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Messages - Phobos

#3286
Quote from: Buckler on April 16, 2011, 06:05:25 PM
It probably could be.  Im not sure where that mod lives--side file?

In any event, if recons are available (still to be determined) then just take out the ammo bots and then the most a team would get would be one per life, since no one can spawn as pilot.

Yeah, the recon disable mod is done with a side lvl edit, not a hex edit. It took hours of failure at hex editing to abandon that pursuit. It is something I am studying and testing and might make a tutorial about soon.

Also, I will be signing up for the tournament with Fordo as my partner.

If the server is direct connect will it be /noaim?
#3287
I'm just wondering if battlebelk's no recon mod will be compatible with the custom mission and no cp mods used by the tournament host. It should be, I don't see why it wouldn't.

Quote from: Buckler on April 15, 2011, 10:21:58 AM
I don't know how to implement that without download, but if you know how we can do that if the participants would like that.
Why can't battlebelk's no recon mod be used? Did he make gcw only?
#3288
These are all online compatible replacement skins for stock maps.
I will update this after every release:

Cloud City Night: http://www.mediafire.com/?2tkt95mdcecpuda
Backup link: http://starwarsbattlefront.filefront.com/file/Cloud_City_Night_Version;107763

Cloud City Twilight: http://www.mediafire.com/?ednc73g7tfqzp7x
Backup link: http://starwarsbattlefront.filefront.com/file/Cloud_City_Twilight;117624

Mos Eisley Twilight: www.mediafire.com/?p5las21ukmpor9h

Endor No Brush: http://www.mediafire.com/?gcd46t72h42pki9
Kamino No Rain: http://www.mediafire.com/?2xkxe3nnii78ahh
Yavin 4 Arena No Brush/Rain: http://www.mediafire.com/?60ro5y0k5h412a5

Note: The mission.lvl included in mos eisley twilight is compatible with both mos eisley twilight and cloud city twilight, so don't use the one included in the cloud city twilight download because it isn't compatible with mos eisley twilight.

Pictures:
Cloud City At Night


Cloud City Twilight


Mos Eisley Twilight
#3289
Quote from: Xfire Keenmike aka          cull on January 10, 2011, 09:02:39 AM
Even if he releases that wookie it would be too late for me to use it in a sides. I am different now.
I wonder if a solution to this can be found. I have always wanted to have the dreaded wookie bf2 warrior in bf1. I say that if Napseeker can solve it, we can. If battlebelk can make a mod but not say how, and I can figure it how after enough testing, then anything is possible.
#3290
Quote from: Jamman on April 16, 2011, 04:01:03 PM
May I make a poll?

I formally request by the admins to disable the use of grenades, seeing they can be used for spam, excess spawnkilling and might have the ability to slow the game down.

Also, pistols. I see no use of them. Lets disband from pistols and make this a complete sniper rifle tournament.

:cheers:
How do nades slow down the game? If you are talking about the explosion animation, then recons are much worse. I have a good graphics card however, and don't lag from either.

I have done some testing with mods and found that so far online compatibility is extremely limited. To do a sniper rifle only mod would require a downloaded custom side lvl, which is impracticable for some.

I have found that the only possible online compatible solutions which don't require custom files are the possible following:
- No recons but nades
- No nades but recon(s)
- No health packs but fusion cutter
- No fusion cutter but health packs
etc. for landmines, basically where a unit has 2 secondary weapons, one can be removed. If both are, clients crash. I am trying to find a way to disable one of the primary weapons (like pistol), but so far it is also crashing when I do that.

A possible online solution for the sniper only mod would be removing nades, then with the recon mod it so it instantly dies and does no damage. The only thing to remove then is the pistol, which I am testing various ideas for.
#3291
-Zombie Hotel Model Assets
http://www.swbfgamers.com/index.php?topic=3687.0
Here you can downloaded some of the models that are ready to be used in the Hotel. Our zombie skinners in the project will be making more soon. If you like them and want to help make more please contact someone in the project.
QuoteAayla Secura Zombie
Conehead Zombie
Duke Nukem
Gordon Freeman
Han Solo Zombie
Helkaan Zombie
Imperial Officer Zombie
Shadow Trooper
Swamp Trooper
Zombie Hunter Commando
#3292
Last Updated: 9/02/2011
Current Development Status:
- Assembling positional outlines for compiled assets
- Developing sides: Creating zombie skins (up to 15), Building Weapons with good effects
- Searching for more Hotel Prop Meshes.
- Searching for Helicopter Assets for the Hotel Roof.

This first section is for updates and news regarding this project.
-4/16: First draft for thread.
-4/29: Added inspiration section
-4/30: Added zombie previews.
-5/03: Added Helkaan zombie preview.
-5/19: Added Zombie Hotel Model Assets. Had to extend thread to second post because it was cutting off extended functions.

