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Messages - SteamSWBF

#1
Bot maps in singleplayer skirmish
--have the bots do at least everything they did in SWBF I
ie: repair / give medicine and powerups / build turrets /drive shoot vehicles, follow basic commands like follow/ bail out /pile in
and insure AI have Jedi Heros (in SWBF2 AI had no Jedi Heroes unless a mod)
--Insure all vehicles can be used by AI and shoot such as droid hailfire (AI did not fire weapons from Hailfire in Genosis map)

When the multiplayer servers are turned off or a squirrel KO's the Internet connection or a move to Icicle, Alaska means no Internet singleplayer will always be there.
#2
Released Maps and Mods / Re: Tatooine: Gulch
April 09, 2017, 01:20:28 PM
Thanks for the explanation about the vehicles and aircraft.  On maps like HOTH I have to check and see how they handle border terrain, on maps like Genosis and Tatooine, they are designed have endless flatness at the borders, perhaps to avoid the invisible mountain effect when flying over the wrong side of them at a certain distance.  Not sure how much that would disturb my experience since objects constantly vanish and reappear into view on these maps depending upon how far one is away from them.

The CIS Multitroop transport does fire, only at close range?   Maybe the .odf for the weapons it uses has to be edited to play with the minimum and maximum distances to get it to shoot more aggressively.  Reminds me of the Hailfire Droid which drove around on the Genosis map, but I never see it shooting at anything. 

Anyway, maps such as this deserve a wider audience.  My hope is that SWBF I will be released on STEAM and GOG and get more interest.  It is there on Amazon, advertised NEW for just under 40.00, but if on GOG or STEAM its profile would be raised considerably. EDIT Jewel case NEW for around 12.00 on Amazon, pay up cheapskates!!!
#3
I opened this map and was disgusted to see MY SELECTED SIDE WAS EWOK ONLY.  However, I got to understand this map.  EWOK REHABILITATION.  if anyone thought the third move released back around 1983 with the introduction of those cuddly fuzzies was cheap pandering to children and a baldface money grab, THEY NEED TO PLAY THIS MAP.   Yes, drop onto the tree platform as one of those furballs and you can stick arrows in the Sanyassan marauders .  These Hamsters from Hades  play differently than any side I have ventured, and it takes awhile to learn their strengths.   At first rapid fire arrows was the way to go then I found if you hold down the fire button, the arrow "draw" becomes stronger and when the shot is released, you actually might oneshot a Sanyassan lugnut.

Each of the Ewoks has various weapons including a shaman who has force choke, like Darth Vader, though I think one person at a time. It has a recharge, but if you do not like that, the bow is available.  I did not play the other side, it seems rather standard fare considering all the laser bolts and grenades headed my way.  Then there is some drifting, floating woman and when  seen,  RUN.   I stood my ground a couple of times and after she releases  some type of green gas attack,  death swiftly  follows.  I later learned she is the Charal, Queen of Endor, seen in one of the screenshots and here http://starwars.wikia.com/wiki/Charal.

It is a map complete with hut furnishings including sleeping hammocks, details not often seen on other maps.  My only complaints are
--yes we need more BRIGHTTREE as all is way too dark on the map out of the box.  I have to fiddle with the brightness in the game settings as well as native monitor settings to get it so I can see better on the map, the monitor  of which I rather not change since I have to set it back as it is far to bright for other programs and the desktop. 
--At the ground level  log where it goes into the village , the flying lizard that you can ride spawn on top of each other creating a stack.  If the player tries to ride the lizard it explodes you die and the lizard on top drops down a level.  If you spawn near there and that lizard is the only one, then you can take it for a ride without issue.   The first time I played the map,  I did see an AI  rider on the lizard "stuck" there, and he was unkillable.

Yes, his is a fun map I played several times already.  Playing the Rebel side;==did one of the snipers just say YeHAW??
#4
 This map is a fruit salad delight of vehicles and oddball personages with  space chickens and banthas(not ridable however if they get shot they die).  Ever get zapped by a jawa, yes embarrassing.  The map has local scum, though not the center battle, are unexpectedly causing trouble for all, similar to the Gamorreans on Jabba the Hut map.   And just when you thought you've seen it all, Hans Solo's Millennium Falcon is flying overhead, making passes.

The city has streets with it nooks and crannies hiding control points, one can make for one of those inside the city or take a stand at the outdoor repair yard which is a high priority for all except the scum.  If the former, choose wisely for a couple of the control points are tucked away in rooms with only one way out and not a few times I was trapped since emerging would expose my to quick death in the street outside.

The sides have been altered from stock therefore a few changes from the weapons layout and i cannot say if I liked it more or less, just different.  One thing right away is the sniper's remote droid would not kill the sniper if itself was destroyed.  The AI uses it as well so look out, they are hard to hit but can score some hits while either you or the AI are shooting at it.  Yes, I would like that one change at least on the vanilla sides for that recon sniper remote.

I do not want to give away too much of the map, especially since I have not discovered all its secrets yet, suffice to say it is a great delight to see Jabba's transport barge moving about.  Granted the AI steers like drunken sailors (too bad a path cannot be pre mapped for them) nevertheless a great technical achievement to have it added to the map and function as it does with guns blazing.  Great fun for hours; nothing I can think of to improve this map.
#5
Released Maps and Mods / Tatooine: Gulch
April 08, 2017, 09:44:32 AM
 Once the battling forces of Empire and rebel, CIS and Republic have gone away, the Sand People will RETURN and reclaim all.

Yes just when I think I have taken a control point, SAND PEOPLE emerge and snatch it back!!!  They snipe, they shoot, and then there is some guy with a stick with a wicked spike on either end who has one whap one kill.  STAY AWAY and fill the space between him and you with laser bolts.  Else RUN.

Not much to complain about with this map.  I play either Rebel or Republic and the settlement base seems a bit far to run to the first control point.  On the other hand it's out of casual reach of the Sand People, though if no opposition, they will make a run at it.   Rebels seem to alternate between the skiff and gun skimmers, the latter I do not see on every match played. They are handy to clear the field with and the AI performs well with them opposed to the skiff which they get hung up with.  No sure if matched with Imperial chicken walkers if gun skimmers present.

Map has a glitch, as there is a paper thin horizontal surface seen when going down into the valley.  This may be because the gulch is below the water level of the map.   At first I thought maybe the water was there and was not displaying properly, but later, after a few matches, I found the water everyone was fighting for and it displayed properly at the highest texture.  Looked quite refreshing in all that aridness.  I wanted a drink.  The Sand People villages are well placed and scattered about and I could easily visualize  living in them.  Some are not easy to reach and I could only find my way to the first one by following my men through the winding paths.  This is good, keeping me on my toes throughout as while I could  set up a comfy snipe point, some Sand Person or even an Imperial or Robot would show up unexpectedly and hit me from another angle.

Does the AI  when using the CIS Multi Troop Transport shoot?  I saw it aim its guns but no firing.

  In the rolling messages about who killed who and it was ironically amusing to see Darth Vader listed next to half dozen Sand People smote in a row, yes the half cyborg man of Evil had history with those folk who led him on that dark path.

The only thing that I would like to see different about this map at this time is maybe some aircraft, nevertheless, I have spent many hours playing it.
#6
Hover Vehicles spin out of control either bouncing  end over end (Tatooine  skiff)
or spin like a bullet when attempting turning left or right (hover tank, speeders). 
No top style spins have been observed.
The aircraft seemed to be ok

I could avoid the bulletspin by turning slowly to avoid overbanking and causing the spin , however the AI  bots were out of control and though they shot at targets, the speed of the bullet spin threw their aim off and they had problems traveling to their targets.

Have not read of anyone else having this problem, nor did I have it on a previous computer WinXp Core 2 Quad.
However It was noticeable on Win 8.1 i7.

A Logitech gamepad is used, though that should not affect the AI moves.

I HEX EDITED  the hover vehicle files in their xxx.lvl (respective sides file) looking for the following and set the values to 0.00

To help find them, the ODF file(BF builder) was referenced:


StrafeRollAngle         = 0.01 // set to 0.00 to avoid bullet type spins 
ThrustPitchAngle        = 0.0
BankAngle           = -0.01 // set to 0.00 to avoid bullet type spins

The skiff was part of the map and had to be edited there changing these values:

StrafeRollAngle         = 0.01 // set to 0.00 to stabilize skiff
ThrustPitchAngle        = 0.01 // set to 0.00 to stabilize skiff
BankAngle           = -0.01 // set to 0.00 to stabilize skiff

Now why these were a problem on one computer but not another, however if anyone has a better idea to fix or is having the same issue, the hex edit of the sides xxx.lvl fixed it.     
FYI the speeder bike for the all.lvl seems to be controlled by the imp.lvl.

-------------------
EDIT   
FIXED
It was the VSYNC  setting,
Once that was turned on the problem went away. 
On my machine VSYNC in the video setting menu for the game was off by default

@Sereja  THANK YOU for the suggestion on the video settings
#7
Yes that force lightning is 300 min / 300max damage, DOOKU carries the day with it, 75 kills in a match wiping out all who spawn near a point he has camped.   Reducing that to say 5min-100max or even 3min-30max hitpoint damage  seems to help, since there is no cooldown on force lightning attacks; experiments are pending.

I did not see any other posts on it, maybe people play with the heroes off, to me that is a big part of the game, avoid the super dangerous  heroes, with that thought I hex edited them to have at least 3000 hp on killable Jedi mods, (most mods I've seen adjust down to 1000) since I think they should be extremely strong but very hard to kill.

Anyway thank you for the update, I look forward to it

EDIT
Yes, that force lightning needs to be reduced, I hexedited it down to like 3min-13max and DOOKU still can take troopers out with it but it takes MUCH  longer compelling him to move in with his lightsaber and he still tops the list but is MUCH closer to Mace Windu in kills.
#8
I like what I'm seeing so far.  Downloaded and am playing it.   However, you should seriously consider giving Darth Vader force choke/better lightsaber since at this time, I can stand right next to Darth Vader and as long as i'm not shooting at him (not defecting my shots back at me),  no bad things happen.

In Vanilla when Darth looks my way I'm headed for the hills.

Contrast to LUKE and he is racking up kills.


Thank you for working this mod, watching Rebels and Clone Wars has inspired me to install this game again.

EDIT  What I said goes for count DOOKU as well, playing the JABBA PALACE and DOOKU is surrounded by clones not taking them out.  He needs to have his lightning so he can clean house.