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Old 10-31-2005, 03:45 AM   #241
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Lathain Valtiel - where do you want me to sen d the files?


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Old 10-31-2005, 04:29 PM   #242
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Check your PMs.


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Old 11-01-2005, 11:12 AM   #243
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I can't seem to submit it to pcgamemods... The uploader stalls after around 2 MB.

As it stands however, I managed to submit it to Lucasfiles (APPROVE IT KURGAN!).

EDIT: ...Correction. That won't let me finish uploading either! WTF?

Hey Kurgan, get on ICQ!


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Old 11-01-2005, 02:14 PM   #244
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Sorry I'm on my way to class, I just saw your message (turns on ICQ). Too bad I don't know how to auto accept files on it!

Approving a file on Lucasfiles takes a bit longer but if it's still not ready by the time I get back tonight I'll make sure it gets posted.


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Old 11-01-2005, 07:45 PM   #245
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Here's the link to the fixed Pilot:

http://www.lucasfiles.com/index.php?...n=file&id=1200


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Old 11-01-2005, 10:15 PM   #246
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Cool will make sure I update the on on PCgame mods personally...

Currently just have to do the bot routing and fix a couple of icons on the 2nd map...that should be ready by the weekend...
Also hoping to get the 3rd map ready ASAP. Just have to get my log traps working properly and add the siege objectives...

Just got my DVD of Revenge Of The Sith from K-Mart (Yes! They're here as well!)
So am planning to watch it tonight when I get home with some take-a-way's (McDonalds or fish'n chips or whatever the kids feel like!)


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Old 11-02-2005, 06:27 PM   #247
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Right...

I've uploaded the AT-ST Pilot model to PCgamemods (At last you can update your old files!!!) and made the team skins a bit less pastel!!! LOL

Also finished modeling the new Low-Poly version of the Generator Pylon last night... should look good once I UV map and texture the damn thing!!! And it's about 1/4 the number of poly's that the current version has and is a bit more movie acurate!
Thats the last Major thing to be done on the second map... Hope to have this map ready for testing by Sunday (Fingers crossed!)

Anyone able to assist me with converting a model into a vehicle???
I have one for the 3rd map that's just waiting to be done!


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Old 11-03-2005, 01:42 AM   #248
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*Chuckles at how everyone and his grandma mis-spells my screen name*


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Old 11-03-2005, 02:27 PM   #249
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New Generator room with the new low-poly generator models.
I still have to finish the textures on them and do a "metallic" shader for the metal bits...
I also noticed that in the movie, they subtly "curve" the perspective on the tunnel so you can't see to the end of it.

Oh! Going to have a question about this room for after you've played the level... At the moment the generator room is simply for looks and the way out of the bunker up to the "main" outdoor area is via two separate tunnels.
I was thinking it might be more interesting if instead of having the (rather bland) tunnels, that the way to the outside part was via the gantries in the generator room?


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Old 11-03-2005, 03:08 PM   #250
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Hope my pc can handle it!


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Old 11-06-2005, 04:01 PM   #251
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Thumbs up Endor Shield Generator Complex

Well I just finished the Bot Routing on the second map thismorning and its all good to go (though I may redo it tonight after work).
Was going to have this ready earlier but decided to totally redo the generaotr part of the map and move the combat in there...
Makes a lot more sense gamplay wise.
All the objectives work and everything seems to be working properly.
So my goal tonight after work is to redo the bot routing, double check I've included ALL the files this time (LOL) and then upload the file....
Hope you will give it a try this time - there should be far fewer problems this time around!!! (Fingers crossed!)


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Old 11-06-2005, 05:13 PM   #252
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You mean TABBot routing or just normal bot routing?


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Old 11-06-2005, 05:44 PM   #253
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Just regular routing at the moment...
You'll have to edificate me on TABBot routing... I haven't really been keeping up with the mods, since I don't use any myself.