About
Hi everyone. This thread is dedicated to the development of a swbf1 mod map project known as ZHSWBF. It is a mod map currently under construction that will feature a large hotel with multiple levels and rooms, full of zombies running around trying to kill a small team of humans. Gametoast banned the project thread for this map because I refused to upload preview pictures. As a community, SWBFgamers will benefit and gametoast will suffer from their own attitudes towards modders.

At the moment the map is in early stages of development, and a team exists which is currently open for application. If anyone here is interested in bugtesting, contributing ideas, sending useful assets or props, or helping create building/player models in XSI, you may reply on this thread or PM me.

Elevators do not yet exist in SWBF1, but I have been heavily experimenting and have created a (for the most part) functional prototype, but there are a couple collision minor bugs with it. If anyone has possible solutions or ideas about this contact me.

Our team page is located here: http://www.xfire.com/communities/zombiehotel/

Team
We currently have 4 members on the team.
Quote
ModTester - Project Developer
[FC]Ldr.Fordo - Assistant Developer
[FC]EoS.Ladeer - Idea Contributor / Map Drafter
Helkaan - Assets Gatherer

Positions
Quote
We are a team of developers, idea contributors, and XSI designers dedicated to making the best the Zombie Hotel map for SWBF1 ever.

Project Developer - I oversee all the map design, zeroeditor, world1, lua work, etc.
XSI Designer - Open positions for anyone who wants to make models for the zombie hotel.
Assistant Developer - Requires basic ODF/LUA/MSH/TGA/REQ modding knowledge, and being familier with zeroeditor functions.
Bug Tester - Involves bugtesting, glitch testing, and uploading SPtest logs.
Idea Contributor / Map Drafter - Open positions for anyone who can innovate and create ideas, or anyone who can sketch blueprints of map layouts.
Assets Gatherer - Anyone who can send collections in a zipped file of useful odf/msh props models or units to be included in the map.
Beta Tester - This position will open up later on with pre-release betas.

More Info/Ideas
The AI pathing should work because the floors will be parallel on the vertical axis. Since the hallways are the same design and paths above as below, the only problems I could see would be the stairways. Plus, there will be enough spawn nodes on each level (there are planned 3-4), to always have zombies on each floor. There are elevators too, but the AI cannot handle them as of yet due to collision bugs. If the floors did not work with ai paths I could always spread the floors out more with long hallways and such.

If you have any useful meshes, props, or buildings you can share let me know. I am looking for an animatedprop of a fish tank with fish swimming in it, and other such room props as TV, bed, plastic chairs, etc.

What are some player models you would like to see as possibly on the human team? And what weapons? POST YOUR IDEAS HERE PEOPLE.

Swimming Pool
Another feature ZH will have is a pool room with a steadily depth increasing pool that can go over your head. You can lure zombies into it and they drown. The terrain will slope downward, with the water level being in the pool. That is why fishtank must be animatedprop, because it cannot be a glass tank mesh with zeroeditor water added, because fish would end up in the swimming pool too.

DMI prefab asset pack I have, but many of the meshes are bugged causing instant crashes. The computer desk one looks very nice but crashes map within seconds.

Inspiration
Here is one of my main inspirations for zombie hotel, the book called "the zombie survival guide". I have uploaded it here you may read it for ideas http://www.mediafire.com/?wr9t8r1oqob5u07


Pictures Of Some Zombies: http://i.imgur.com/jA2TF.jpg

Here is helkaan zombie the face is very nice but the shirt needs blood:


Quote from: [Padawan]HelkaanI don't have SWBF1 but I can help you with the assets and maybe make some zombie skins if you like.
I will add you on xfire and we can talk about it Helkaan. I am looking forward to working with you on zombie skins. With a mission script mod I can probably add up to 10 different types, so we will want to make about 15 good zombie skins, but first must pick zombie meshes.
#3293
Quote from: Buckler on April 15, 2011, 10:21:58 AM
If there is a concensus for no-recons and the mod is not availaable, then it may also be possible to spend some time to figure out how Battlebelk did it.

Should a poll be made then? I support no recons. It does nothing but slow the game down and encourages camping. Also, I spent a lot of time trying to figure out how Battlebelk did it, and I think I figured it out.
#3294
Quote from: Jamman on April 15, 2011, 12:51:50 PM
i support recons as its part of the unit. if you got rid of them, might as well get rid of nades to. good luck in the tourney rage, ill make sure to spam the recons at ya.
Good luck spamming recons at me BrownBread, I've seen it many times before. Who said I was in the tournament?
#3295
SWBF1 Modding / 1.2 GCW Side Builder
April 15, 2011, 09:04:59 AM
Outdated please download 1.2 Side Builders For SWBF1 instead
#3296
Will you be using no recon mod also?
#3297
This is so nice even though I never post here anymore I want to post to say thank you for releasing this wookie warrior with dreads in swbf1.
#3299
SWBF1 Modding / Scaling/Munging Custom Anims
September 06, 2010, 06:52:02 PM
 :censored:
#3300
SWBF1 Modding / Respawning Health/Ammo Droids?
August 31, 2010, 03:53:40 PM
 :censored: