Menu

Show posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Show posts Menu

Messages - Napseeker

#1
General / Re: Happy New Year
January 03, 2023, 05:31:06 AM
Wishing everyone a very happy and safe 2023. And special best wishes to the people of Ukraine and may this horrible war be over soon.




#2
Thanks guys and I hope it offers some good time-wasting fun!

@Giftheck: I consider myself the groundhog of modders... every few years popping my head up from beneath the grass to see the lay of the land, drop off a map, and then go back into hibernation  :rofl:

#3
The Predator is in the game, not intended to be played by humans though. It was tough making his weapons (his laser targeting thing doesn't work the way I'd hoped due to limitations with the game engine)







Here's a shot of the Chestburster as it slides around on the ground looking for its next victim



The ALIENS have killed all the humans and are celebrating by forming a conga line!



I hope everyone has a BLOODY good time playing the map!



#4
The ALIENS can attack you using long-range acid spit...






















#5
And some more screenshots

Okay, now who needs a hug?  Anybody?  Well you're going to get a hug whether you want it or not!















Drop something heavy on those Xenomorphs and squash em like the bugs that they are...


#6
A few years ago (pre-pandemic!) I had an idea that for an ALIENS game that would take place within the SWBF1 universe.

The storyline would be that in The Empire Strikes Back, as the Falcon quickly departs the mouth of the slug, a few facehuggers happened to hitch a ride in various nooks and crannies around the hull of the ship. When the Falcon lands on Bespin, the facehuggers infest Cloud City and quickly a xenomorph outbreak happens.  Vader and his Stormtroopers were waiting on Bespin for the Falcon, but little did they expect that a greater concern would hit them beyond capturing Luke, and now both the Imperials and Bespin Security forces must join together to fight off the hordes of Xenomorphs!

The ALIENS vs StarWars map would include both the Bespin Platforms and Cloud City standard maps (with some alterations by me to make it a bit more spooky), recreations of various weapons from the ALIENS movie (Pulse Rifle, Smart gun, flamethrower, etc) and some music and sounds. It's meant to be played single-player Instant Action (not sure how it would work as a multiplayer, probably not very balanced at all).  And of course you'd get the chance to play as Ripley, Bishop, a "Bespin Marine", the Ice Creammaker Guy (Wilrow Hood). You will also spot cameos from corporate weasel Carter Burke.  There are also new Bespin-specific units in the map like Lobot, old smoothie Lando, and the Twin Pod Car pilot.

I actually finished 90% of the planned map before the pandemic happened but then just got super-busy and lazy about completing the final bits and fixing some of the bugs. I don't know if I'll ever get around to working on those last bits, but I finally decided just to put out what I did finish so others in the community (if anyone even still plays SWBF1) can enjoy it for Halloween.

UPDATE: Happy Halloween 2022!  I've uploaded the maps to Mega.nz since the file size exceeds the usual 64mb limit on SWBFGamers:
https://mega.nz/file/yZAwRYZZ#xDeK-fa5bYN1whWqYtwoSejJuQpqPmCAf-RJ47HjQSE

Try it out and let me know if there are any problems!

Here are some screenshots of my AvS map:






















#7
Quote from: Bluetothestars on November 18, 2020, 08:42:32 PM
Carried on from another post since no one was answering. Basically if I make say Mace Windu's health 1000, he will still block and such, however he'll die from grenades as well as turrets like on BES Platforms. If I keep his health at the 100000, no one will attack him. Why is this?

Well, if they only attack if his health is at 1000, but you want to keep him alive, then why not use AddHealth to just constantly restore his health?

Example:

MaxHealth   = 1000.0
AddHealth       = 999

I haven't tested this, but it might work as the addhealth happens every second.



#8
I think that's it...  at least off the top of my head, I don't remember any other steps other than editing your weapon ODF to read

FireSound             =  "littleblaster04"

Oh and believe I was wrong about the format of the wav, it should be signed, not unsigned.

