashed and they sound pretty good.



Title: Re: Star Wars: Battlefront Legacy - Phase II (Version 0.9)
Post by: Giftheck on January 05, 2018, 02:36:12 PM
Quote from: 411Remnant on January 05, 2018, 01:19:49 PM
The sounds effects are top notch and I was pleasantly surprised to her some of the new audio files for the rebel alliance.  The new models for vehicles work really well and the hero assault map is quite interesting and fun.

Thanks :D I scoured the films for references for the sound effects and thankfully Rogue One has quite a few sections where the sounds are crystal clear with little or no overlap from either other sounds or the music. Some of the sounds are carried over from Phase I, which did use some sounds recorded from the 2015 game where I couldn't get a clean source. I stayed far away from anything from the 2017 game.

QuoteSomething that seemed a little odd was the astromech droid model placement. At least where the feet are supposed to meet the ground, the model seems to be hovering/levitating above the ground just a tad. I think moving the camera above the field of view away from where you can see the feet would make it look better. Its really not a big huge deal, just a small suggestion.

I think that's a limitation of the droid itself, so I'll see what I can do with the camera in the next patches.

QuoteI think the detpack does not work as well as it should and that's not your fault. I think the way it is right now doesn't work as intended or is a little unconventional since the ai also doesn't use it like you probably intended it to.(Like the ai will use it as a mine and since it doesn't detonate unless you set another one, most of the time the detpack will blow up if an ai unit decides to place around the perimeter or its hard to use it yourself if your trying to blow someone up) Ive tried to use it and while I see the work around you had to make it pretty similar to the battlefront 2 version, I don't think its quite there yet. I think you would probably be better off making a new mine or grenade based on the EA iteration and at least that way its easier to use/make, plus the ai would use that better I would think.

I'd guess that's why it was dropped from SWBF and was reprogrammed in SWBF2. An alternate might be an Impact Grenade.

QuoteI think you have a really good project on your hands and the gameplay for the most part works pretty well. I noticed going with the assault classes is preferable since they have rapid fire weapons and sometimes it is a little overpowered since you can get more kills that way, at least from the way Ive been playing. I think decreasing the fire rate just a tad would help.

I think maybe decreasing the damage might be better, personally.

QuoteIt's good to see free radical models find life in other games and if I could give any other suggestions, it's that the texture quality seems to vary compared to the free radical models and the pandemic models. The pandemic character model textures are a little outdated and in the future could benefit from a good hi-resolution/different texturing so that all the models are coherent (Just meaning that everything looks consistent visually.)

I'm not a good texture artist TBH, or rather, I haven't had a ton of practice.
Title: Re: Star Wars: Battlefront Legacy - Phase II (Version 0.9)
Post by: 411Remnant on January 05, 2018, 05:24:03 PM
QuoteI'm not a good texture artist TBH, or rather, I haven't had a ton of practice.

Ive been using BF1 models for some BF2 projects and upgraded their textures to have more detail on them. I would be more than happy to donate them if you can find use for them, also unit33 and givev have some Bf1 assets with textures that look much better at least for some units. It would be easy enough to essentially fit bf2 textures onto the bf1 ones, like have different parts be patched on through photoshop so that you can have the texture quality of the BF2 oneson the bf1 if that makes any sense. I could also send you a sample of what that would look like.
Title: Re: Star Wars: Battlefront Legacy - Phase II (Version 0.9)
Post by: Giftheck on January 06, 2018, 12:55:08 AM
Quote from: 411Remnant on January 05, 2018, 05:24:03 PM
Ive been using BF1 models for some BF2 projects and upgraded their textures to have more detail on them. I would be more than happy to donate them if you can find use for them, also unit33 and givev have some Bf1 assets with textures that look much better at least for some units. It would be easy enough to essentially fit bf2 textures onto the bf1 ones, like have different parts be patched on through photoshop so that you can have the texture quality of the BF2 oneson the bf1 if that makes any sense. I could also send you a sample of what that would look like.

I'd certainly be open to that.
Title: Re: Star Wars: Battlefront Legacy - Phase II (Version 0.9)
Post by: Giftheck on January 07, 2018, 01:10:58 AM
I've updated the main post with an alternative link which has a freshly-compiled ZIP file. Can anybody who has had the same problem as MikeTheBeast55 test it out and see if the problem reoccurs? I had somebody mention they had the same problem on my ModDB page and it's only started cropping up after I updated the file to fix the Naboo: Outpost crash. I want to know if the compile is at fault, or whether there was an error uploading it to ModDB and that's corrupted the contents.

Alternatively, here it is: https://mega.nz/#!5FQTFIwI!ficUNz_K4IYI4g24SnqNIEYkbQJAAZB1J8A2ZH9z2Ck
Title: Re: Star Wars: Battlefront Legacy - Phase II (Version 0.9)
Post by: ShadowTrooper293 on January 07, 2018, 10:19:47 PM
Quote from: MikeTheBeast55 on January 05, 2018, 11:32:08 AM
For me it is on every map with every single unit. Here are some pictures for you:

I'll be honest, the last time I've seen anything like this was when I was doing free camera with the unofficial patch installed and it happens for me (sometimes)
Title: Re: Star Wars: Battlefront Legacy - Phase II (Version 0.9)
Post by: Giftheck on January 13, 2018, 09:20:56 AM
Topic for issues pertaining to models not appearing correctly: http://www.swbfgamers.com/index.php?topic=12697.msg117896#new
Title: Re: Star Wars: Battlefront Legacy - Phase II (Version 0.9)
Post by: Rookie 1 on January 18, 2018, 08:01:20 PM
Sorry it took a while to play this new update, but I played with this the last two days and have some thoughts.
-The AI main soldier class seems to treat their rifle like a rocket launcher or sniper rifle, as when you get close to them they switch to their pistol.
-I kind of miss the old heavy class where they all had unique weapons, but it's not a bad change. The heavy rifle works really well for the class.
-I think the thermal imploder for the wookie needs a buff. It's harder to kill enemies  with then a regular thermal. Most of the time the enemies I throw it at just barely move a little away from it and it gets no one.
-Did you change the textures for Kashyyyk docks? I noticed at a distance the wookie huts are just white like a un textured model, only loading the textures when close to them. This doesn't happen in my vanilla game.
-Naboo Outpost could use more AI on the battlefield, as you can spend a lot of time not encountering anyone. Due to the size of the map I think a mobile command post would also be a good addition to it, such as the MTT.
-I love that the tie striker is used as a bomber, and the AT-ACT is really cool too.
Overall still one of the best side mods for battlefront 1. Looking forward to the next updates  :tu:
Title: Re: Star Wars: Battlefront Legacy - Phase II (Version 0.9)
Post by: Giftheck on January 19, 2018, 03:30:25 AM
Quote from: Rookie 1 on January 18, 2018, 08:01:20 PM
Sorry it took a while to play this new update, but I played with this the last two days and have some thoughts.
-The AI main soldier class seems to treat their rifle like a rocket launcher or sniper rifle, as when you get close to them they switch to their pistol.
-I kind of miss the old heavy class where they all had unique weapons, but it's not a bad change. The heavy rifle works really well for the class.
-I think the thermal imploder for the wookie needs a buff. It's harder to kill enemies  with then a regular thermal. Most of the time the enemies I throw it at just barely move a little away from it and it gets no one.
-Did you change the textures for Kashyyyk docks? I noticed at a distance the wookie huts are just white like a un textured model, only loading the textures when close to them. This doesn't happen in my vanilla game.
-Naboo Outpost could use more AI on the battlefield, as you can spend a lot of time not encountering anyone. Due to the size of the map I think a mobile command post would also be a good addition to it, such as the MTT.
-I love that the tie striker is used as a bomber, and the AT-ACT is really cool too.
Overall still one of the best side mods for battlefront 1. Looking forward to the next updates  :tu:

Thanks :D

-The idea behind the Soldier was that the pistol was better at short ranges than the Rifle, which is better for long ranges. I adapted the AI range for each to account from that - the result is the rifles are used at longer ranges and the pistols are used at close range. The Pilot/Engineer should act the same in reverse with the Pistols being used over longer distances. (though there it makes more sense as the Shotgun is rather poor at long-range engagements)
-I was considering keeping the more unique weapons of the Heavy class but in the end I felt that the pistol didn't suit the Rebel Vanguard as much and as a result changed it, and when I revisited SWBF3 I realised they were using the DC-15A as a rifle there too.
-I used the Thermal Detonator as the base weapon but I must have changed something unintentionally and I will adjust the damage/push for the next release.
-I did change the textures but I will need to see why the distance buildings are coming up untextured. It's possible that the SWBF1 version did not ship with the lowres textures.
-I like your ideas for Naboo: Outpost. I'll investigate it for sure.
-Though the TIE Striker and AT-ACT are essentially 'reskins' I really like them too. The AT-ACT is bigger than the AT-AT (by about 1.4x) so it does feel different. The TIE Striker was my first go at animating a vehicle. I have copies of the Visual Dictionaries which are useful as guides for how vehicles and weapons are supposed to operate and I think the Striker came off really well.

