SWBFGamers

Modding for the Original SWBF1 and SWBF2 => Released Maps and Mods => Topic started by: Napseeker on October 20, 2009, 01:27:27 PM

Title: 91st Assault Corps: The Battle of Coruscant (beta 1)
Post by: Napseeker on October 20, 2009, 01:27:27 PM
local link
http://www.swbfgamers.com/index.php?action=downloads;sa=view;down=521


I'm pleased to announce that my Battle of Coruscant map will finally be released next week, just in time for "Day of SWBF".  This was originally supposed to be released summer of 2008 but as usual things got busy and this map has been long delayed until now.

I've ported this map to the best of my abilities, quite difficult given the lack of scripting support in SWBF1.  My goal was to make both a space battle and a ground battle enjoyable for single-player (hopefully multiplayer games will also be fun! You guys will have to tell me). If you've played Karnage's port of Battle of Coruscant, you know that it was unfinished and had some unfortunate issues with AI bots and gameplay - this version should fix most of those issues. More info to come during the week, but this map will have:

- pathing added (so the bots don't run around into walls any longer)
- new clones (the 91st Assault Corps are the grey-striped white clones from RotS)
- playable Anakin with a cool new weapon: R2D2 with flaming oil attack (see pic below)
- CIS droid pilot will have Buzz Droid Attack (ideal for disabling/destroying vehicles or drilling into the armor of clones)
- all the vehicles from the movie including all four styles of Jedi Starfighters

(https://www.swbfgamers.com/proxy.php?request=http%3A%2F%2Fi20.photobucket.com%2Falbums%2Fb246%2FNapseeker%2FBattle%2520of%2520Coruscant%2FARC170_01.jpg&hash=d84a6908eab8bebfdf37d7fe4b49fddbdff340fa)



(https://www.swbfgamers.com/proxy.php?request=http%3A%2F%2Fi20.photobucket.com%2Falbums%2Fb246%2FNapseeker%2FBattle%2520of%2520Coruscant%2FAnakin_Dooku01.jpg&hash=b9f44600c5be47007b7a8be1d4b2918e877edf13)

(https://www.swbfgamers.com/proxy.php?request=http%3A%2F%2Fi20.photobucket.com%2Falbums%2Fb246%2FNapseeker%2FBattle%2520of%2520Coruscant%2FAnakinFighter_01.jpg&hash=c810d118ec760815da86808db7b3854825d7713c)

(https://www.swbfgamers.com/proxy.php?request=http%3A%2F%2Fi20.photobucket.com%2Falbums%2Fb246%2FNapseeker%2FBattle%2520of%2520Coruscant%2FAnakinFighter_02.jpg&hash=c456346057589d01c67d0526dc0af6d501c8956d)

(https://www.swbfgamers.com/proxy.php?request=http%3A%2F%2Fi20.photobucket.com%2Falbums%2Fb246%2FNapseeker%2FBattle%2520of%2520Coruscant%2FAnakinFighter_04.jpg&hash=ff6c8041287f1747b2f65d3751af04dc5429b9db)

(https://www.swbfgamers.com/proxy.php?request=http%3A%2F%2Fi20.photobucket.com%2Falbums%2Fb246%2FNapseeker%2FBattle%2520of%2520Coruscant%2FAnakinFighter_76.jpg&hash=0b340959491102fc2391de5e35265b70d11b3366)

(https://www.swbfgamers.com/proxy.php?request=http%3A%2F%2Fi20.photobucket.com%2Falbums%2Fb246%2FNapseeker%2FBattle%2520of%2520Coruscant%2FBuzzDroidAttack1.jpg&hash=dd7e02c15f723350f35d4641e1c4a19dc3b837ad)

(https://www.swbfgamers.com/proxy.php?request=http%3A%2F%2Fi20.photobucket.com%2Falbums%2Fb246%2FNapseeker%2FBattle%2520of%2520Coruscant%2FBuzzDroidAttack2.jpg&hash=439d3fe6a2dc07d2c97c85d09d300f3a681330d5)

(https://www.swbfgamers.com/proxy.php?request=http%3A%2F%2Fi20.photobucket.com%2Falbums%2Fb246%2FNapseeker%2FBattle%2520of%2520Coruscant%2FBuzzDroidAttack3.jpg&hash=f1d44e96dfb27f4c53bf8c3c7c9f25e255f45ab1)

(https://www.swbfgamers.com/proxy.php?request=http%3A%2F%2Fi20.photobucket.com%2Falbums%2Fb246%2FNapseeker%2FBattle%2520of%2520Coruscant%2FGrievousBodyguard_01.jpg&hash=e0364f460dda7c4756ef834ba4b7fdcfa4e51be3)

(https://www.swbfgamers.com/proxy.php?request=http%3A%2F%2Fi20.photobucket.com%2Falbums%2Fb246%2FNapseeker%2FBattle%2520of%2520Coruscant%2FJediFighters3_75.jpg&hash=06e30e67f3524fe6cb2ad36c6d4ec5fbddf9a4cd)

(https://www.swbfgamers.com/proxy.php?request=http%3A%2F%2Fi20.photobucket.com%2Falbums%2Fb246%2FNapseeker%2FBattle%2520of%2520Coruscant%2FObiFighters_01.jpg&hash=4fec21b23fcf161b0e64250ba9cdb5083e771372)

(https://www.swbfgamers.com/proxy.php?request=http%3A%2F%2Fi20.photobucket.com%2Falbums%2Fb246%2FNapseeker%2FBattle%2520of%2520Coruscant%2FR2D2_FlamingOil_Attack_02.jpg&hash=2ed224fb01a8e19007a12040a9e10cc0bbf41d42)

(https://www.swbfgamers.com/proxy.php?request=http%3A%2F%2Fi20.photobucket.com%2Falbums%2Fb246%2FNapseeker%2FBattle%2520of%2520Coruscant%2FAnakin_Obi01.jpg&hash=00d042a0f249237e7d42905b032c3d89559056a2)

WARNING: You'll definitely need a fast computer with a good video card to play this...

UPDATE: And here's the official beta1 release:
http://rapidshare.com/files/300823308/91st_Assault_BofC_beta1.rar

BTW, the localization of the units is incorrect for map (2) but I forgot to mention that in the Known Bugs section of the readme.

Title: Re: 91st Assault Corps: The Battle of Coruscant (beta 1)
Post by: Rhino on October 20, 2009, 02:32:22 PM
 :o

Awesome, Napseeker! Just what I wanted to play on SWBF :D As always, you are pure amazement incarnate!  :cheer:

Really looking forward to playing this.  :tu:
Title: Re: 91st Assault Corps: The Battle of Coruscant (beta 1)
Post by: Hardcore on October 20, 2009, 02:36:51 PM
/faints
Title: Re: 91st Assault Corps: The Battle of Coruscant (beta 1)
Post by: Breakdown on October 20, 2009, 03:05:24 PM
 :panic:

/dies

Looks awesome as usual Napseeker, I can't WAIT!
Title: Re: 91st Assault Corps: The Battle of Coruscant (beta 1)
Post by: Master Zen on October 20, 2009, 05:10:41 PM
 :o

...wow
Title: Re: 91st Assault Corps: The Battle of Coruscant (beta 1)
Post by: khy on October 20, 2009, 05:18:35 PM
lulz hey napseeker chillz with all the beast mods.
Just kiddding can't wait to play this.
Title: Re: 91st Assault Corps: The Battle of Coruscant (beta 1)
Post by: Jedikiller on October 20, 2009, 05:41:46 PM
Looks awesome, Nap! I look forward to playing it as soon as I can after release.

Let me know if you need space to upload it here or if you choose not to. :)
Title: Re: 91st Assault Corps: The Battle of Coruscant (beta 1)
Post by: Napseeker on October 20, 2009, 09:13:47 PM
Quote from: Jedikiller on October 20, 2009, 05:41:46 PM
Looks awesome, Nap! I look forward to playing it as soon as I can after release.

Let me know if you need space to upload it here or if you choose not to. :)

Thanks guys, and JK I'll probably wait until the final version to upload onto MPCG. This really will be a beta that needs some beta testing first before I can call it finished - especially for multiplayer support. 

Also if anyone knows of a tutorial that explains how reinforcement bleeding works in SWBF1, please post a link.  I read through some of the LUA implementation for BF2's conquest mode and don't really think I understand exactly what's going on (I thought I did, but I'm wondering if there's more to it than I previously thought).  Obviously I want to establish that as you blow up parts of the enemy capital ship, they begin to bleed out reinforcements more and more rapidly...

Title: Re: 91st Assault Corps: The Battle of Coruscant (beta 1)
Post by: Breakdown on October 21, 2009, 05:59:47 AM
Quote from: Napseeker on October 20, 2009, 09:13:47 PM
Also if anyone knows of a tutorial that explains how reinforcement bleeding works in SWBF1, please post a link.  I read through some of the LUA implementation for BF2's conquest mode and don't really think I understand exactly what's going on (I thought I did, but I'm wondering if there's more to it than I previously thought).  Obviously I want to establish that as you blow up parts of the enemy capital ship, they begin to bleed out reinforcements more and more rapidly...

I think I can help you with that Napseeker, my memory needs to be refreshed a little, but I think I did the same thing fdor my Search and Destroy map
Title: Re: 91st Assault Corps: The Battle of Coruscant (beta 1)
Post by: Unit 33 on October 21, 2009, 07:55:34 AM
/ Brain ejects.

This looks fairly psychedelic, so uber-good, even with
my many words I have been left speechless.
Title: Re: 91st Assault Corps: The Battle of Coruscant (beta 1)
Post by: Xfire Keenmike aka cull on October 21, 2009, 08:30:33 AM
this will be fun with friends.
Title: Re: 91st Assault Corps: The Battle of Coruscant (beta 1)
Post by: Commander Gree on October 21, 2009, 01:32:20 PM
 :panic: Only One Word. Wicked
Title: Re: 91st Assault Corps: The Battle of Coruscant (beta 1)
Post by: Napseeker on October 21, 2009, 02:41:47 PM
Guys, remember that this is a beta and I definitely want feedback on how to make this map more fun for beta2.  Here is some more information (which I will also post in the first post above):

- each side gets 9 fighters (e.g. REPs get 4 Jedi starfighters, 5 ARC-170s); in BF2 a single vehicle spawn can be told to spawn multiple copies of the same vehicle (after each one flies off); in BF1 no command exists so each spawn pad can only create 1 vehicle, so this is why in my ported map I had to CRAM as many fighters together onto the same landing pad! 

- the fighters respawn very fast after they are destroyed and the AI bots are told to jump in them even if in the middle of a ground fight... the goal here is to always keep the skies occupied with SOMEBODY for you to shoot at.   That said, I've noticed the AI is still somewhat dumb and easily crash into their own cruisers.  I'm not sure if there are hint nodes or something else I can use to keep them flying more intelligently.  I did put barriers around the cruisers so that all the AI flyers try to stay in that region of space between the two cruisers.

- COMPROMISE: since there are two separate battlefields (cruisers) on this map, the BF1 AI simply isn't smart enough to deploy enemy soldiers to the other cruiser when their units are getting killed off.  In order to maintain a constant "ground battle" on both cruisers what I've had to do is set up the CPs like this:  there is one CP on each ship, which is uncapturable. But you have an exact 50/50 chance of spawning on either cruiser.  This way, the AI bots are given a random chance at appearing on the cruiser where they may currently be losing to the other team. I've noticed that if I don't do this, then the game engine ends up spawning a team's units on whichever cruiser they are currently winning at (dying less on) and the end result is that each team ends up clustered on their own cruisers and the ground fighting completely stops.  Random spawning on either battlefield is the only way to circumvent this issue since BF1 has no scripting support that would allow me to force each cruiser to maintain an even balance of both team's units.  Even this tactic does not always work, but it's the only solution for BF1.  For human players, it may mean that sometimes you'll have to hop into a fighter and fly over to the other ship (if that's where you really wanted to spawn).

- on each cruiser, there is also an enemy destructible CP. The idea is that the ground battle occurs on each ship because the enemy team is trying to board your cruiser. So on the CIS hangar, you'll see two (fake) Republic Gunship CPs and on the REP hangar, you'll see a CIS Droid Gunship.  You can use your heavy weapons troopers to blow up the destructible CPs (but only temporarily, since they do respawn) and this will provide some momentary relief if you feel that you are being overrun by enemy forces.... (these CPs don't affect the reinforcement bleeding btw).

- there are "auto-firing" turrets on each cruiser; each cruiser is constantly bombarding the other ship with turret fire - if you are flying in this region (which I refer to as "the gauntlet") there will be turret fire criss-crossing your path all the time making for a nice bit of hazardous combat.  For some multiplayer fun, you may want to challenge other human flyers to stay within this region while the two of you duel... (turn off friendly fire and you can be shot down by cannon fire from your own friendly cruiser).

- the locals team consists of General Grievous and his bodyguards who can appear on both ships and attack the REPs.  Since they are tossing their staffs for a huge EMP burst/explosion on landing, they can also kill their own CIS units inadvertantly (so stay out of their way :) )

- to provide some additional motivation to REP players to fly into space and attack the CIS cruiser: if you destroy both the CIS cruiser bridge and life support ship parts, this will stop Grievous and his bodyguards from respawning once you've killed them. 

- I know not everyone likes Jedi or heroes, so this is how I plan on setting up beta1:
BoC (1), CW era: has playable Anakin, hero Obi-Wan, and hero Dooku; GG and bodyguards as locals
BoC (1), GWC era: only has 4 soldier types per team and no hero-type units (no Anakin, no Obi, no Dooku); there will still be GG and his bodyguards as locals however but again you can stop them from respawning by blowing up CIS ship parts

BoC (2), CW era: this is a mission map that I will try to gear towards multiplayers. I believe custom sides don't work on servers so this version only has the map and loads the standard sides.  There is no GG or bodyguard locals.
BoC (2), GCW era: no idea yet what this should be.  I'm open to suggestions...

What I will also consider doing is making two versions of my map.  One version will have a lot of fx and extra fleet objects to try to convey the sense of being in the middle of a big fleet fight. This would obviously be laggy for multiplayer, so I think I'd need to have a second map that has the fx and bonus stuff stripped out to keep framerates high.  I'll need opinions from people after playing beta1 about whether more needs to be stripped out or not.  I think BoC(1) will be the map that has the extra fx and fleet objects, and BoC(2) will be the stripped down map.


Title: Re: 91st Assault Corps: The Battle of Coruscant (beta 1)
Post by: Rhino on October 21, 2009, 03:08:23 PM
[/faints]
Title: Re: 91st Assault Corps: The Battle of Coruscant (beta 1)
Post by: Jon415 on October 21, 2009, 04:21:50 PM
you could make the last gcw map a huge one with tons of reinfocements and 2 or 3 capitol ships per team-primarily for dogfights and ony spawn on your own ships...
Title: Re: 91st Assault Corps: The Battle of Coruscant (beta 1)
Post by: Xfire Keenmike aka cull on October 21, 2009, 11:00:24 PM
i would like to try and host a map with custom sides if i only knew the letter to put in for the side. maybe the dedicated server that was made (by the way thank you for making it where ever you are now) can only play the standard sides? maybe one night i will try each letter in the alphabet to see if i can find the side.
Title: Re: 91st Assault Corps: The Battle of Coruscant (beta 1)
Post by: SchTicK on October 22, 2009, 05:28:45 AM
[Champing at the bit]
Title: Re: 91st Assault Corps: The Battle of Coruscant (beta 1)
Post by: Napseeker on October 25, 2009, 12:02:36 AM
Quote from: Jon415 on October 21, 2009, 04:21:50 PM
you could make the last gcw map a huge one with tons of reinfocements and 2 or 3 capitol ships per team-primarily for dogfights and ony spawn on your own ships...

There probably wouldn't be more capital ships (just because the amount of work would be quite tedious) but there is definitely a likelihood of increasing the reinforcements.  Right now the map uses about 375 reinforcements and they die off fast due to heavy combat and of course, once you blow up the enemy ship's vital systems that really causes the numbers to drop.  I'll see what people think would be a good higher number after beta 1...

Update on status:
- I've now tripled the number of turrets on the cruisers to create an effective blanket of laser fire between the two cruisers (with a periodic pause in firing so flyers can traverse without worrying about getting hit)
- the fx for faking a huge battle in the background fleet doesn't work (I adjust the LOD/ farscene/nearscene but any effect which is too far away from the main battleground just doesn't appear) so this will be abandoned for now unfortunately
- still some problems with AI pathing but they do attack one of the interior cruiser targets and destroy it without any help from me...
- all Jedi starfighters now fire green laser bolts (as seen in RotS)
- all Vulture Droids now fire missiles which have a blue smoketrail (again, as seen in RotS)
- made some new victory/defeat endscreens for the mission since the standard SWBF2 ones were awful

Am hoping to release this by Wed or Thursday night.



Title: Re: 91st Assault Corps: The Battle of Coruscant (beta 1)
Post by: Jon415 on October 27, 2009, 02:18:21 PM
cant wait till wednesday :panic:
Title: Re: 91st Assault Corps: The Battle of Coruscant (beta 1)
Post by: Napseeker on October 27, 2009, 03:39:52 PM
Ooops, it will now probably be Thursday or Friday... am almost done but need a bit of time to test some basic AI behavior and to write the documentation (otherwise pilots may not know what parts of the ship to attack).

Here are some new HQ pictures until then:

(https://www.swbfgamers.com/proxy.php?request=http%3A%2F%2Fi20.photobucket.com%2Falbums%2Fb246%2FNapseeker%2FBattle%2520of%2520Coruscant%2FBoC_9thAssault_Clonetrooper.jpg&hash=2c9ab6ef0bf30a4571f3306eef4d536ab33d3390)

(https://www.swbfgamers.com/proxy.php?request=http%3A%2F%2Fi20.photobucket.com%2Falbums%2Fb246%2FNapseeker%2FBattle%2520of%2520Coruscant%2FBoC_SpaceBattle_089.jpg&hash=245bcd16a3d969b60610cedec271b57e1fdaa6a4)

(https://www.swbfgamers.com/proxy.php?request=http%3A%2F%2Fi20.photobucket.com%2Falbums%2Fb246%2FNapseeker%2FBattle%2520of%2520Coruscant%2FBoC_SpaceBattle_082.jpg&hash=989c64d2a2b42674bd1c6606847b1f950a13fcd2)


Below: one of the new ending screens - you can see a fake fleet that I put into the background of the sky to give the impression of being surrounded by other cruisers. Unfortunately since the effects don't appear if they are too far away from the gamer's camera there's no way to put in background explosions and lasers to make it seem as though there's a lot of fighting.
(https://www.swbfgamers.com/proxy.php?request=http%3A%2F%2Fi20.photobucket.com%2Falbums%2Fb246%2FNapseeker%2FBattle%2520of%2520Coruscant%2FBoC_new_VictoryScreen_091.jpg&hash=03ffc7d9934ac6583df486917b66e3f1d6f43f54)

Below: you can see the layout for some of the CIS fighters here. In the far end of the hangar are two (fake/prop) Republic gunships which are used to unload clones onto the hangar.
(https://www.swbfgamers.com/proxy.php?request=http%3A%2F%2Fi20.photobucket.com%2Falbums%2Fb246%2FNapseeker%2FBattle%2520of%2520Coruscant%2FBoC_new_VictoryScreen_090.jpg&hash=2af7df3f803ee4ebfcafd4c9412f59bfcb674906)

Below: each cruiser is being raided by a boarding party from the enemy team.  On the REP cruiser is a CIS droid gunship MAF and on the CIS cruiser are two REP gunships.  Both are actually props and not flyable or destroyable. They're just intended to explain to the gamer how the enemy forces got onboard the hangar....
(https://www.swbfgamers.com/proxy.php?request=http%3A%2F%2Fi20.photobucket.com%2Falbums%2Fb246%2FNapseeker%2FBattle%2520of%2520Coruscant%2FBoC_RaidingParty_087.jpg&hash=f857372fcb720b19f38745dc4a9a1a2fd7ea4a17)

(https://www.swbfgamers.com/proxy.php?request=http%3A%2F%2Fi20.photobucket.com%2Falbums%2Fb246%2FNapseeker%2FBattle%2520of%2520Coruscant%2FBoC_RaidingParty_093.jpg&hash=1623eeb11a8b1ca7920fc0db5d783437d929c58b)

Below: This General Grievous is a reskinned version - it's pure white and based on GG from his appearance at the end of the 2D Clone Wars cartoon when he kidnapped Palpatine from Coruscant.  Always preferred the white coloring to his eventual beige look...
(https://www.swbfgamers.com/proxy.php?request=http%3A%2F%2Fi20.photobucket.com%2Falbums%2Fb246%2FNapseeker%2FBattle%2520of%2520Coruscant%2FBoC_GG_092.jpg&hash=94cf75b9127576ca59144d0ffd99ffba9937b065)

(https://www.swbfgamers.com/proxy.php?request=http%3A%2F%2Fi20.photobucket.com%2Falbums%2Fb246%2FNapseeker%2FBattle%2520of%2520Coruscant%2FBoC_GG_083.jpg&hash=f141e0788e2c66795bdb8bdb08cdbd844d833aff)

Updates:

There will be 5 targets on each ship that can be destroyed; 4 are exterior ship targets and 1 is inside the ship.  The AI bots will attack half of the exterior ship targets and the interior target for you, but it's still up to you to attack the other 2 (and help the bots destroy the other 3).  Whichever team loses all 5 to the enemy will begin losing reinforcements VERY quickly (but it's not a guaranteed win - if the successful team just stands around doing nothing, the losing team can still fight back to regain their losses, especially if they have their hero turned on).

I've set up the map so that there is a locals team (General Grievous and Magnaguards) helping the CIS.  In most cases, these guys will appear by jumping down from the ceiling rafters down onto the ground and often throwing their EMP staff weapons at the REPs as they are jumping down.  So the clones not only have to stare all around them to fight the normal battledroids, they should also keep an eye UPWARD for the appearance of the magnaguards!

