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Author Topic: Star Wars: Battlefront Legacy - Phase II (Version 0.9)  (Read 471 times)

MikeTheBeast55

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Re: Star Wars: Battlefront Legacy - Phase II (Version 0.9)
« Reply #15 on: January 05, 2018, 01:40:59 PM »
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.
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Gistech

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Re: Star Wars: Battlefront Legacy - Phase II (Version 0.9)
« Reply #16 on: January 05, 2018, 01:53:39 PM »
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.
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411Remnant

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Re: Star Wars: Battlefront Legacy - Phase II (Version 0.9)
« Reply #17 on: January 05, 2018, 03:19:49 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.



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Gistech

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Re: Star Wars: Battlefront Legacy - Phase II (Version 0.9)
« Reply #18 on: January 05, 2018, 04:36:12 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.

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

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

Quote
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.

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

Quote
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.)

I'm not a good texture artist TBH, or rather, I haven't had a ton of practice.
« Last Edit: January 06, 2018, 01:59:41 AM by Gistech »
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411Remnant

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Re: Star Wars: Battlefront Legacy - Phase II (Version 0.9)
« Reply #19 on: January 05, 2018, 07:24:03 PM »
Quote
I'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.
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Gistech

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Re: Star Wars: Battlefront Legacy - Phase II (Version 0.9)
« Reply #20 on: January 06, 2018, 02:55:08 AM »
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.
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Gistech

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Re: Star Wars: Battlefront Legacy - Phase II (Version 0.9)
« Reply #21 on: January 07, 2018, 03:10:58 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
Works in Progress:
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ShadowStormtrooper360

Re: Star Wars: Battlefront Legacy - Phase II (Version 0.9)
« Reply #22 on: January 08, 2018, 12:19:47 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)
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Re: Star Wars: Battlefront Legacy - Phase II (Version 0.9)
« Reply #23 on: January 13, 2018, 11:20:56 AM »
Topic for issues pertaining to models not appearing correctly: http://www.swbfgamers.com/index.php?topic=12697.msg117896#new
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Rookie 1

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Re: Star Wars: Battlefront Legacy - Phase II (Version 0.9)
« Reply #24 on: Today at 10:01:20 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: