SWBFGamers

Modding for the Original SWBF1 and SWBF2 => SWBF1 Modding => Topic started by: Giftheck on October 18, 2009, 02:31:26 PM

Title: Main Play Mod 7
Post by: Giftheck on 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.
Title: Re: Main Play Mod 6.5
Post by: Jon415 on October 29, 2009, 03:28:31 PM
please continue with the swbf1 project-i dont have swbf2 but i love the main play mods :happy:
and where can i get the hunt and those other things??
i cant seem to find them anywhere >:(
Title: Re: Main Play Mod 6.5
Post by: Giftheck on October 29, 2009, 04:07:19 PM
They're on SWBF Files. Check my profile there.

Don't worry, I intend on finishing this, it just may not be until after V1 of MPM2 is released.
Title: Re: Main Play Mod 6.5
Post by: Jon415 on October 29, 2009, 05:00:09 PM
thanx for the info
Title: Re: Main Play Mod 6.5
Post by: Jon415 on October 31, 2009, 07:58:35 AM
the only thing on filefront is the mpm assets
Title: Re: Main Play Mod 6.5
Post by: Giftheck on October 31, 2009, 09:55:19 AM
Not FileFront, Star Wars Battlefront Files. Look under Mods. If you get lost, go into the MPM page, and click my username there.
Title: Re: Main Play Mod 6.5
Post by: Jon415 on October 31, 2009, 07:48:10 PM
ok thanx
Title: Re: Main Play Mod 6.5
Post by: Jon415 on October 31, 2009, 08:02:46 PM
i cant seem to find where to get to the profiles...do i have to be a member?
Title: Re: Main Play Mod 6.5
Post by: Xfire Keenmike aka cull on November 01, 2009, 12:49:16 AM
i read you are working on a different sides line up. i just had to get my idea up. i will post in a release place now. thanks for reading.

anything to further the game is good. i am glad you are asking for ideas. i have both
swbf1 and 2 and i will be able to experience any mod. i favor swbf1 more. i am still
learning my place in the star wars battle front game play. i will post my ideas. i would
like to see a rebel side line up and an imperial side line up. the ships are not as
important as the sides.


the gunner        i would like him to be the wookie.


the vanguard      i would like him to be luke with a black glove and to have the force as
                       animation when the rockets shoot. i would like the rockets to be exchanged inplace of them a small object like a piece of a health dorid or ammo droid piece or even a small pipe or control panel part.


the medic pilot   i would like this to be han solo with a shot gun. everything else would be the same.


the sniper        i would like this to be princess leia, it would be perfect if she could be like in the movie when she is dressed skimpy in the jabba the hut escape out fit.                 (https://www.swbfgamers.com/proxy.php?request=http%3A%2F%2Fcostumes.lovetoknow.com%2Fimages%2FCostumes%2Fa%2Fa4%2FPrincess_leia.jpg&hash=53f343f3b41546978256b4ecd1cfe96356587a8e)


the wookie         i was thinking this could be the gunner from bf2 or a small character
                       that would look cool when used over and over. the object is to pick a small little guy that would look like he is on steroids. the cross bow is fine the morter launcher i was wanting to give the animation of tossing a grenade, no gun.


believe it or not the imperial sides i would just want zombies. i was hopping to find the
mesh of a bloody skeleton in rancors screen shots. (https://www.swbfgamers.com/proxy.php?request=http%3A%2F%2Fscreenshot.xfire.com%2Fscreenshot%2Fsmall%2Fa9f5cd21b44eef988bde9576688231a62c3d362b.jpg&hash=cb511dd7c392eda6515964269ecfb7b0645fe6fe)(https://www.swbfgamers.com/proxy.php?request=http%3A%2F%2Fscreenshot.xfire.com%2Fscreenshot%2Fsmall%2F345bb6fa8c93f9b0e4f39f8680c87a73c42c4613.jpg&hash=f1e776738753df8fd5d8a3de28444d5fcd140005)(https://www.swbfgamers.com/proxy.php?request=http%3A%2F%2Fscreenshot.xfire.com%2Fscreenshot%2Fsmall%2F4decea6a60a8e71d084a8a0440e71aa21389ade2.jpg&hash=c1f7dcf2f7afaf95719206d67479e43d00745f4e)(https://www.swbfgamers.com/proxy.php?request=http%3A%2F%2Fscreenshot.xfire.com%2Fscreenshot%2Fsmall%2F76e91f3909ec5fa877aa93ef2dfc08a4e9bd0d1e.jpg&hash=cc500eb397291fe23f8f3a31040a3d44f3d24790)

at times i would like to be able to use the zombie skimesh mod and then when ever i want i can use the regular imperials.