As mentioned before there is one uncapturable CP on each ship which is what you use to spawn from. This CP will randomly put you (and any AI bots) on either ship, so this randomizes the battle on each cruiser every time since you never know which cruiser may end up with more units than the other team's units. 

Each ship also has a second CAPTURABLE CP which controls the spawning of starfighters, this is the Hangar CP.  If you capture the hangar CP, this will not affect the reinforcement count of your enemy BUT half the fighters on the enemy cruiser will turn into fighters from your team (this seems to help the AI bots of your team jump into the fighters and fly off into space battles).  The second benefit is that if the REPs can capture the CIS hangar CP and the REP fighters destroy the CIS (external) bridge, then the loss of both of these will prevent the locals team of Grievous and Magnaguards from respawning when they die (otherwise the locals will respawn forever).  This gives the REP ground forces a bonus goal besides just trying to destroy the interior ship target.

However, if the CIS lose the locals team because the REPs captured the CIS hangar CP and destroyed the CIS bridge, the CIS team can get the locals team to spawn again if they can capture the REP's hangar CP on the REP cruiser!  By capturing the REP's hangar CP, this activates an additional spawn source for the locals team.

Hope that doesn't sound too confusing. I wanted to explain this now so people don't spend too much time reading instructions when the map becomes available.  It's quite difficult to give interesting goals for both the ground and space forces but I think this should keep things fun no matter where you are.  You can play this map and still win without having to fly a fighter to attack the enemy ship targets (just play like normal by flying back and forth between each cruiser and hunting down and kill all enemy units). 

Because there are 3 distinct battlefields, it can be frustrating to figure out where the last few enemy units are hiding, so if you play as Anakin, or the CIS demolitions trooper, or the REP heavy weapons trooper, you will be able to see 80% of the entire map all at once and will know where every enemy is on the entire map.  Or, if you hop into any fighter, you can instantly see where EVERY enemy is everywhere on the map.  I did this because I noticed sometimes I can be flying in space and not even know if there are other enemy fighters are around for me to hunt down.  So I gave a wide scan range and you can tell if you're all alone out in space or not.  You can even tell the difference between CIS and the locals team since I gave them different map icons so you don't waste time killing locals when you want to hunt down real CIS units.

Whew.



Title: Re: 91st Assault Corps: The Battle of Coruscant (beta 1)
Post by: Jon415 on October 27, 2009, 04:04:20 PM
 :o
wow

cant wait till friday!!!
Title: Re: 91st Assault Corps: The Battle of Coruscant (beta 1)
Post by: Xfire Keenmike aka cull on October 27, 2009, 11:02:00 PM
if you include me in the beta testing i wouldnt need a readme file.
Title: Re: 91st Assault Corps: The Battle of Coruscant (beta 1)
Post by: Giftheck on October 28, 2009, 04:41:18 AM
Was that an MAF? Are you using both the MAF and Droid Gunship?
Title: Re: 91st Assault Corps: The Battle of Coruscant (beta 1)
Post by: Rhino on October 28, 2009, 08:16:22 AM
 :panic:

Must... play...

:cheer:
Title: Re: 91st Assault Corps: The Battle of Coruscant (beta 1)
Post by: Unit 33 on October 28, 2009, 09:27:27 AM
Quote from: Rhino on October 28, 2009, 08:16:22 AM
:panic:
Must... play...
:cheer:

I share your pain Rhino... this shows that Napseeker has well and truly out-done himself again.
Title: Re: 91st Assault Corps: The Battle of Coruscant (beta 1)
Post by: Napseeker on October 28, 2009, 01:13:37 PM
Quote from: ggctuk on October 28, 2009, 04:41:18 AM
Was that an MAF? Are you using both the MAF and Droid Gunship?

Whooops - you are correct, that is the MAF not the Droid Gunship.  I keep getting those two mixed up (and I even own the titanium toy for the droid gunship too...)   ::)

Update: progress has been great. I will be working on the documentation tonight since I think the AI is finally doing what I'm trying to get it to do (although the CIS is now getting stuck in the corners of the cruiser but it's not too bad). 

To make it a bit easier for human gamers, what I've now done is set up the Hangar CPs so that when you spawn from them, there is a slightly better chance that you will spawn on that cruiser. So if you are on the REP team, want to spawn on the REP home cruiser, pick the Hangar CP to spawn from instead of the uncapturable CP.  The hangar CP will give you a 60% chance of spawning on the REP ship. Hey better than 50%....

So far this map plays more or less like the Bespin Platforms map if that's any indication. I may have to put in some crates or other items on the CIS hangar just to offer up some cover since it's basically an open arena at the moment (which isn't so bad in itself).


Title: Re: 91st Assault Corps: The Battle of Coruscant (beta 1)
Post by: Jon415 on October 28, 2009, 03:18:10 PM
Napeseeker, you are the best :worship:
Title: Re: 91st Assault Corps: The Battle of Coruscant (beta 1)
Post by: Xfire Keenmike aka cull on October 28, 2009, 03:31:51 PM
i hope alot of us can all be able to play in this map at the same time.
Title: Re: 91st Assault Corps: The Battle of Coruscant (beta 1)
Post by: Jon415 on October 28, 2009, 03:33:27 PM
we souuld have this map on one of the servers for day of swbf :tu:
Title: Re: 91st Assault Corps: The Battle of Coruscant (beta 1)
Post by: Hardcore on October 28, 2009, 07:47:39 PM
I've often thought some "docking bay" props of the link would be in a cruiser hanger might have made the SWBF2 maps a bit better. but thats just a thought.
Title: Re: 91st Assault Corps: The Battle of Coruscant (beta 1)
Post by: MileHighGuy on October 29, 2009, 07:51:11 PM
hey nap, adding a rockettrail effect and reducing its particles to 0
might help your effect view distance, i learned from another site they have a higher LOD