One strange thing that I have had happen to me as I am testing my own map right now, is that even though I edit the volumes of every .wav to be the same, I noticed that during the gameplay, that some wav files play at the correct volume, while other wav sounds play at very low volume.  I have yet to understand why this is happening.

#9
KommissarReb,  while I am still learning myself how to add sound (mostly for the units and weapons) what I found useful was psychofred's Datachainisle project.   It features custom sounds, so you can download that to examine the files, and then slowly replace some of his custom sounds with your own to test that your effects work. 

I believe all sound files need to be 16-bit mono unsigned (I read that in one of the documents during my  experimenting for my Battle of Endor map). 

You put the .wav files into the sound/effects folder, then edit the .asfx to give the path where the munger can find your wave file e.g.
effects\SeismicCharge.wav    -resample pc 22050

You then edit the .snd file to add an entry for the sound e.g.


SoundProperties()
{
    Name("probedroid_engine");
    Pitch(1.0);
    PitchDev(0.00);
    Gain(0.8);
    GainDev(0.0);
    ReverbGain(1.0);
    Bus("soundfx");
    Looping(1);
    Pan(0.0);
    MinDistance(6.0);
    MuteDistance(50.0);
    MaxDistance(50.0);
    RollOff(1.0);
    Mode3D(1);
    Bias(0.0001);
    Priority(0.7);
    SampleList()
    {
    Sample("probot_loop", 1.0);
    }
}

One sound property can support multiple wave samples which the game engine would then randomly pick to play back.  So for example, if you had three probot wave files then you could edit the SampleList() to say:

    SampleList()
    {
    Sample("probot_loop1", 0.4);
    Sample("probot_loop2", 0.3);
    Sample("probot_loop3", 0.3);
    }



Note the second parameter has to add up to 1.0 (100%) because this parameter specifies the probability that the given wav file will be played (so 40% for loop1, then 30% for the loop2, then 30% for loop3).


#10
Released Maps and Mods / Re: Scarif: Beach
September 19, 2020, 12:55:06 AM
Ah I didn't realize the limit was 5, for some reason I thought there were 6 allowed units back on the AT-TE but I could be misremembering.

If there's no follow-up release, no worries.  I can obviously just make a quick mission map to override the existing mission settings, but I wanted to raise my own experience with the otherwise excellent map in case others were having the same obstacles.   

It's possible no one else is:  I recall someone complaining about my Geonosis Arena map being too easy for the Jedi to win, a problem that I couldn't reproduce until years later when I bought a faster computer and played my map on the new PC and suddenly I also saw the Jedi AI bots easily wiping out the CIS forces.  The speed of the computer system does seem to alter the AI bots it seems (and my computer is fairly ancient so other players with more modern setups may have rebel bots that aren't acting the same way on this map).

A U-Wing with a door gunner would be the coolest addition to this already cool map.



#11
Released Maps and Mods / Re: Scarif: Beach
September 15, 2020, 07:07:49 PM
I just played this last night.  A really really impressive map, exactly what I would hope for in a Scarif map and it plays beautifully on my ancient Windows computer.  Great job!

I would recommend one change though, based on my own experience playing as a single player on the rebels team.  Maybe this isn't happening with others, but I have yet to win a single match. I've played 12 matches so far, usually as the X-Wing pilot since I was very excited to fly the U-Wing at long last.

The reason for the loss is always because of reinforcement count.  The rebels just can't seem to hold their CPs (or seem to not care about holding them) and the moment the CP balance tilts towards the Empire, the rebel reinforcement count starts dropping quickly and it doesn't take long before the ALL team has lost so many reinforcements that I know the game is over.   

My last 5 times playing the map I saw the reinforcements drop to a point where it wouldn't matter how many Imperials I killed from my U-Wing, there was no way to win so I quit early and gave up in frustration.

The easiest solution might be to slow down the reinforcement losses considerably, or maybe establish the losses to begin only when the imbalance is in the extreme (e.g. the ALL only has 1 CP left, and even then I'd still slow down the loss rate). 

