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Messages - Teancum

#46
General / Re: What happened to gametoast.com???
November 21, 2018, 03:14:34 AM
Unfortunately I don't have server level access. Gameplay sits on the same server as several other websites that constantly get DNS attacks, so Guru blocks large groups of IPs to protect his customers. I haven't talked to him in a few years, but his last recommendation was for people to use a proxy.
#47
SWBF2 Modding / Re: Crashing With New Ordanance
November 14, 2018, 05:54:21 AM
Any side mods installed?
#48
I've heard that when polygons are close and compact collisions don't work well. Food for thought
#49
Nope, though he used that gun sometimes too.

X-8 Night Sniper
#50
Trying to do characters justice here, and found that Lando carried this. As far as the model there's only a low poly Force Arena model of it (216 polys). Didn't know if there was a hi-res version somewhere.



#51
SWBF1 Modding / Re: [WIP] "Raxus Prime: Scrap Yard"
October 06, 2018, 09:17:30 PM
Looks amazing as always. I can't wait to try it!
#52
SWBF1 Modding / Re: Star Wars Battlefront Legacy
August 06, 2018, 04:23:45 PM
@Gistech -- did you ever get anywhere with Elite Squadron Kashyyyk? I'm trying to go back and clean up existing projects, so I can work on this some more if you need help.
#53
Imperial Commando was going to be the sequel, but it never passed the concept stage.

Source: Rogue Leaders - The Story of Lucasarts (ISBN# 9780811861847)
#54
Tried these out the other day and meant to comment. They're REALLY impressive! As noted there are a few bugs, but they're a ton of fun and provide a totally different dynamic from SWBF2.
#55
I took a look at this about a week ago. It's largely controlled by two files, and at this point I just need to find out if we have a proper shell req. If not I'll just take patch 1.2's shell.lvl and inject the files over the originals. Localization would be the more intensive part. I don't speak any other languages. If I put a list of strings that need to be added/localized that might be a good community project that doesn't take much from any one individual.
#56
I definitely would like to do the era expansion, if not for selfish reasons.  ::) I was hoping that a few things from SWBF1 mods could be borrowed for SWBF2 (the Xbox mod specifically). I think that private subforum would be the best place to do testing for you guys. Finishing up some other projects before tackling this, but at minimum we could get those eras up and running and then you all could decide what gets assigned to whom.
#57
I'm not committing to this (yet), but I'm all about keeping interest levels strong in our two communities (SWBFGamers and Gametoast). To that end I was wondering if there would be actual interest in adding support to the shell for new eras. I don't really play SWBF1 any more, but I want to give to the community. (Perhaps people would be kind enough to share source files with me as needed in return  :tu:).

Anyway, I thought of the following
a, i == GCW (taken)
h == historical campaign (taken)
c, r == CW (taken)
b, d == Old Republic
e, f == First Order War
g == Old Republic TDM
j == Clone Wars TDM
k == Galactic Civil War TDM
l == First Order War TDM
m == Hero TDM
.... other letters taken for major mods

Now keep in mind that actual game types are rather limited. Basically you can remove capture regions when making a map (or with a little hex editing magic) and that gives you Team Deathmatch modes. Dunno what else you could do though.

This is totally doable, but I would need help with multiple language translations for the above, and someone would have to maintain the source code afterwards.



The other thought I had was a jedi animation set/update. Been a looooooong time, but my theory was one SWBF2 animation for a left-right swing (primary weapon). The secondary weapon is also a lightsaber. It's swing is something different, allowing for psuedo-combos. The other secondary weapon(s) you could switch to would control force powers. I don't know enough about how SWBF1 works any more to know whether this is realistic.
#58
That looks like his bag got enveloped to the dummyroot.
#59
SWBF1 Modding / Re: How can I solve this problem?
March 14, 2018, 03:33:40 PM
So it's a ridiculous amount of polys, but I can confirm that too many static polys will crash as well -- at least per model. 10k plus does it.
#60
I'm always for a "What if?" campaign. I love the idea of everyone switching places.