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Messages - Giftheck

#2281
Don't worry about rar files this time, I plan on packaging it with an installer.
#2282
Was that an MAF? Are you using both the MAF and Droid Gunship?
#2283
SWBF1 Modding / Main Play Mod 7
October 18, 2009, 02:31:26 PM
QuoteTaking suggestions for Main Play Mod 7 (I know I said 6 was going to be the last one but I'll get to that in a sec).

Well, Battlebelk deserves my thanks. Now it is possible to get BF2 terrain into BF1, which means first and foremost, MPM 7 will have never-before-seen maps from BF2 in BF1 (such as Geonosis Plains).

CHANGES TO THE UNITS (not finished):
-General skins cleanup.
-The snipers will each have a three-shot variant of the Blaster Rifle.
-Dark Trooper restored for mod maps (however, it is buggy in that it doesn't have jetpack sounds, despite the ODF being correct)

List of maps to be included (not finished):

Coruscant: Jedi Temple
Geonosis: Plains
Death Star: Interior
Naboo: Theed (Nighttime)

QuoteI'll be doing new mission.lvls for some of the maps I have downloaded. I've also created a side called "OLD.LVL" which contains the original Droid Starfighter and Jedi Starfighter, so  I can have those loaded in old-styled CW maps.

The ARC Trooper weapons will get a slight overhaul in that the ARC Infantry (standard ARC trooper) will carry the proper weaponry, it will be more powerful, but slower to fire than a standard Blaster Rifle.

I'll take suggestions in what I should adapt, although at the moment I'm going to be doing the following:

* Coruscant City
* Coruscant Streets
* Coruscant: Jedi Temple (Reconvert)
* Kamino: Nuroica City (ARC Troopers)
* Kashyyyk: Wookieland
* Kashyyyk: beachhead (BF2 Conversion map)
* Mustafar: Refinery
* Mygeeto: War-Torn City
* Utapau: Sinkhole

New missions:

Hunt Mode will be expanded so that there will be two hunt options per mission mod - this cuts back on the number of maps in addon. Details pending.

Okay, so I announced that I had made the transition to BF2, and initially I was just going to let the BF1 project die. But now I see that I might just finish the original project before I leave. It will be cut back a little bit, there won't be as much fancy stuff going on in it as there was originally.

I would like suggestions, aside from the above. If nobody wants this mod and would rather me get on with the SWBF2 version, I shall get the mods to lock the thread.
#2284
Requests / Re: clone turbo tank
October 18, 2009, 12:50:12 PM
I think the most difficult would be that it would require re-assembling the static model (which is in several parts), and also acquiring Dragonum's permission - it's on GameToast in the Assets section, I think it's "Kashyyyk World Assets"
#2285
Requests / Re: clone turbo tank
October 18, 2009, 09:02:22 AM
My Snail Tank also hovers on water :P
#2286
No, not really worth a conversion. There's minor differences between all of the maps, for instance, Endor has no destructable Shield Bunker CP, Hoth has no tunnel to the Shield Generator etc.
#2287
Quote from: Radical_Pi on September 28, 2009, 09:05:36 PM
Another thing I've noticed: there is one SWBF2 ODF that crashes ZE always. I believe it is tan4_bldg_corridor_02_c. To fix, open up the .wld file (or lyr, usually wld in the swbf2 usage) and delete any objects with the name in it.

I don't think this is the ODF, as it's setup exactly the same as a normal ODF. I think it might have something to do with the model itself, its properties or suchlike.
#2288
That's okay, I have had that at times on other forums. Never here though, very strange...

I did include the localization folder I used in the Main Play Mod with my re-release of the assets here:

http://www.megaupload.com/?d=DNYTXDKT

Edited by buckler:  Links broken, if anyone has these files, please let me know and we can put them up here.


This could be used to help those who don't quite know what goes where.
#2289
Requests / Re: clone turbo tank
October 17, 2009, 12:30:52 PM
There's pretty much nothing that a Turbo Tank has that's out of SWBF's limitations.

The main problem would be how to get the wheels rolling.
#2290
I was about to suggest that!

It's not a bad price either, as you don't need a CD Key or even a CD! The only catch is that it must be run through the Steam app.
#2291
Why have you said the same things thee times now? They call that bumping.
#2292
Okay, so with my purchase of SWBF2 over Steam, I decided to abandon the Main Play Mod 7 ideas I had for BF1, and instead incorporate them, and other ideas that I knew would NOT work in BF1, into BF2.

So here's some of the NEW things I came up with:

- Unlike MPM 1, which overrode the game's original sides, this MPM 2 will not be doing that. Instead it can be run alongside some other mods like BFX, or even the Conversion Pack.
- Taking advantage of the Unit System in BF2 allows me to have 8 unit types per side. I've come up with a new "Special", and a "Commander" unit for each side. So now this means I can redo the units I had to combine in BF1 to fit the five-class system. So here's what I have:

Republic: Clone Assasin, Clone Commander
CIS: MagnaGuard, Droid Commander
Rebels: Rebel Elite (Katarn-Armoured), Rebel Commander
Empire: Incinerator Trooper, Stormtrooper Commander

New Heroes:
-All heroes will have expanded Force Powers, much like The Dark Times and BFX.

So here's a list of new heroes. Some are inherited from the BF1 Main Play Mod:

-Galen Marek (aka Starkiller)
-Shadow Guard
-Darth Sidious (Younger)
-Other-Episode versions of Obi-Wan and Anakin
-Asajj Ventress
-Kit Fisto (not the same as the DLC)
-Darth Maul (Tatooine)

If you're wondering, the Katarn-Armoured Troop will be appearing as the prototype Incinerator Trooper on some maps.

The Empire, dependant on the mission, also switches between the Dark Trooper and Sky Trooper classes, although I was thinking of changing the Sky Trooper to be a Jump Trooper instead and having the Sky Trooper from the Imperial Side as a Jet Trooper for the Republic.

In the future, I hope to implement the following things:

- Reconversion of all BF1 Maps to allow a BF1-Campaign mode
- MPM Classic Mode which allows you to play with the classic MPM units.
- A possible Objective-based mode which would allow gameplay based off either Jedi Power Battles or The Force Unleashed.

No screens yet as I'm still tweaking things about with the sides. But I thought I'd announce it anyways.
#2293
Requests / Re: New Droid Looks (Somewhat)
October 10, 2009, 11:08:22 AM
See for yourself. As I'm moving platforms with the Main Play Mod, I've deiced to release what I had done so far for MPM 7 as assets.
#2294
IDK if this is all for you but MegaUpload doesn't make me wait, and it's fairly reasonable download speeds now (up to about 400kbps)
#2295
Well, the Conversion Pack (which is AMAZING!) has inspired me to migrate the Main Play Mod to BF2 instead!