this is what i mean when i use these words
skimesh mod is a mod with skins changes, mesh changes, and weapons changes for the shipped troops in regular game play. the animations may change and weapons gun types may change but the weapon values can not. by keeping the weapon values the same you get the ability to play with others in a server who dont have the skimesh mod. the best part is you wont crash because of the changes.
mod is a file with changes that affect the game
mode is the act of physically changing the game files 
mode is also what is you mode or status or mood at the moment?
Title: Re: Main Play Mod 6.5
Post by: Jon415 on November 01, 2009, 08:15:01 AM
hmm
that sounds pretty cool except it wouldnt really be a realism mod-more like a crazyish mod
Title: Re: Main Play Mod 6.5
Post by: Giftheck on November 01, 2009, 09:30:17 AM
Sorry, Keenmike, I like the sides setup I have used in the MPM since the start.
Title: Re: Main Play Mod 6.5
Post by: Xfire Keenmike aka cull on November 01, 2009, 06:37:59 PM
no problem, thanks for reading.
Title: Re: Main Play Mod 6.5
Post by: Jon415 on November 02, 2009, 03:29:38 PM
QuoteI'll take suggestions in what I should adapt, although at the moment I'm going to be doing the following:
Do you think you would be able to adapt death star interior?  It would look pretty cool to have a bunch of death star troopers there..
Title: Re: Main Play Mod 6.5
Post by: Giftheck on November 03, 2009, 09:11:18 AM
Actually, I was thinking of doing that, but the Death Star Engineer would be the Pilot only, rather than the other troopers.
Title: Re: Main Play Mod 6.5
Post by: Jon415 on November 03, 2009, 01:50:13 PM
you could make the flame troopers have a variation of the death star uniforms to make it seem more like the death star
Title: Re: Main Play Mod 6.5
Post by: Giftheck on November 04, 2009, 02:11:00 PM
I've been fiddling about with the idea of adding in some of the proposed BFIII/Elite Squadron stuff, porting three heroes from MPM2. I have been working on X1 and X2 for BF2, and those could easily be ported. The other one is Dark Kenobi. Anyways, here's a picture of the X1/X2 "Clone" model.

(https://www.swbfgamers.com/proxy.php?request=http%3A%2F%2Fi23.photobucket.com%2Falbums%2Fb356%2Fggctuk%2Fx1.jpg&hash=471bdacbb017544aa177d56e7b2730c5da3c4d5c)

X1 would be an Imperial hero and X2 would be Alliance.
Title: Re: Main Play Mod 6.5
Post by: Jon415 on November 04, 2009, 04:08:36 PM
taht sounds good, but the pictures are blocked on the computer that im using atm (its at school) so ill see if i can get a chance to look later.
Title: Re: Main Play Mod 6.5
Post by: Unit 33 on November 07, 2009, 04:36:01 AM
Oh, that's nice idea to bring in some of the elite squadron characters,
do you plan to bring any others in from other games, from TFU you
could have Rahm Kota ?
Title: Re: Main Play Mod 6.5
Post by: Giftheck on November 07, 2009, 10:13:07 AM
I can't model, and Maveritchell is the only modder with access to a model of Rahm Kota, but it would be cool to have him.

For BF2, I was going to have an Elite Squadron mode, based on the DS version of Elite Squadron, but I could have some mission maps in a separate pack for this.
Title: Re: Main Play Mod 6.5
Post by: Jon415 on November 09, 2009, 04:02:22 PM
It would be nice to have the same sound effects from the mustafar: tying up loose ends and kamino: changing of the guard mission maps for this mod.
I love the new sounds of weapons firing and it provides a nice chande from the stock sfx.
Title: Re: Main Play Mod 6.5
Post by: Giftheck on November 10, 2009, 01:39:52 AM
I think I can do that, I'll have to test it thoroughly though, but since I could load missing stock SFX for new vehicles into the stock maps (like Bespin Platforms CW which uses X-Wing and Y-Wing sounds, as well as TIE sounds), it should be possible.
Title: Re: Main Play Mod 6.5
Post by: Jon415 on November 10, 2009, 01:43:34 PM
Also if it yould be possible to have new sfx for the droids and rebs and everyone that would be a lot cooler than just the stock sounds.  Half of the reason that i play kamup and musup is just for the cool gunfire sounds :P
Title: Re: Main Play Mod 6.5
Post by: Giftheck on November 10, 2009, 02:55:53 PM
No, I won't be replacing all sounds, just the ones I don't like, or no longer fit. As about 80% of the SFX is used universally (IE the droid guns are used in almost all games I've played with the CIS/Trade Federation in them) I do not intend on replacing them all.
Title: Re: Main Play Mod 6.5
Post by: Jon415 on November 10, 2009, 03:24:05 PM
Yea the droid guns are pretty good as they are, but i still think you should use all of the sounds from the kam and mus mission pack for the imps and clones.
Title: Re: Main Play Mod 6.5
Post by: Giftheck on November 11, 2009, 03:03:57 AM
I will be doing. Perhaps some other new ones too.
Title: Re: Main Play Mod 6.5
Post by: Giftheck on November 15, 2009, 01:55:28 PM
BF2's giving me a bit of aggro at the moment (some units refuse to appear on certain maps, I don't know why yet) so I've gone back to BF1.

Yup, the new stuff is being munged and tested over the next week. Expect a beta soon.
Title: Re: Main Play Mod 6.5
Post by: Unit 33 on November 16, 2009, 07:29:26 AM
Hurrah !
I really think ggctuk should be recognised for his
efforts in SWBF1 land...
Title: Re: Main Play Mod 6.5
Post by: Giftheck on November 16, 2009, 02:37:16 PM
Thanks!

This time around, you will only need to replace core.lvl and mission.lvl. Because of the new sounds I've added, I didn't want mod maps to have empty sounds. So I've basically preserved the original sides, which mod maps will use, and the MPM sides will be used by the new mission.lvl files I include. This way, there's no missing dark trooper on mod maps. Downside is, that you won't be able to play MPM sides on maps that I have not overridden with new mission.lvl files.
Title: Re: Main Play Mod 6.5
Post by: Jon415 on November 17, 2009, 01:48:30 PM
So the mpm wont work on any maps that you have not made a mission .lvl for?
Will the game crash or will there just be regular sides or something?

QuoteExpect a beta soon.
:cheer:
Title: Re: Main Play Mod 6.5
Post by: Giftheck on November 22, 2009, 01:31:29 PM
Regular sides. I have it so that the new sides reside in a child folder of the standard "SIDE" folder.

I'm also attempting to modify some of the maps. Because of errors in the past with ZeroEditor and munging edited shipped maps, I'm not changing the maps in ZeroEditor, but rather the LYR files.
Title: Re: Main Play Mod 6.5
Post by: Giftheck on November 23, 2009, 07:09:25 AM
Okay, screens time:

X1 (his kama is missing although I hex-edited it in):

(https://www.swbfgamers.com/proxy.php?request=http%3A%2F%2Fi23.photobucket.com%2Falbums%2Fb356%2Fggctuk%2Fscreenshot_0006-2.jpg&hash=4d0dcd3c4f1e6f3b1357b7e41622a2781edc822e)

K-Wing:

(https://www.swbfgamers.com/proxy.php?request=http%3A%2F%2Fi23.photobucket.com%2Falbums%2Fb356%2Fggctuk%2Fscreenshot_0007-3.jpg&hash=89be3337c96533f96d356ec705dd95987e56d4a5)

(courtesy of psych0fred)

Flyer Domes in other maps:

(https://www.swbfgamers.com/proxy.php?request=http%3A%2F%2Fi23.photobucket.com%2Falbums%2Fb356%2Fggctuk%2Fscreenshot_0008-1.jpg&hash=db43241b589295cd1fc44dc137c433ec654b3e91)
Title: Re: Main Play Mod 6.5
Post by: Jon415 on November 23, 2009, 04:32:16 PM
For the last mpm i had a hard time installing it (took two days).  Do you think you can include an installer with this one?  Ive downloaded some really complicated mods in the past, but there was always insinstaller .exe, which did not work on my mac; it just randomly launched the swbf app if i clicked it.  Even though the .exe was in installer for a completely different game, if just launched swbf  :confused:
So, and installer for the mac would be appreciated.
Title: Re: Main Play Mod 6.5
Post by: Giftheck on November 24, 2009, 01:03:29 AM
Okay, I'm having loading troubles with the CW era with the new maps I've compiled. I don't know why, but they worked fine in GCW.
Title: Re: Main Play Mod 6.5
Post by: Giftheck on November 28, 2009, 03:31:14 PM
Okay, I have some retooling to do with the Republic/CIS sides as they keep on freezing the game upon load (The Load dial still spins but I waited about ten minutes before giving up). This happens on ALL levels, not just the ones I've changed. So I'm going back to the assets I released, pairing it with the amended weapons ODFs I have, and remaking the Republic and CIS LVL files again.

I can say for certain it's not the new vehicles. I made a separate side LVL, thinking that the MTT was the cause, but if the MTT was the cause, I would now have no working eras (as the side LVL contains all vehicles).

On the upshot, I've inserted the following new vehicles into the game:

- K-Wing
- MTT (needs testing, can't get on to do it just yet as CW era freezes)
- Virago Fighter (NOTE: Those who played my Naboo: Prototype conversion will know this)
- Scarab Fighter (NOTE: Those who played my Naboo: Prototype conversion will know this)
- V19 Strafighter (NOTE: Those who played my Naboo: Prototype conversion will know this)
- TIE X1 (NOTE: Those who played my Naboo: Prototype conversion will know this)
- Rebel Attack Speeder (From BF2, on Yavin IV Arena, and Tatooine: Mos Eisley)
- AT-XT
- Light Attack Speeder (NOTE: Those who played my Naboo: Prototype conversion will know this)
- Rebel Hovernaught

I do have the AT-PT but I have yet to figure out where to put it ingame. I was thinking of either creating 2 Mission LVL files - one with Naboo Guards in Theed, one with Rebels, or just having rebels, and instead having the Naboo Guard variation as a separate addon mission with the pack.
Title: Re: Main Play Mod 6.5
Post by: Unit 33 on November 29, 2009, 04:24:59 AM
Wow, you're going all out this time !
What maps are the Hovernaut and MTT going into ?
Title: Re: Main Play Mod 6.5
Post by: Giftheck on November 29, 2009, 08:46:19 AM
MTT will be available on Rhen var Harbor (If the CIS capture the Republic's staging CP), and on Naboo Plains (I'm using some unused vehicle spawn points here). Hovernaught will be the same on Rhen Var and it will also be on Naboo Plains too, although I have yet to figure out where else to put it.

As a consequence, on Naboo Plains, Imperials start with a couple of AT-ATs, and if the Republic/Alliance capture their CP, they will get AT-TEs/Hovernaut.
Title: Re: Main Play Mod 6.5
Post by: Unit 33 on November 29, 2009, 09:04:30 AM
That will surely spice up Naboo, thanks !
Title: Re: Main Play Mod 6.5
Post by: Giftheck on November 29, 2009, 10:34:02 AM
That is if I can even get the Clone Wars to work again. For some odd reason, I have yet to fathom it, but the damn thing freezes at the end of load. The dial still goes.

I've even tried loading the stock levels and removing any and all references to the new CW, which makes me conclude one thing only: An error with the additional sound files is causing this.

EDIT: Confirmed, it is the sound file. It doesn't like the MTT sounds I included, either that or I forgot to add some in there. In any case, I've fixed it for now by removing the sounds. Kashyyyk is throwing a temper-tantrum at the moment, but I will get it working.

The AT-XT works beautifully. I have armed it with the Republic Fighter's cannons (rather than the AT-ST's cannons), and the AT-RT's mortar launcher.

