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Topics - Giftheck

#81
SOURCE

After a long time waiting, Instant Action is making its return to Star Wars Battlefront II.

Here's the important bits:

QuoteWe're happy to announce that Instant Action is making its return to the Battlefront franchise, and we think it's something a number of you are really going to like. Each month, we've seen the comments about a large-scale game mode that can be enjoyed within a singleplayer environment. We know that solo players matter and can confirm it's real and it's arriving in September!

In this mode, both teams are fighting over five Command Posts (similar to Capital Supremacy). Hold a majority of them until your team score reaches 100% to win the game.

Key info

    Single player large scale combat experience
    Fight to control Command Posts
    You fight alongside AI
    You fight against a team of AI
    The enemy team will be made up of regular troopers, reinforcements, heroes, and vehicles.
    You can spawn on Command Posts using the Contextual Spawn system
    Control a majority of the Command Posts until your team score reaches 100%
    Able to choose to play as either light side or dark side
    Can be played offline, without the need for an internet connection

At release, you will have access to all the maps that are currently available within Capital Supremacy; Naboo, Kamino, Kashyyyk, Geonosis and Felucia.

This goes hand-in-hand with this month's new 'contextual spawning' system which will allow players to spawn on command posts like the old games. Contextual Spawning goes live next week in Captial Supremacy (which also has changes to the capital ship phase to make it feel more involved)

Also to be included in the September update is the Clone Commando to oppose the Droideka.
#83
SWBF1 Modding / MOVED: Sound not Munging
August 11, 2019, 11:00:18 PM
#86
Anybody playing after today's update? We've got droidekas! And TX-130s!

Naboo's a nice map to play Capital Supemacy on. It's set at dusk on the streets surrounding the Main Arcade (no Palace interior). This is the map I've been looking forward to most since I adore the Naboo aesthetic.

As for the Droidekas, they are a tad underpowered but they otherwise control quite well. Droidekas are an Enforcer unit, joining the Super Battle Droid, Wookie Warrior, Death Trooper and Flametrooper (the Droideka doesn't replace the SBD, so it's actually a second Enforcer). The TX-130 Tank is of the Armor class, same as the AT-RT, AAT, AT-ST and LIUV, and like the Droideka it doesn't replace the AT-RT, acting as a second Armor class for the Republic. I haven't had a chance to play as the TX-130 yet, but it's single pilot (no turret).

In other news, in August we're getting info on a new PvE mode, as well as Felucia being the next planet to be released (a brand new map designed for Capital Supremacy). In spite of its rocky start, this game is starting to shape up.
#88
Tech Support / Bug with Firefox disabling addons
May 04, 2019, 03:36:51 PM
Currently suffering from this myself, Firefox has an issue that has arisen on all platforms where your addons are marked as not meeting Firefox standards and are thus disabled.

Details and hotfix here: https://blog.mozilla.org/addons/2019/05/04/update-regarding-add-ons-in-firefox/
#89
Here we go, lads! We may be about to get a big bump in our mod viewership.

https://old.reddit.com/r/StarWarsBattlefront/comments/bjkg17/battlefront_2004_possibly_coming_to_steam_gog_and/

EDIT: Official Star Wars website link: https://www.starwars.com/news/star-wars-day-video-game-deals Scroll down to the PC section towards the end of the page.
#90
Released Assets / Geonosis: Prototype map assets
April 27, 2019, 05:18:47 AM
Posted to psych0fred's site: http://www.secretsociety.com/forum/downloads/BF1/GeonosisPrototype/

Basically, this is the Geonosis that was shown in the pre-release SWBF trailers. The design was very, very different to what we got in the end.

The included note:

QuoteThis won't run as is, but you can salvage the assets from it to recreate something that does. It can be at least opened and examined in the enclosed version of zero so you cna check it out and then pull the assets into a new level where you rename and recreate it so it works.
It was a protoype level created to test functionality early in development. It's not exactly as it was as there were different art assets and art style then which was more gritty, and large objects could fit into the world without crashing.
If you remove the droid coreship it should run without crashing in game.
Also included but not in the world is a sloppy republic assault ship mesh, but in the original the core ship would lift off and the republic assault ship was flyable and landed to deploy troops. I say sloppy because it's bloated and I don't know if it's fully functional.
There was also the vtrans, which is the LAAT/C and it would swoop down and drop off ATTEs (which was awesome) but the functionality became deprecated and while it's still in the engine it doesn't work. The ship spirals out control as it approaches the ground and both vehicles get destroyed.I never managed to get it to work with the mods.
The terrain was also darker though I don't know if it's because back then it was vertex colored/lighted or the world file is missing texture references. The terrain looks good if someone can find the right textures to apply or color it so it's not so bright.
I've included some images to explain what's in the map so people know what they are looking at in zero.
There were several coves on the map, one contained a hangar with a secret tunnel entrance. You can see the terrain cutters in zero.
You'll also notice the clouds objects in the sky and probably other things I'm forgetting.
I'd like to get it up and running but getting the tools up and running on Win10 has been a pain otherwise I would have spent more time on it.
I'm releasing it to give you the assets. When I look at it I want to restore it to it's full glory which would take a lot of work, and maybe one day I will if I ever get everything up and running again.
As is it crashes when the core ship enters frame and the view distances are all wrong.
It's still a pretty cool map in my opinion and was meant to better represent the battle of geonosis.
#91
I'm bringing SWBF2 Kamino in to Main Play Mod as a replacement for the stock Kamino (using Sleepkiller's conversion). I've made the decision to restore an earlier feature of Kamino and have starfighters for the Republic and CIS - the Republic gets the V-Wing, the CIS gets the Droid Starfighter.

I've placed the spawns and set them up according to their command posts, and while the V-Wings spawn in fine, I have this issue with the Droid Starfighters. They spawn quite high up from where I set the spawn points, as seen in this screenshot:



Any idea how to solve this? I've tried modifying the collisions of the Droid Starfighter (different shapes) but to no apparent avail.

EDIT: Replacing the platform model with the SWBF1 version resolved the issue.
#92
Released Assets / E-WEB Turret
April 17, 2019, 01:34:29 PM
Here's my first ever port of a turret, the E-WEB turret from Star Wars: The Force Unleashed II. It's set up to act as a replacement for the stock turret, but you are free to use this however you want. I've given it a test run and it seems to work just fine.

[spoiler][/spoiler]

DOWNLOAD

Credits:
-LucasArts for the model from The Force Unleashed II
#93
Other Games / Star Wars: Jedi: Fallen Order
April 13, 2019, 01:06:39 AM
Reveal of the game coming later today. All we know so far is that it's a story-driven single-player game, with no microtransactions or multiplayer component, and that it is set at the beginning of The Dark Times, after the issuing of Order 66. The tagline is "Accept the past".
#94
General / Star Wars: The Rise Of Skywalker
April 13, 2019, 12:56:50 AM
So... what do we think?



I'm much more intrigued by this than either of the last two films. Especially after the way this teaser ends.
#98
I will confess that I am not exactly proficient with HTML coding. So with that in mind, I was wondering if there is anybody here who is that can add a feature to Bamdur's BFBuilder Pro 2.0 HTML Application. In this instance, it's an 'Add World' menu, with two options: Import Stock World, and Create New World (sub options here would be 'number of worlds in folder')

Allow me to elaborate. At present, if I want to modify or bulk-build worlds in a side mod, I have to manually copy in each Worlds/ModID folder and modify the munge.bat to munge those worlds. If I want to add in custom worlds I have to create a new DataModID for each and then copy in the Worlds folders into my mod folder. I would rather have everything in one place and doing it the current way is time-consuming.
#99
Released Assets / EE-4 Carbine Rifle
December 04, 2018, 02:05:36 PM
Here is the EE-4 Carbine Rifle, first used by Sana Starros and also seen in the 2015 Star Wars Battlefront and its sequel.

[spoiler][/spoiler]

Special thanks to Sereja for the EE-3 from his weapons pack, which is the source of the scope and barrel.

DOWNLOAD

Credits:
-LucasArts for the Mod Tools
-Sereja for the EE-3 Carbine Rifle model, parts of which were used.
#100
I'm having an issue with a new object I'm putting into my modified Cloud City map.

[spoiler][/spoiler]

However, I'm having this problem with it:

[spoiler][/spoiler]

Units will 'sink' in the middle ring. The issue only occurs in this middle ring, the collision for the rest of the object is fine. I haven't defined a separate collision object inside the MSH in this instance (I had previously but I still encountered this issue) as the object isn't particularly high-poly.

Not sure if this is a conflict between the object collision and the terrain, or whether there's an issue with the collision generated by the object.