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Messages - Rayce

#1231
Released Maps and Mods / Re: Big Battles Mod
March 31, 2014, 09:37:14 AM
Quote from: Ltin on March 30, 2014, 07:28:56 PM
Does this actually have a noticeable effect on the battlefield? I can recall changing ai count to 32 on a lan server once, and I didnt notice a difference.
I changed it to 64 AI and 640 reinforcements per team (128 AI & 1280 reinforcements total). The change was quite noticeable when I tested it.
#1232
SWBF1 Modding / [WIP]ARC Trooper Sides Mod
March 30, 2014, 10:55:34 AM
This is a simple sides mod I am making for the Republic only (unless there is enough demand for a CIS component, though it seems pretty balanced against the shipped sides.).   It's pretty much exactly what it says on the tin: It reskins the Republic to be all ARC troopers and changes up the weapons, the new classes are as follows:

  • ARC Trooper:  Westar M5 Blaster Rifle (Burst-Fire version of standard rifle), DC-15S Carbine (Full Auto version of pistol), Westar M5 Rockets (SBD Rockets), AV Rockets

  • ARC Heavy Trooper: Sniper Rifle, Bazooka, DC-15S Carbine, Mines, Recon Droid

  • ARC Captain: Dual DC-17 Pistols,  Mortar Launcher or Bolt Caster, Fusion Cutter, Health & Ammo Dispenser

  • ARC Heavy Gunner: Z-6 Chaingun, DC-15S Carbine, Thermal Detonators

  • ARC Jet Trooper: Stock
I am mostly done with the mod except for a few aesthetic issues.
There will be Phase 1, Phase 1.5, and Phase 2 versions.
Screenshots are attached.

Credits (so far):
Me: Unit & Weapon ODF and Phase 1.5/2 skins.
SleepKiller: ARC Jet Trooper model.
The Conversion Pack Team: Green & Yellow ARC Skins (slightly modified by me).
Ggctuk, Darth D.U.C.K, kinetosimpetus, AQT & Deviss: Phase 1.5 trooper & Addon Kama.
Ggctuk: Chaingun ODF.
OOM-9: DC-15s Carbine Model.
I don't know who made the DC-17 pistol, Underhand Chaingun, or Westar M5, but thank you.
Arc_Commander (I think): Blue Laser Texture.
Lucasarts/Pandemic: Creating Battlefront
George Lucas: Creating Star Wars

(Another note to Arc_Commander: I know I used some of the BFX assets w/o asking,  but I didn't use any of the source code so I thought it would be ok, I am sorry if I'm wrong)
#1233
SWBF1 Modding / Re: BF1 Dual Pistol Animation
March 28, 2014, 11:45:02 AM
Quote from: MileHighGuy on March 28, 2014, 11:17:30 AM
Sorry I was talking about him adding new animations in general. I don't think he added double pistols specifically.
Quote from: -RepublicCommando- on March 28, 2014, 11:17:49 AM
I do believe our good fellow meant that Sereja had replaced animations with others not used beforehand, not necessarily dual pistol firing animations ;)

Edit- Oops, we posted at the same time, lol
-- But yeah, he's done loads of animation swapping. It's a nice change to have new animations to run around like a chicken with your head cut off in front of your friends online.
Sorry for the confusion.

EDIT
I've looked on this site and gametoast and I only found a SWBF2 tutorial for munging animations, is it the same process for SWBF1?
#1234
General / Re: Book thread
March 28, 2014, 11:27:35 AM
Haven't read any of the above, but I have read: All of the Harry Potter books, the fist 3 1/2 Percy Jackson books, the three Golden Compass books, a couple of Star Wars and Star Trek books, some other books I can't remember. Though I plan to read The Hobbit someday.
#1235
SWBF1 Modding / Re: BF1 Dual Pistol Animation
March 28, 2014, 11:15:47 AM
Quote from: MileHighGuy on March 27, 2014, 09:30:09 PM
The assets are released in gametoast. All you have to do is munge the .msh files with the bf1 .bats.  I think in bf1 you might actually have to replace an animset to get them working.

EDIT: sereja has done it in some of his maps. He even added the wampa animation in his kashyyk map.

PS: sleepkiller you might want to add an _upper to the end of the doublepistol_stand_shoot.msh if you can. that way it wont make his legs go all stiff. Thats how you would do it for bf2 at least.
I don't know anything about munging animations. And which of Sereja's maps had dual pistols? (I've played all of his BF2 conversions)
#1236
Released Maps and Mods / Re: Big Battles Mod
March 27, 2014, 06:53:33 PM
Quote from: -RepublicCommando- on March 27, 2014, 06:32:30 PM
Actually it wouldn't make a difference.
You can interchange the classes you play as from the locals, and can increase the amount of ais they use at once just like any other faction loaded up in the map by default.
Quote from: -RepublicCommando- on March 27, 2014, 03:59:15 PM
I can't remember how many times I've crashed my game with putting too many Geonosians on the map at once :P
I thought that what you meant, sorry for the confusion.
#1237
Released Maps and Mods / Re: Big Battles Mod
March 27, 2014, 06:17:55 PM
Quote from: -RepublicCommando- on March 27, 2014, 03:59:15 PM
Right, thats how people did those "Zombie" servers a while back before the server shut down, you never had to download to play with them. -- Here's a topic by our good friend Led explaining what you can and can not do in multiplayer mods without having other players download it: http://www.swbfgamers.com/index.php?topic=4279.0

I can't remember how many times I've crashed my game with putting too many Geonosians on the map at once :P
What fun days those were.

Keep modding, it never gets old
Well, I didn't change the locals, so it should be fine then.
#1238
Released Maps and Mods / Big Battles Mod
March 27, 2014, 12:14:21 PM
Big Battles Mod

http://www.swbfgamers.com/index.php?action=downloads;sa=view;down=1122

Well, I got bored so I decided to make this.  :)  It is a modified mission.lvl that increases the unit and reinforcement counts in the following maps:
Geonosis: Spire
Hoth: Echo Base
Kasyyyk: Docks
Rhen Var: Harbor
Tatooine: Dune Sea


Credits:
Me - for the edited scripts.
Battlebelk - for the mission.lvl builder.
SWBFGamers.com - for your awesome tutorials and mods.
Pandemic/Lucasarts - for creating this awesome game and making it modable.
George Lucas - for creating Star Wars.

#1239
I've got a couple of projects i'd like to release soon. I would like to be on the list if possible. And can you approve my mod? If I did something wrong, I didn't know about it, so i'm sorry if I did.
#1240
Quote from: ggctuk2005 on March 25, 2014, 02:19:57 PM
I'm seeing a worrying trend of games that are multiplayer more and more shafting the single player. One key example is Titanfall which as I understand it doesn't have single player at all. I want this game to be both single and multiplayer. I don't care if Multiplayer has some extra things: more units on the map, access to certain modes like CTF, but I reiterate that some form of Instant Action must be included. If not that, then a Galactic Conquest mode that allows single players to play against the computer.
Quote from: Unit 33 on March 25, 2014, 03:18:16 PM
Bring back split-screen.

What ever happened to playing against people in the same room?
You know, real people. You see them all the time in that outside place.
Lol. So true!

EDIT
Some new ideas:

Injuries: Basically, have a "Low Health" animation that slows the unit down and decreases their accuracy.

Bonus Ships: Another addition to GC, add ships with special abilities to your fleets. (Like the Eclipse SSD, Malevolence, etc.)

Blockades: for GC, Self explanatory.

Bring back planetary bonuses and superweapons from SWBF1.

Real weather effects.

Destroying capital ship Hardpoints will have lasting effects on the battle.
#1242
SWBF1 Modding / BF1 Dual Pistol Animation
March 17, 2014, 12:01:37 PM
Hello, I am working on a side mod and I would like to include the dual pistol animation like this:
http://www.moddb.com/mods/swbf-unleashed/videos/geonosis-hunt#imagebox

How do I include it? Or were the assets released? (Just the models & animations, not the whole weapon)
#1243
Quote from: Unit 33 on March 16, 2014, 10:46:46 AM
There was the campaign mission in SWBF2 concerning the failed Death Star prison break...

But what about the innumerable contractors and civilians that must have been on the Death Star at the time?
I'm pretty sure that took place before the Battle of Yavin, during which this would take place.

And yeah, there were TONS of prisoners on the Death Star, what about them?
#1244
Quote from: «ΙΞ¢KØ» on March 13, 2014, 08:39:18 PM
robot chicken
...which isn't canon, and I haven't seen it anyway, so gimme a break.
#1245
Quote from: Whisper in the Wind on March 11, 2014, 10:07:25 PM
Indeed, but in the same we're still likely going to be limited. It's just how things roll. I'll bet as time progresses we'll get our custom options in the form of purchased DLC packages.
Well, I was watching some of the leaked gameplay videos of Free Radical's Battlefront 3 (which would have been for the previous console generation) and it looked like you could make your own classes. Maybe DICE's version will have something similar. Though i'd be ok with regular classes and DLC classes (if they're cheap or have a lot of other stuff with them).  And as I said earlier, that might be an idea for you guys working on the unity 3D project.