I also found the U-Wing to be somewhat frustrating because it felt like I crashed and died many times due to colliding with (I think) the palm trees, despite thinking that I was keeping enough distance away from them.  I ultimately gave up and switched over to using the X-Wing since the U-Wing collisions were starting to get upsetting.   It'd be very nice if there was a gunner to help offset the need to fly cautiously around those palm trees (it's hard to aim the forward guns while also avoiding a crash) so if a secondary gunner was at least doing some of the shooting, this would ease some of that feeling of the U-Wing not being very effective.   I know the mesh may not support such a gunner position though...

It also might make the U-Wing feel more useful to the battle if the number of troops it could carry were higher than 4 (since only 3 get deployed, with 1 remaining as the pilot). Anytime I dropped off 3 troopers to try and capture an enemy CP, they seemed to get killed off pretty fast.  Perhaps up it to 6 so that 5 troopers can be deployed?

Aside from these issues (which I don't know if anyone else feels the same way) I really loved this map. The music especially helped this feel like I was in the world of Rogue One - and ironically enough, all those issues I cited above actually made me feel as desperate to win as the actual rebels probably were!



#12
I originally wasn't going to release this mission map, but on reconsideration, I thought maybe other folks would like to see the CATO map populated with some Neimoidians (and of course the combined armies of Obi-Wan and Anakin, who I believed stormed Cato Neimoidia in the novel "Labyrinth of Evil"... I read it a long time ago, but I believe that's the book). 

Hey I've managed to reproduce the problem at last.  This happens on the real CAT map (and not just on my mission map/overlay map). 

- you can be driving either the AAT or the Republic hovertank
- the "hole" exists somewhere near the water fountain in the middle of the REP side of the map

- what I did was pilot the tank so that it rode over the fountain and then as the tank is inclined downward towards the ground, it suddenly drops right through the floor/ground. 

Now on my mission map, even with the deathregion you gave me, the tank falls a short distance, lands in the underworld of the map, I can get out and run around without dying.  In your map, the moment the tank drops through, you instantly die. 

So try driving around near that water fountain, especially try driving your tank over it and see what happens.  It's like a magic sinkhole of death coming out of nowhere  :)

#13
Can you give me the definition that you are using for your "permadeath" death region?  I'll put the same settings into my overlay map .RGN file and see if that stops the CIS droids from shooting at my REP units standing on the roof.  I suspect that the problem will go away.

#14
SWBF1 Modding / Re: Sound munge
August 14, 2020, 12:13:09 PM
Try taking a look at the Chain Isle  ("Datachainisle") project as that is small SWBF1 project that demonstrates how to add custom sound and music to your map.

https://www.swbfgamers.com/index.php?topic=7378.0

The sound stuff is tricky, I don't entirely understand all of it myself either but this project gives you an idea of what files you have to set up. 
#15
Quote from: Giftheck on August 06, 2020, 03:38:05 PM
Were the CIS in control of either the South Tower or North Tower command posts?

Interesting... can you tell me where on the map this happened and I'll try to replicate it?

I finally got a chance tonight to sit down and play with the map again.  I couldn't reproduce the "falling through" problem, I now wonder if maybe instead of backing up against the wall and passing through it, I had backed up over the ledge (next to the wall) and simply fallen over that ledge.  The AAT does tend to tumble around in the air when there are obstacles or units beneath it, the tank could've gotten bounced over to the ledge during the chaos.

I believe the CIS were in control of the North Tower when the AAT was generated BTW.

The other thing I saw is that when the CIS units arrive at the REP side of the map, and my unit was standing on that elevated rooftop, the units were able to shoot at me through the rooftop's floor.   NOTE that I'm playing on a mission map of CAT (which doesn't have a death region yet) so I need to play the regular map to see if it might happen there.  The CIS would probably have died due to the death region in the regular map.