In the meantime, here's a couple of new shots, pretty much proof-of-concept:

(https://www.swbfgamers.com/proxy.php?request=http%3A%2F%2Fi23.photobucket.com%2Falbums%2Fb356%2Fggctuk%2FFlyerDomesCW.jpg&hash=b5069e37d02a3c65ab3cd693ba58017bb92bea16)
(https://www.swbfgamers.com/proxy.php?request=http%3A%2F%2Fi23.photobucket.com%2Falbums%2Fb356%2Fggctuk%2FATXT.jpg&hash=ebec67873c558e40dd8eb2a97e9c6fa05194fab7)
Title: Re: Main Play Mod 6.5
Post by: Jon415 on November 29, 2009, 06:18:01 PM
Whats a hoovernaut?
Those vehicles look cool :tu:
Title: Re: Main Play Mod 6.5
Post by: Giftheck on November 30, 2009, 03:01:07 AM
The Alliance Hovernaut is a command tank cut from the game. It acts as a mobile spawn point exactly the same as an MTT, AT-AT or AT-TE.

EDIT: Kashyyyk is being infuriating right now. It refuses to play the standard SFX when I have the custom SFX file loaded. Kashyyyk is the ONLY planet that happens on! And, as an addition, it ONLY happens in CW (GCW works fine)

Okay, a few more screens to show:

(https://www.swbfgamers.com/proxy.php?request=http%3A%2F%2Fi23.photobucket.com%2Falbums%2Fb356%2Fggctuk%2FMTT.jpg&hash=ea6f33e31db6d77d2e8e2e23d3a879842d72abba)

The MTT is slow-moving, but it has cannons which fire two coupled shots at a time. A Republic Fighter Tank would soon fall beneath the barrage.

(https://www.swbfgamers.com/proxy.php?request=http%3A%2F%2Fi23.photobucket.com%2Falbums%2Fb356%2Fggctuk%2FIncinerator_no_pack.jpg&hash=c2f98e39392a51f7b4541975c3bcde9585e6ad37)

New 501st skin for Kashyyyk Imperials:
(https://www.swbfgamers.com/proxy.php?request=http%3A%2F%2Fi23.photobucket.com%2Falbums%2Fb356%2Fggctuk%2F501_Storm.jpg&hash=a3f6796b678ef2e8a6da344a2914369d3aba9a77)
Title: Re: Main Play Mod 6.5
Post by: Jon415 on November 30, 2009, 04:33:17 PM
I think the 501st skins could use some work.  Maybe its just that photo, but it looks like the helmet is a cross between a phase 1 clone and a stormtrooper.  As for the markings, im not a big fan of the helmet paint.  Im just trying to provide some constructive feedback.
Title: Re: Main Play Mod 6.5
Post by: Giftheck on December 01, 2009, 01:20:54 AM
The paint is supposed to look like that since I got the skins from the Conversion pack. You are close - that is actually a Phase II texture for the helmet. I think it more closely resembles the PS2 501st from The Force Unleashed, and that was my goal, after all.
Title: Re: Main Play Mod 6.5
Post by: Jon415 on December 01, 2009, 01:53:57 PM
Hmm. I like regular stormtroopers better, and ive never seen the stormies up cloes.  if galak marel (i think thats his name) were in the map that would be cool.
Title: Re: Main Play Mod 6.5
Post by: (DW)skelltor on December 05, 2009, 12:04:21 PM
it looks nice so far i would like to see u give the magna gard like 20 rockets in his lancher and fire really fast but not do much damage and to lanch guys much farther then normal rocket lanchers and unlimited jumping and jumping highter and is there a way to make jump packs have ammo insted of recharge cuz i read that a jump pack ionaly had a nuff fule 4 like 30 jumps sorry that a kinda a lot of stuff
Title: Re: Main Play Mod 6.5
Post by: Giftheck on December 05, 2009, 01:05:23 PM
Okay, DEVISS-REX has kindly donated a new model to me. it's the Clone Trooper with a Stormtrooper helmet, and it'll be used as the main skin for the Imperial 501st here - it looks a dmaned sight closer to the PS2 version of the Phase II-point-V clones seen in the prologue mission.
Title: Re: Main Play Mod 6.5
Post by: Jon415 on December 05, 2009, 01:40:46 PM
got a screen of it?
Title: Re: Main Play Mod 6.5
Post by: Unit 33 on December 05, 2009, 01:46:44 PM
Anyhow, I know you did slave over tuning the flame thrower but I think it needs a little tweaking,
either that or the Flame trooper could be given a third primary weapon, a pistol or something ?
I'm fairly sure units can be given three weapons ?
The Clone Commando in the elite troops mod had a rifle, pistol and a grenade launcher, if I am not mistaken.
And this may all be too late in the day for suggestions, but I preferred the magna guard without the cape...
Sorry I didn't think of all of this earlier  :slap:
Title: Re: Main Play Mod 6.5
Post by: Giftheck on December 05, 2009, 02:06:14 PM
Yes, the Commando may have more than two primary weapons, however, they were primary weapons. In total, I believe a unit can only have four weapons.

Here's a screen of the new unit (this here's from my Mission Mod that's coming up, but it'll be essentially the same):

(https://www.swbfgamers.com/proxy.php?request=http%3A%2F%2Fi23.photobucket.com%2Falbums%2Fb356%2Fggctuk%2FDeviss_clone_stormtroopers.jpg&hash=1123336dd1ca75b9dc93507226aa7aaf9cf27fde)

At first glane you might say this is just a Phase II clone, but look a bit more carefully at the helmet.

This is how the Clone Troopers looked in the PS2/Wii version of The Force Unleashed.
Title: Re: Main Play Mod 6.5
Post by: Jon415 on December 05, 2009, 02:13:06 PM
Those are awsome :tu:
Title: Re: Main Play Mod 6.5
Post by: titus labienus on January 03, 2010, 09:42:56 AM
I like the main play mod a lot. It's without doubt the best mod ever created for BF1 but there are still something to change I think. There is some problem with clone commander on tatooine. There is an "unidentifiable" object under him which is somehow sticked with him. You cannot see it on first sight but when you jump or use jetpack you can see that thing. I also think that shots from clone commander's shotgun would have been blue.
Title: Re: Main Play Mod 6.5
Post by: Giftheck on January 04, 2010, 02:21:29 AM
That "thing" is a bone-root mesh that isn't supposed to appear. However, it does for some reason and I have yet to figure it out. The AT-RT Driver on Kashyyyk also has the same problem too.
Title: Re: Main Play Mod 6.5
Post by: Jon415 on January 05, 2010, 09:10:59 PM
On the times i have played as an AT-RT pilot, i do not remember seeing a bone root mesh or anything below him.
And i do agree with titus labienus that the shotgun shots should be blue.
Title: Re: Main Play Mod 6.5
Post by: Giftheck on January 06, 2010, 11:20:52 AM
Yep, I will change that. It's just that I based it off the Dark Trooper's shotgun.
Title: Re: Main Play Mod 6.5
Post by: Giftheck on January 08, 2010, 10:23:38 AM
Some new screens from kashyyyk (sounds are now fixed for CW era - I had to create a different sound LVL file that uses less shipped sounds for it)

(https://www.swbfgamers.com/proxy.php?request=http%3A%2F%2Fi23.photobucket.com%2Falbums%2Fb356%2Fggctuk%2FTFUStormtrooper.jpg&hash=a5a9a734cff7cb0ae91343266252345362b86b74)
(https://www.swbfgamers.com/proxy.php?request=http%3A%2F%2Fi23.photobucket.com%2Falbums%2Fb356%2Fggctuk%2FHeavy_Trooper.jpg&hash=e07a3d4c0f596702fa276d1f26720065454d544f)
(https://www.swbfgamers.com/proxy.php?request=http%3A%2F%2Fi23.photobucket.com%2Falbums%2Fb356%2Fggctuk%2FNewKashyyyk1.jpg&hash=f60239bbf9d7fdeb9c909352cccfb11c4faf469a)
(https://www.swbfgamers.com/proxy.php?request=http%3A%2F%2Fi23.photobucket.com%2Falbums%2Fb356%2Fggctuk%2FKashyyyk_Heavy_Trooper.jpg&hash=92448ae12faa060cd4d11b09a2f493aa6d2cf3f9)

Yep, you saw right - I've gone and replaced the BF1 Kashyyyk textures, and some bits (like the huts on the platforms) with new stuff straight from BF2!

The Heavy Trooper is there as a "Demo" to my next project, a generic sides mod based on The Force Unleashed and The Clone Wars TV series. It's only playable on Kashyyyk, and is NOT an alternative skin to the Incinerator (unlike the Imperial Katarn Armoured Trooper on Naboo)

That is also a new font. BF2's FontEdit and FontMunge programs are backwards compatible, it seems.
Title: Re: Main Play Mod 6.5
Post by: Jon415 on January 08, 2010, 08:54:41 PM
Woa
that looks awsome!!!

The new font looks a little small on the reinforcement counter though
Title: Re: Main Play Mod 6.5
Post by: Giftheck on January 09, 2010, 02:53:30 AM
Fonts generally don't look as good in SPTest (which is where these screens come from - green strip removed courtesy of Battlebelk's SPTest Loader).

I found four empty vehicle spawn points in Kashyyyk, two by the bridges descending from the pier CPs. I'm going to see what I can put there (probably IFT-Ts and Combat Speeders)
Title: Re: Main Play Mod 6.5
Post by: Unit 33 on January 09, 2010, 05:03:08 AM
I think maybe Kashyyyk could put those two seater speeder bikes to good use,
perhaps they could spawn in the unused spawn points ?
Title: Re: Main Play Mod 6.5
Post by: Giftheck on January 09, 2010, 10:50:00 AM
You mean the ones in Naboo: prototype?

I've filled the spots with IFT-Ts and Combat Speeders respectively. It's not fair to have something that light against heavier vehicles such as the Spider Walker, Snail Tank and AT-ST.

I tried putting them into Yavin IV: Temple, but anything bigger than a speeder bike ends up colliding with an invisible wall before they get outside the Temple.

I'm also looking for three or four beta testers. This time I don't want to take chances with mine being one of the few systems that runs the game smoothly.
Title: Re: Main Play Mod 6.5
Post by: Hardcore on January 09, 2010, 11:42:33 PM
Ill test it for you, just let me know when.
Title: Re: Main Play Mod 6.5
Post by: Unit 33 on January 10, 2010, 03:05:53 AM
I'd be happy to test, I'll do my best to give some constructive feedback.
Just PM me when ever.
Title: Re: Main Play Mod 6.5
Post by: Giftheck on January 10, 2010, 08:56:59 AM
Thanks!

I just got a few more kinks to iron out first, but perhaps a beta might be ready some time in the next couple of weeks.