The next update will be a GameToast-friendly edition, which means that I will have replaced all the EA SFX and anything borrowed from the EA game (this includes the Rebel Sandtrooper helmet). The sad consequence of this is that the Sullustian will be speaking Basic (though to be fair the SWBF2EA campaign does canonize that) and the Twilek won't be speaking at all (as I can't find decent sound clips for a female in SWBF2 ATM).

I'm also hoping to solve that issue that some players have reported with glitched player models - I have a sneaky suspicion it might be to do with SleepKiller's Model Edit porgram as that has been the only thing I've changed in my munge process between Phase 1 and Phase 2. If anybody who has this issue sees this, can you please download THIS (https://mega.nz/#!hR40lDza!E4bRrPzNZG5aak6GLZl-LzcSf-tXskJ_Guit_78Fq3A), replace the "heroes.lvl" in the "Lgeacy/Side" folder , play the Hero TDM map and see if the issue persists. If the issue is fixed for that, then it is Sleepkiller's model-edit causing the issue for some.
Title: Re: Star Wars: Battlefront Legacy - Phase II (Version 0.9)
Post by: ThePlushieZone on January 22, 2018, 12:46:15 PM
How many maps are in this mod?
Title: Re: Star Wars: Battlefront Legacy - Phase II (Version 0.9)
Post by: Giftheck on January 22, 2018, 02:59:13 PM
Quote from: MamaLuigi on January 22, 2018, 12:46:15 PM
How many maps are in this mod?

At present it only has Jabba's Palace and Naboo Outpost, plus a Hero TDM match on Mos Eisley. It will have more maps in the next patch (which I'm hoping to have out soon)
Title: Re: Star Wars: Battlefront Legacy - Phase II (Version 0.9)
Post by: Giftheck on April 26, 2018, 02:42:09 AM
I've been working on some minor tweaks and I want to ask something: does anybody use the three-shot rifle the Soldier Class has? I'm contemplating removing it.
Title: Re: Star Wars: Battlefront Legacy - Phase II (Version 0.9)
Post by: 411Remnant on April 26, 2018, 08:00:23 PM
Ive used it, but if you can replace it with something better why not?
Title: Re: Star Wars: Battlefront Legacy - Phase II (Version 0.9)
Post by: Triops on April 27, 2018, 09:40:53 AM
Quote from: 411Remnant on January 05, 2018, 01:19:49 PM


I think the detpack does not work as well as it should and that's not your fault. I think the way it is right now doesn't work as intended or is a little unconventional since the ai also doesn't use it like you probably intended it to.(Like the ai will use it as a mine and since it doesn't detonate unless you set another one, most of the time the detpack will blow up if an ai unit decides to place around the perimeter or its hard to use it yourself if your trying to blow someone up) Ive tried to use it and while I see the work around you had to make it pretty similar to the battlefront 2 version, I don't think its quite there yet. I think you would probably be better off making a new mine or grenade based on the EA iteration and at least that way its easier to use/make, plus the ai would use that better I would think.


hi, i havent read your post till now: The trigger of the detpack is not working like the detpack in swbf2 with the left mouse button. You have to press the "r" key to make it explode. If you  press the left mouse button, it only makes a small explosion because you can only use one pack at a time and the old dissapears like if you use to many mines. I find it unsusal, that the same key which reloads you first weapon triggers a second. But its is important to have your weapon loaded as often as its possible  ;)
Title: Re: Star Wars: Battlefront Legacy - Phase II (Version 0.9)
Post by: Dark_Phantom on April 27, 2018, 10:27:12 AM
Because the Detpack was never actually implemented in stock SWBF1, the last thing it was bound to is the reload button - it's hard-coded AFAIK.  I'm not sure there would be a way to change this at this time.
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