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Messages - Dresh

#196
Star Wars Battlefront (2004 Original) / Re: SWBFIII
February 17, 2009, 04:26:12 PM
This may, even from the start with free rad's secret project be a huge marketing ploy to see how the public react to a non existent project...If there is seen to be enough interest it may become a real project! All the rumour may be just that nothing more.....but I don't think so.....rock on SWBFIII.  :?

I think I may star a conspiracy theory thread!
#197
Star Wars Battlefront (2004 Original) / Re: SWBFIII
February 17, 2009, 09:31:24 AM
Does anyone know what new developer got the contract?
#198
Public Square / Re: DC announcement system?
February 16, 2009, 08:00:46 AM
I think this is a good idea.  With such a large time diff it would be great if there was some sort of server monitor that shows the 'live' status of DC hosts instead of just posting that the server is online! Any chance of being able to rattle up that kinda thing? Then all the host needs to do is change the IP address (if dynamic) in the script for their server.
#199
Released Maps and Mods / Re: Woods: Search and Destroy
February 15, 2009, 01:24:01 AM
you could always give each section an uncappable CP and the cargo, that way both teams can still spawn even if the cargo is destroyed, set the ticket bleed quite high so that the game will be over quite quickly as soon as the cargo is gone!  This should hopefully mean you don't have to sort out the crashing problem, and it will sort the neutral cp prob.  You can hide these Cp's underground too and just have the spawnpath on the ground. so you cant see it in game!

Another question..is it fair to have one cargo in a building and the other not?  
I also played with the sniper and didn't see any probs regarding line of sight, but I'll play again and clock how it is from behind all the 'obvious' hiding/cover spots!
#200
what can I say apart from...lol!
#201
Released Maps and Mods / Re: Woods: Search and Destroy
February 13, 2009, 04:55:34 PM
thats a real good looking map. I had fun playing it although multiplayer would have been way better!  I can see a good few tactics being employed with this type of map!
Does the centre CP have to be cappable?  Does it still crash with out the regions in the centre CP? Cos if not you could hide the CP under the cargo (low enough so as not to see the glow and add a second neutral CP under the other cargo just to even up the minimap.

Should the ticket bleed kick in after you destroy the cargo or should you just get a victory countdown?  You were also thinking on adding vehicles...I think it's good as it is...maybe just a few speeder bikes.
#202
I've rattled up a few now, just to get some practice in with the tools, nothing worth releasing tho (well not in my opinion).  Currently working on one, and got a good few more ideas in the pipeline!  You've helped me a good few times with issues and if it wasnt for  help from the folks in the know I'd still be stuck getting that damn minimap radar off! lol  That one was my first map, not much too it just a little bit of editing what was already there.  It is fantastic to play Last man standing with it with no AI and 10+ humans.  Especially when you know that someone will appear for some ammo or bacta sooner or later!
#203
Ryanoceros: lesovikk1 was not staff he was just some dude ranting rudely about ppl making mods and maps for SWBF1 instead of SWBF2.  It was Mav (staff) that edited the idiots post and his edit was meant for lesovikk1 not for you!  lol

who all uses PC game on cider and has tweaked to use pc servers?
#204
so, can you guys with macs now play on pc servers?
#205
Released Maps and Mods / Re: Woods: Search and Destroy
February 12, 2009, 10:17:46 PM
looking good BD.  What kinda size? Looks like a good skirmish map?
#206
SWBF1 Modding / Re: Quality mapping!
February 10, 2009, 02:17:43 PM
I've not started making my own models yet...I have experience with lightwave so I should be able to get to grips with XSI.  I've not run out of idea's with the models that are available yet cos I've not long started mapping.  I'll let you guys know when I've finished my second map....currently working on a copy of the renegade squadron tatooine map (or at least based on it)!
#207
SWBF1 Modding / zeroeditor probs
February 09, 2009, 01:10:53 AM
Has anyone ever had this problem:



it may not look like a problem but all of the models are mirror images?  It is most noticeable with the cantina. When I munge it is fine and everything is the way it should be!  Thankfully most of the tat2 models are square or cylindrical so it's just a case of spinning them to get doors etc in the right places.  Does anyone know how to fix this?


EDIT:


Battlebelk on Gametoast sorted it out, here's is a copy of his post:

I had this problem with tat2
in your Data<ModId> open file config.ini in notepad and make sure you have

Code:
FlipModelX = 1

and then right click on this file and set attribute "Read Only"
#208
SWBF1 Modding / Quality mapping!
February 07, 2009, 04:47:47 PM
I have noticed that a lot of the focus (I may be wrong here) has moved from mapping to modding?  We need to keep up the map making side of things!  I personally don't think that changing the sides look or function, or adding new units and vehicles really adds a lot, where as a good map can keep you playing for hours!  I've been working on a few things (after what i learned doing the Mos Eisley: thisiswar map) and I'll let you know hows things pan out!  I've been trying to concentrate on creating fields that play really well putting thought into troop movement and CP placement.  I may need help with a few aspects but I know where you guys are!

Anyhoo...is anyone else working on any maps that I can look forward to playing?
#209
SWBF1 Modding / Re: BFBuilder Pro script error!
February 06, 2009, 01:02:53 AM
Cool, cheers guys!
#210
SWBF1 Modding / BFBuilder Pro script error!
February 05, 2009, 07:34:43 AM
I've just reinstalled XP and now I keep getting a scripting error when doing just about anthing with BFBuilder Pro....anyone got any ideas?

(its says Internet explorer scripting error, is it something to do with associations?)