Some minor aspects regarding the campaign will have changed too. For instance, you'll face smugglers in Mos Eisley's Campaign mode instead of Rebels. You'll probably face Kota's Militia in the Dune Sea.
Title: Re: Main Play Mod 6.5
Post by: Jon415 on January 11, 2010, 03:40:22 PM
I can be a beta tester
Title: Re: Main Play Mod 6.5
Post by: Xfire Keenmike aka cull on January 12, 2010, 12:59:21 AM
ggctuk, I am still here, cool pictures.
Title: Re: Main Play Mod 6.5
Post by: Giftheck on January 12, 2010, 06:41:23 AM
The Alliance Hover Tank is in. At the moment, with it set up like the BF2 vehicle, it's waaaay too overpowered (can take an AT-ST down in about 10 seconds). So to tone it down the vehicle won't be having explosions for the lasers. Heck, I might just do that for all ground vehicles except for the massive ones (AT-TE, AT-AT, Hovernaut and MTT)
Title: Re: Main Play Mod 6.5
Post by: Jon415 on January 12, 2010, 01:56:27 PM
Exploding lasers?
If you mean by that the element in the lasers that make people go flying and die from an indorect hit i think thats a good idea, except maybe for the AT-STs.
They just always seemed too underpowered to me....
Title: Re: Main Play Mod 6.5
Post by: Giftheck on January 13, 2010, 11:23:18 AM
I was just thinking of modifying the Alliance Attack Speeder and the AAT to do this.
Title: Re: Main Play Mod 6.5
Post by: Xfire Keenmike aka cull on January 13, 2010, 11:51:01 PM
Good ideas, I will be here when you are done.
Title: Re: Main Play Mod 6.5
Post by: Jon415 on January 15, 2010, 03:19:34 PM
Yea i always thought the AAT and rebel speeder were too powerful....
Title: Re: Main Play Mod 6.5
Post by: Giftheck on January 18, 2010, 02:32:18 PM
Navy Commando on Bespin:

(https://www.swbfgamers.com/proxy.php?request=http%3A%2F%2Fi23.photobucket.com%2Falbums%2Fb356%2Fggctuk%2FNavyCommando.jpg&hash=1c491602ade4bd201cad3867dbd261a6d11d7465)

Not much new on the scene. The Campaign version of Mos Eisley no longer has Rebels, but sticks a bit closer to the briefings. Now you have to fight the locals instead, including the Jawas which are armed with ARC Casters :O
Title: Re: Main Play Mod 6.5
Post by: Jon415 on January 19, 2010, 01:49:19 PM
Cool :tu:
These changes will help make the bf1 campaign less horrible.
Title: Re: Main Play Mod 6.5
Post by: Giftheck on January 20, 2010, 02:09:01 PM
Okay, so here we go with a status update:

- Split up the Clone legions into separate LVL files. It's less cluttered for me that way. Heroes and Villains also have their own seperate LVL files too.
- Yavin IV: Temple has been added back into the mod. Instead of modifying the Temple CP, I've modified the Overlook CP to give the Alliance a Light Attack Speeder and the AT-PT if they capture it.
- I've chosen a few custom maps to remake the mission files. They include: Corsucant: Streets, Coruscant: City, Felucia: Marshland, Kashyyyk: Wookieland, Kashyyyk: Beachhead, Mustafar: Refinery, Mygeeto: War-Torn City (possibly reconverted), Kamino: Cloning Facility (reconverted by me), Utapau: Sinkhole (considering reconverting this myself to fix collision issues), Coruscant: Jedi Temple (Possible reconversion dependant on whether I can get certain props re-exported with the proper names for their collisions - I've got some fixed already such as the Library), Death Star: Interior, possibly a space map if I can find BF2 source files for space maps.
-Many new SFX have been brought in for various weapons. For instance, the AT-ST's main guns sound correct now.
- Jon415, UNIT33 and Hardcore are the beta testers.

I'll see about a trailer sometime soon.
Title: Re: Main Play Mod 7
Post by: Xfire Keenmike aka cull on January 23, 2010, 01:13:55 AM
I can't wait. (http://www.udgaar.in/wp-content/uploads/2009/04/12345.jpg)
Title: Re: Main Play Mod 7
Post by: Darth Verik on January 23, 2010, 03:10:26 AM
is this a sort of mod map/map pack?
Because if its just a mod it would be ashame
Title: Re: Main Play Mod 7
Post by: Unit 33 on January 23, 2010, 04:06:35 AM
It's not 'just' a mod Verik.
The mod affects the whole game-play of SWBF, new maps, sides, sounds, music, skins and weapons, so it ain't 'just' a mod.
Title: Re: Main Play Mod 7
Post by: Darth Verik on January 23, 2010, 04:35:36 AM
Allright....THE mod should be a mod map, because then you can also play it online whitout those noobs who never played whit a mod dont need explanation
Title: Re: Main Play Mod 7
Post by: Giftheck on January 23, 2010, 04:46:44 AM
Quote from: UNIT33 on January 23, 2010, 04:06:35 AM
It's not 'just' a mod Verik.
The mod affects the whole game-play of SWBF, new maps, sides, sounds, music, skins and weapons, so it ain't 'just' a mod.

Actually, there's no new music unless I add it to the custom maps I mod. But, yeah, it's more than 'just a mod', although it started out 'just a mod'. Version 6 is currently available on SWBFFiles if you want an idea of what to expect in Version 7.

The fonts you see in the above screenshots are not going to be included. I just did that as a test to see if the FontEdit/FontMunge tools from the BF2 Mod Tools worked with BF1, and they do. The standard BF1 font (AmmarilloUSAF) will remain.
Title: Re: Main Play Mod 7
Post by: Giftheck on January 27, 2010, 11:12:01 AM
I'm creating audio for the trailers. I decided to have a short 'story-tell' with each. There will be trailers for each faction. I've started work on the Imperial Trailer. I've already recorded Palpatine's dialogue for it. I haven't decided on the characters for the other trailers yet. Yoda will probably be in the Rep trailer, Dooku in the CIS trailer and Ackbar in the Alliance Trailer.

I'll start scouting for voices soon.

In other news, I'm going to use HD models for the Clones.
Title: Re: Main Play Mod 7
Post by: Giftheck on March 03, 2010, 10:07:19 AM
Update:

http://www.youtube.com/watch?v=E6DpKp4Gxho
Title: Re: Main Play Mod 7
Post by: Nikoli on March 03, 2010, 04:48:16 PM
You can use the ARC trooper stuff I've got. Only thing is that you would have to give credit to the people who made the heavy ARC trooper
Title: Re: Main Play Mod 7
Post by: Giftheck on March 04, 2010, 06:35:07 AM
Thanks, but I don't really need to. Aside frokm the 6-unit thing, I've got everything else set out how I want it to be.
Title: Re: Main Play Mod 7
Post by: Unit 33 on March 05, 2010, 09:18:50 AM
Wasn't it Napseeker who managed some form of a more than 5 unit side?
Rather than having a choose-able unit it was more of a variation, so when selecting a class, you could either end up with one unit or another, it think he did this for his Clones Vs Jedi mod?
Sorry for my vague recollection... Here's the topic...http://www.mpcgamers.com/smf/index.php?topic=820.msg9628#msg9628
And a quote
Quote- Heroes Unleashed!  This is a cool feature which lets gamers have access to more than just the standard five units per side. For the first time in SWBF1, gamers can pick from up to 8 units per team!  I am splitting it up so that four units will be generic soldiers/Jedi and four will be hero units (these have FAR better powers and skills but can't capture CPs nor can they give orders to the soldiers to capture CPs for them!). IMPORTANT: Unfortunately Heroes Unleashed only works in single-player missions. I tried testing it under multiplayer and it crashed the game! So unless I can find a fix, there will sadly be no multiplayer matches with HU support.
Hope this helps... unless you've already considered this and I just wasted your time!  :slap:
Title: Re: Main Play Mod 7
Post by: Giftheck on March 06, 2010, 11:34:28 AM
I did consider it, but I think that it probably would not work the way I wanted it to - possibly that the units spawned wouldn't be able to capture CPs. I'd have to ask Napseeker about that.
Title: Re: Main Play Mod 7
Post by: Giftheck on April 10, 2010, 12:47:04 PM
NEWS:

No 6 units yet. I shall see if I can figure out how to decompile shell.lvl and examine its contents.

I'm working on some new music for the Clone Wars missions, featuring music from Episode I, II and III, dependant on the map. So it'll be the following:

Bespin: No new music
Geonosis: Episode II music
Kamino: No new music as it already features all of its themes.
Kashyyyk: Episode III music
Naboo: Episode I music.
Rhen Var: Haven't decided yet whether to have new music here or not. Possibly Episode II music.
Tatooine: Music from both Episode I and Episode II
Yavin IV: Not decided, possibly a mixture of Episode II and Episode I music.
Title: Re: Main Play Mod 7
Post by: Jon415 on April 11, 2010, 09:16:59 AM
cool :tu: Although ive always thought episode III music was the best...
Title: Re: Main Play Mod 7
Post by: Snake on April 11, 2010, 01:48:56 PM
ep3 music is definitely the coolest  ;) It fits the movie really good. Maybe you should do all ep3 music :D
Title: Re: Main Play Mod 7
Post by: Xfire Keenmike aka cull on April 11, 2010, 11:01:58 PM
Quote from: ggctuk on April 10, 2010, 12:47:04 PM
NEWS:
No 6 units yet. I shall see if I can figure out how to decompile shell.lvl and examine its contents.
Cool news.
Title: Re: Main Play Mod 7
Post by: Giftheck on April 13, 2010, 01:15:49 PM
Quote from: Snake on April 11, 2010, 01:48:56 PM
ep3 music is definitely the coolest  ;) It fits the movie really good. Maybe you should do all ep3 music :D

It wouldn't fit on Naboo, Tatooine, Kamino or Geonosis. Tatooine's got both Episode I and II music for it.
Title: Re: Main Play Mod 7
Post by: Snake on April 13, 2010, 03:25:27 PM
Quote from: ggctuk on April 13, 2010, 01:15:49 PM
It wouldn't fit on Naboo, Tatooine, Kamino or Geonosis. Tatooine's got both Episode I and II music for it.
Good point. What are your ideas of getting 6 units in? Have you taken apart the Shell yet?
Title: Re: Main Play Mod 7
Post by: gogo12 on April 21, 2010, 04:59:36 AM
If someone know how to add 6 units it will be amazing to show how we can do it too.  :cheer:
Title: Re: Main Play Mod 7
Post by: Nikoli on April 21, 2010, 10:58:17 AM
not to mention how you got the custom music in
Title: Re: Main Play Mod 7
Post by: jdee-barc on May 19, 2010, 05:49:35 PM
 :censored: Noobish first post was too damn long!
Title: Re: Main Play Mod 7
Post by: Jon415 on May 19, 2010, 05:53:33 PM
 :o Pretty long for your first post.  I dunno but i think ggtcuck (i think i spelled that wrong) has alot of that figured out.  I wouldnt know though, cuz im not the designer of this mod.
ggtuck, are you still working on this? this thread has been offly quiet...
Title: Re: Main Play Mod 7
Post by: Nikoli on May 19, 2010, 06:17:57 PM
In regards to the droidika I think that it's actually too weak it needs to be terrifying. Not just another unit to gun down. But it might be a good idea to slow down the rate of fire, or just make it overheat faster
Title: Re: Main Play Mod 7
Post by: Jon415 on May 19, 2010, 09:13:15 PM
Slower ROF, No overheat, more shield health, faster movement crawling, lasers actually shoot double shots like movies.
Title: Re: Main Play Mod 7
Post by: Unit 33 on May 20, 2010, 10:18:32 AM
yeah, ggctuk has made it clear before that he has a fairly good idea of what he wants his mod to be, as this is the 6th version of it, I don't think he's going to make such drastic changes.
Judging by his last post, the 'Youtube update', the project is still on hold  ???
Title: Re: Main Play Mod 7
Post by: jdee-barc on May 20, 2010, 12:10:34 PM
For the campaign maps, ggctuk could make them more like the ones from BFII
Title: Re: Main Play Mod 7
Post by: Unit 33 on May 20, 2010, 12:36:02 PM
Quote from: barc on May 20, 2010, 12:10:34 PM
For the campaign maps, ggctuk could make them more like the ones from BFII
He already made 2 or so of these, one being the mission 'changing  of the guard' another being 'tying up loose ends' he also made various hunt and order 66 modes
Title: Re: Main Play Mod 7
Post by: Jon415 on May 20, 2010, 09:54:38 PM
Changing Of The Guard and Tying Up loose Ends are my favorite custom maps :tu:  There also my favorite maps in bf2

(I even like ggtucks changing of the guard more than the bf2 version because of those awesome new sfx :D )
Title: Re: Main Play Mod 7
Post by: Giftheck on May 25, 2010, 12:05:03 PM
Yep, the Main Play Mod is indeed on hold for the future while I attempt to sort out various glitches. I already have units set out in the way I want (pretty much). There are such glitches as the Naboo Plains mysterious crash (I might have to make a separate addon map on top of the official map), and the DEVISS models (I want the skirts to be modelled onto the BF2 models). I would also like to see 6 units done. I cannot decompile certain shell files I need to though, then I could split the Heavy unit into the Heavy and Commander units.

My original YouTube channel was lost at the beginning of April because of Warner Bros, so don't look to the "ggctuk" channel if you do, it is now at "ggctuk2005".
Title: Re: Main Play Mod 7
Post by: Jon415 on May 25, 2010, 06:30:31 PM
Cool.  This will give me some time to buy swbf for my
NEW PC

That just came Today  :cheer: :D :) :happy:
Title: Re: Main Play Mod 7
Post by: Xfire Keenmike aka cull on June 04, 2010, 01:28:46 PM
Quote from: Jon415 on May 25, 2010, 06:30:31 PM
Cool.  This will give me some time to buy swbf for my
NEW PC

That just came Today  :cheer: :D :) :happy:
Target has the best of pc for sw for 40 dollars.
Title: Re: Main Play Mod 7
Post by: Nikoli on June 04, 2010, 03:34:26 PM
Really?!? I got mine for $20 at target as part of the Best of PC deal.
Title: Re: Main Play Mod 7
Post by: Soap Mactavish on June 04, 2010, 06:44:18 PM
steam has a pretty good special going for star wars.
Title: Re: Main Play Mod 7
Post by: Jon415 on June 04, 2010, 08:18:10 PM
Quote from: Nikoli on June 04, 2010, 03:34:26 PM
Really?!? I got mine for $20 at target as part of the Best of PC deal.
Its like $4 on amazon.
Title: Re: Main Play Mod 7
Post by: Giftheck on June 27, 2010, 11:57:55 AM
Steam doesn't have SWBF1.

I've had to can the Naboo: Plains mod portion as it keeps crashing unexplainedly (SP_Test doesn't tell me why it crashes at all). I'm going to create a couple of Space Maps as well - "Space: Coruscant", "Space: Kashyyyk", "Space: Tatooine" and "Space: Yavin IV". There won't be any BF2 conversion maps included straight-up except for Kashyyyk: Beachhead as I'm still ironing out many of the kinks with the maps I'm converting (Jedi Temple, Kamino, and Utapau for collision fixes)
Title: Re: Main Play Mod 7
Post by: Giftheck on October 02, 2010, 02:24:38 PM
I'm sorry to have to tell you this but it appears as though the Main Play Mod for SWBF1 may not be going anywhere for the forseeable future. I'd love to transfer what I've done to BFII now I have the DVD version (the Steam version always ran badly). I feel as though I've reached the limits of the SWBF engine and I need something more that SWBF1 just doesn't have. I did what I set out to do. I may or may not come back to it in the future but right now I do not want to finish Main Play Mod 7.

Sorry, guys.
Title: Re: Main Play Mod 7
Post by: Unit 33 on October 03, 2010, 03:21:58 AM
Understandable... Well it's not like you haven't done enough for the old man!
Good luck in your future!
Title: Re: Main Play Mod 7
Post by: Xfire Keenmike aka cull on October 03, 2010, 04:23:46 AM
I hear you. Have fun.
Title: Re: Main Play Mod 7
Post by: Giftheck on December 08, 2010, 02:05:01 PM
Not to bump an old topic but since the mod has been rebranded, I feel it necessary to give you the location of the brand new discussion topic:

http://www.mpcgamers.com/smf/index.php?topic=3295.0 (http://www.mpcgamers.com/smf/index.php?topic=3295.0)

See you there.
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