Edit: nevermind, i re read your post that you tried it already

this map is looking great
Title: Re: 91st Assault Corps: The Battle of Coruscant (beta 1)
Post by: Jon415 on October 31, 2009, 07:40:57 AM
cant wait to play! :panic: :panic: :panic:
Title: Re: 91st Assault Corps: The Battle of Coruscant (beta 1)
Post by: Xfire Keenmike aka cull on October 31, 2009, 08:21:31 AM
Quote from: Napseeker on October 20, 2009, 01:27:27 PM
WARNING: You'll definitely need a fast computer with a good video card to play this...
i cant wait to try this on my little pc with onboard graphics 8200 nvidia chipset series (https://www.swbfgamers.com/proxy.php?request=http%3A%2F%2Fwww.huxleygame.com%2Fimages%2FNvidia.gif&hash=a70e8a580be889def5db2dcabfd3611fbe9f14b3)
Title: Re: 91st Assault Corps: The Battle of Coruscant (beta 1)
Post by: Napseeker on October 31, 2009, 01:57:58 PM
Sorry for the delay guys - was feeling quite ill for the past day and have been recuperating.  Was hoping to track down one final bug before release but if I'm not able to... I'll still be releasing this sometime after midnight tonight (when I wake up again; cold medicine is making me a bit too groggy right now).


UPDATE: And.... released:
http://rapidshare.com/files/300823308/91st_Assault_BofC_beta1.rar

Title: Re: 91st Assault Corps: The Battle of Coruscant (beta 1)
Post by: Jon415 on November 01, 2009, 07:53:39 AM
ARG stupid fileshare is overwhelmed with downloads and i cant get it >:(
Title: Re: 91st Assault Corps: The Battle of Coruscant (beta 1)
Post by: Jedikiller on November 01, 2009, 08:01:53 AM
Free hosting ftl :(

I'll see if I can get it mirrored to another site.
Title: Re: 91st Assault Corps: The Battle of Coruscant (beta 1)
Post by: Jon415 on November 01, 2009, 08:03:21 AM
that would be appreciated :)
Title: Re: 91st Assault Corps: The Battle of Coruscant (beta 1)
Post by: Unit 33 on November 01, 2009, 09:14:24 AM
Just managed to download it, Napseeker you super star.

The cross fire effect between the cruisers is.. magnificent.
The inside hanger battles completes this marvellous battle,
running around avoiding buzz droids from fear of ultra death.

This is a smashing map you've made here, you should be very proud of your creation.
:blink:
Title: Re: 91st Assault Corps: The Battle of Coruscant (beta 1)
Post by: Jedikiller on November 01, 2009, 09:25:18 AM
Upload it to another site for us? Preferably drop.io or Filefront.
Title: Re: 91st Assault Corps: The Battle of Coruscant (beta 1)
Post by: Giftheck on November 01, 2009, 09:31:30 AM
Wait a moment, I just got a no free user slots left message on Rapidshare.
Title: Re: 91st Assault Corps: The Battle of Coruscant (beta 1)
Post by: Jedikiller on November 01, 2009, 09:42:27 AM
Yes, it's being overloaded. We need a download mirror.
Title: Re: 91st Assault Corps: The Battle of Coruscant (beta 1)
Post by: Jon415 on November 01, 2009, 09:53:51 AM
FINALLY i got a free slot :moo:
i think its freeing up now
Title: Re: 91st Assault Corps: The Battle of Coruscant (beta 1)
Post by: Jedikiller on November 01, 2009, 10:06:58 AM
I got a download slot, but it's going very slowly. Once it's done, I'll mirror it to another site. Unfortunately, Rapidshare won't let us do direct download links, so I can't get it transferred server-to-server.
Title: Re: 91st Assault Corps: The Battle of Coruscant (beta 1)
Post by: Giftheck on November 01, 2009, 10:24:55 AM
Are that many people really on Rapidshare, or is it just this file? I have NEVER seen Rapidshare come up with no-free-slots before, and I've been using it to download for three years now.
Title: Re: 91st Assault Corps: The Battle of Coruscant (beta 1)
Post by: Jedikiller on November 01, 2009, 10:27:54 AM
Might be just Rapidshare. Megaupload, Rapidshare, Mediafire, all of them are big pains because of their download limits. Places like Filefront and drop.io are much nicer because they are both fast, free, and there's no waiting time :D

But my hate for RS and the like are well known, so ignore me.
Title: Re: 91st Assault Corps: The Battle of Coruscant (beta 1)
Post by: Giftheck on November 01, 2009, 10:37:55 AM
Ah, don't worry XD I rarely use it nowadays either.
Title: Re: 91st Assault Corps: The Battle of Coruscant (beta 1)
Post by: Jedikiller on November 01, 2009, 11:06:19 AM
Better (IMO) download link:
http://drop.io/fio5rfs/asset/91st-assault-bofc-beta1-rar

Click download on the side.
Title: Re: 91st Assault Corps: The Battle of Coruscant (beta 1)
Post by: Rhino on November 02, 2009, 12:36:04 PM
This is a really, really cool map, Napseeker. You've really outdone yourself, again.  :cheers:

I really liked the ships, the hangar battle, the ship lasers and everything. :D It was really fun to be playing this. Now all we need is a good multiplayer match...
Title: Re: 91st Assault Corps: The Battle of Coruscant (beta 1)
Post by: Jon415 on November 02, 2009, 03:21:09 PM
Unfortunately, none of my computers are powerful enought to play this mod without an extensive amount of lag :'(
however, space combat was not as laggy as inside, and it was very fun :tu:
i love the crossfire effect with the auto turrets, i just wish there were some way to polit one or two of them....
Title: Re: 91st Assault Corps: The Battle of Coruscant (beta 1)
Post by: Giftheck on November 03, 2009, 09:15:20 AM
I loved it! Of course, I had a CTD when firing missiles at the ship's external systems but that's because I believe the two ships were crossfiring at the moment.
Title: Re: 91st Assault Corps: The Battle of Coruscant (beta 1)
Post by: Napseeker on November 03, 2009, 09:27:53 AM
Quote from: ggctuk on November 03, 2009, 09:15:20 AM
I loved it! Of course, I had a CTD when firing missiles at the ship's sexternal systems but that's because I believe the two ships were crossfiring at the moment.

Sexternal?  Hey, this is not that kind of a map :P  Hmmm, that's kind of concerning that the game crashed!!!  Can you tell me which fighter you were piloting?  I'll just double check to make sure there are no problems with the ODF for the ship and its weapons.  I never once had a crash during my private testing so I want to make sure I didn't overlook something in my tests.

Has anyone gotten a chance to try this in multiplayer yet?  Am wondering if the lag is too great for it to allow multiple gamers.   It'd be tough to cut out the polygons on this map though, the biggest drag on framerates are the hangars themselves it seems.



Title: Re: 91st Assault Corps: The Battle of Coruscant (beta 1)
Post by: Darth Verik on November 03, 2009, 10:41:26 AM
I love it but i stand in front of one problem as i have all my bots at hard they put in mines and that will make spawnkilling for me ;__; Could you try to put a spawnpoint a backspace inside the ship?
Title: Re: 91st Assault Corps: The Battle of Coruscant (beta 1)
Post by: Jon415 on November 03, 2009, 01:53:11 PM
QuoteIt'd be tough to cut out the polygons on this map though, the biggest drag on framerates are the hangars themselves it seems.
yes, the hangars are the laggiest part, although i did notice less lag when playing with the original sides rather that the custom ones.  Still, my computers were not fast enough to play any of this mod without significant lag :(
Title: Re: 91st Assault Corps: The Battle of Coruscant (beta 1)
Post by: Xfire Keenmike aka cull on November 03, 2009, 05:51:17 PM
Quote from: Napseeker on November 03, 2009, 09:27:53 AM

Has anyone gotten a chance to try this in multiplayer yet?


keenmike says count me in on a multiplayer game anytime you see me online in xfire nightly.

Quote from: Master_Verik on November 03, 2009, 10:41:26 AM

Could you try to put a spawnpoint a backspace inside the ship?


keenmike says no, the map is fine.
invite me verik, when you play this map set to hard.
Title: Re: 91st Assault Corps: The Battle of Coruscant (beta 1)
Post by: Giftheck on November 04, 2009, 10:49:29 AM
Quote from: Napseeker on November 03, 2009, 09:27:53 AM
Sexternal?  Hey, this is not that kind of a map :P  Hmmm, that's kind of concerning that the game crashed!!!  Can you tell me which fighter you were piloting?  I'll just double check to make sure there are no problems with the ODF for the ship and its weapons.  I never once had a crash during my private testing so I want to make sure I didn't overlook something in my tests.

Has anyone gotten a chance to try this in multiplayer yet?  Am wondering if the lag is too great for it to allow multiple gamers.   It'd be tough to cut out the polygons on this map though, the biggest drag on framerates are the hangars themselves it seems.

Uh, I didn't write that, honest! :P

Well, I was piloting the Droid Fighter, everything was going fine, the missiles were working, then the two cap ships began firing at each other and I think it just got overloaded... there's only so many explosion effects the BF1 exe can handle.
Title: Re: 91st Assault Corps: The Battle of Coruscant (beta 1)
Post by: Xfire Keenmike aka cull on November 04, 2009, 11:01:20 AM
ggctuk, i noticed that if you type right after the quote] your text will be included in the quote. the quote option will let you start your reply below the quote]
Quote from: ggctuk on November 04, 2009, 10:49:29 AM
Well, I was piloting the Droid Fighter, everything was going fine, the missiles were working, then the two cap ships began firing at each other and I think it just got overloaded... there's only so many explosion effects the BF1 exe can handle.
ggctuk, which of the two maps did you have the problem? how many ais and what was the setting? i would like to try to recreate and give feedback also.
Title: Re: 91st Assault Corps: The Battle of Coruscant (beta 1)
Post by: Rhino on November 04, 2009, 12:02:55 PM
Well, I played the version multiple times on the version with the new sides and I didn't run into any problems. The worst thing I had was the game slowing down slightly when I was looking right at the explosions caused by the ship's firing. :P

The hangar battles were really fun, I really liked the combo of having two battles and being able to fly into a space battle to the other one when ever you wanted. The only problem I could see was the space battle, there generally wasn't more than two or three fighters out at a time, which made shooting them down a piece of cake. I did like the bot routing they had though, they really were good dodgers when flying around their ships. It was fun for me to watch MF trying to chase down this droid fighter that was changing directions every couple seconds.

This is a really good map. Top notch once again Nap! :cheers:
Title: Re: 91st Assault Corps: The Battle of Coruscant (beta 1)
Post by: Napseeker on November 04, 2009, 12:45:34 PM
Quote from: ggctuk on November 04, 2009, 10:49:29 AM
Well, I was piloting the Droid Fighter, everything was going fine, the missiles were working, then the two cap ships began firing at each other and I think it just got overloaded... there's only so many explosion effects the BF1 exe can handle.

I wonder if there's a way to boost the memory allocation for the effects?  With all of the capital ship explosions and the tons of grenades and bolts being fired, perhaps I need to allot some additonal memory to ensure the game doesn't barf unexpectedly.

Rhino's comments did make me wonder: if you are standing right at the hangar's exit and looking out at the other capital ship being bombarded by turret fire, can you guys see the erupting explosions?  On both of my PCs, the hull explosions cannot be seen.  I have to be in space, and reasonably close to the capital ship when it is being hit by laser fire in order to see the explosion. Otherwise, I assume that the default LOD for effects just decides that I'm too far away and doesn't render them.  I do have my game video settings set to max, so I actually thought I should be able to see them even from the deck of the firing ship, but apparently not  so. 
Title: Re: 91st Assault Corps: The Battle of Coruscant (beta 1)
Post by: Rhino on November 04, 2009, 01:47:02 PM
I generally have to be pretty close to see the explosions.
Title: Re: 91st Assault Corps: The Battle of Coruscant (beta 1)
Post by: Giftheck on November 04, 2009, 02:08:41 PM
Well, I think I saw the bombardments when I was close to the hangar shields. Mind you, I have to play BF1 in low else most of the ground maps end up with a big black shadow spread across the map.
Title: Re: 91st Assault Corps: The Battle of Coruscant (beta 1)
Post by: Jon415 on November 04, 2009, 04:15:41 PM
from far away, i did not see any explosions, but it looked like some of the turret fire was hitting the exit of the capitol ship and the explosion was comming inside the hangar.

Btw, what OS are you running?  my computer has alot of lag, and in not sure if its cuz its really old or if theres another problem :confused:
Title: Re: 91st Assault Corps: The Battle of Coruscant (beta 1)
Post by: Giftheck on November 05, 2009, 01:33:16 AM
Windows Vista.
Title: Re: 91st Assault Corps: The Battle of Coruscant (beta 1)
Post by: Napseeker on November 05, 2009, 05:46:37 AM
I'm using XP SP2.

Okay well at least everyone is seeing the same thing when it comes to the explosions. Of course, the fact that you have to be up close to see them is also related to the same reason why I can't put background explosions for the rest of the "fleet" to simulate lots of firefighting - BF1 needs you to be close-up to render any effect. Arrrghhhh.

It's too bad there's no easy way to just cut out both hangars from the map. That'd probably bring the framerate back up to playable levels, especially for MP.  But without hangars, there'd be nowhere to park the fighters and spawn the pilots.  If only BF1 let you spawn inside a fighter!

Title: Re: 91st Assault Corps: The Battle of Coruscant (beta 1)
Post by: Jon415 on November 05, 2009, 03:17:34 PM
is that better than mac 10.3.9 panther?
im guessing yes
Title: Re: 91st Assault Corps: The Battle of Coruscant (beta 1)
Post by: Jedikiller on November 05, 2009, 05:04:23 PM
Why not SP3?

Haven't had a chance to play this yet, but hopefully I will soon :D
Title: Re: 91st Assault Corps: The Battle of Coruscant (beta 1)
Post by: aeria. on November 05, 2009, 05:47:08 PM
@ Jon
Windows SP2 Update: Released in August 2004
10.3.9 Update: Released in August 2008

Regardless of that, Windows XP SP2 was far more stable than Panther. Especially when it came to gaming.
Title: Re: 91st Assault Corps: The Battle of Coruscant (beta 1)
Post by: Jon415 on November 05, 2009, 06:11:00 PM
Im on a mac mini G4, not a pc :confused:
Title: Re: 91st Assault Corps: The Battle of Coruscant (beta 1)
Post by: aeria. on November 05, 2009, 06:26:51 PM
You should invest into a new computer if you ask me. Mac Mini G4 will become obsolete (when I mean obsolete, I mean totally useless in meeting software system requirements) in maybe 3-4 years.
Title: Re: 91st Assault Corps: The Battle of Coruscant (beta 1)
Post by: Darth Verik on November 06, 2009, 12:10:32 AM
Quote from: keenmike on November 03, 2009, 05:51:17 PM

keenmike says no, the map is fine.
invite me verik, when you play this map set to hard.
Will do xD
Or try it yourself also an idea
Title: Re: 91st Assault Corps: The Battle of Coruscant (beta 1)
Post by: Xfire Keenmike aka cull on November 07, 2009, 03:01:16 AM
jk, anytime you want to play this map let me know. either one will be fun.
Title: Re: 91st Assault Corps: The Battle of Coruscant (beta 1)
Post by: Jon415 on November 07, 2009, 01:41:38 PM
QuoteYou should invest into a new computer if you ask me. Mac Mini G4 will become obsolete (when I mean obsolete, I mean totally useless in meeting software system requirements) in maybe 3-4 years.

Hopefully, i will have a brand new PC by then.  If not, then i will be stuck with this old thing :(
Title: Re: 91st Assault Corps: The Battle of Coruscant (beta 1)
Post by: Xfire Keenmike aka cull on November 08, 2009, 08:10:30 PM
Quote from: Jon415 on November 07, 2009, 01:41:38 PM
stuck with this old thing
jon, the old computer can be new again. i have an old pc from the year 2000 ish. i can cd restore it to new again. when i do this it is new again.
Title: Re: 91st Assault Corps: The Battle of Coruscant (beta 1)
Post by: Jon415 on November 09, 2009, 03:14:56 PM
Even if my computer were new, it would still be pretty crappy.  Its just too old to...well...do anything except play swbf and a few other games :confused:
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