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Old 11-07-2005, 02:34 AM   #254
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OK!!! It's up!
http://www.pcgamemods.com/screenshot/77303.html#focus
http://www.pcgamemods.com/screenshot/77298.html#focus
get it Now!!! LOL
http://www.pcgamemods.com/mod/16861.html


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Old 11-07-2005, 06:38 AM   #255
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Quote:
Originally Posted by monsoontide
Just regular routing at the moment...
You'll have to edificate me on TABBot routing... I haven't really been keeping up with the mods, since I don't use any myself.
TABBots are the bots I wrote for OJP that are capable of playing Siege. I'm surprised you haven't heard of it as basejka doesn't allow bots in Siege as far as I know.


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Old 11-07-2005, 07:05 AM   #256
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The bots work fine, they just really can't complete objectives for you... but they will still run around trying to gun you down!


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Old 11-07-2005, 01:05 PM   #257
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I thought basejka just wouldn't allow you to add bots while in the Siege gametype?


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Old 11-07-2005, 01:21 PM   #258
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Quote:
Originally Posted by razorace
I thought basejka just wouldn't allow you to add bots while in the Siege gametype?
You can add them manually (via /addbot) - cvars like e.g. bot_minplayers don't work though afaik.

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Old 11-07-2005, 03:49 PM   #259
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Gotcha. I figured it was something like that.


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Old 11-08-2005, 04:46 AM   #260
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So uh... anyone apart from me (LOL) managed to play the maps successfully?


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Old 11-12-2005, 02:11 PM   #261
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I plan to give them another shot tonight or tomorrow.

As for the objectives thing, you could at least have the bots run into each of the areas that would be "activated" by their presence. Bots also (IIRC) automatically are hitting "use" all the time (at least in OJP they are), so you could have them periodically run into "usable" switches in order to simulate those objectives being completed. Just some suggestions anyway...

Razor would have to help you in regards to having the bots actually do the more complex stuff.


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Old 11-12-2005, 02:45 PM   #262
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Angry dang it...

Okay I just tried it, and the graphics look fine (great, actually) now that I've got the proper ATST pilot installed, no noticable missing things. However, I add one bot (bot_minplayers 2) and the announcer says "3... 2... 1..." and then the sound repeats itself over and over as the screen freezes (on 1) and I am forced to reboot my computer.

So still no dice...


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Old 11-12-2005, 04:15 PM   #263
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I've been told that OJP Basic currently crashes when it tries to load bots onto this map. I suspect that it's doing that due to bots not supporting the way he did the triggers. I'll check it out after I'm done with the holster weapon code.


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Old 11-12-2005, 07:46 PM   #264
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Ah that must be it then. I'll remove OJP's pk3's from my base folder and try it again (after I get home from the movies).


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Old 11-14-2005, 12:47 AM   #265
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Okay, I played and beat it, wow, nice. I wish the AI would attack me or do something other than run around like chickens with their heads cut off (I mean the NPC's, not the bots, which seem fine). This really needs OJP compatability!

One thing that was a little odd was how the torches would hurt you as you ran up those narrow walkways. I mean sure, it's realistic, but you feel pretty silly when it happens!

Again, you could probably cut down on the file size by just using the generic "Announcer" objective completed messages... but I'm sure you're proud of the custom ones you created. Maybe you could make it a seperate download, for "enhancement"?

The objectives are interesting. I noticed there's no timer like on the other Siege maps. I assume that was intentional... I have no idea if it's balanced or not, since I was playing it alone of course.

I mean you're "hacking" into a big glowing beam of light, right? Hmm... couldn't you put like a little control panel or something to make it seem a bit more natural? Just a suggestion.

Can't wait to see the other maps! I want to see Ewoks and things... :ewok


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Old 11-14-2005, 07:22 PM   #266
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Hooray! Glad you finally managed to get it to work Kurgan.
I originally had a little platform thing that you stood on for each objective - but they were kinda hard to find...
Setting the triggers to "use" is the only I can think of to impose a time limit to make you stand within the beam for a set period of time to trigger the objectives.
I'm still working on getting the NPC's to do stuff. Currently you can't even you force powers on them. I had them all set up to use a different script which I tested out in my test map - but when I put them into the actual map, they stopped moving and just stood there. So still sorting that one out.
There's actually a C3PO in one of the huts in the ewok village, but he's invisable until you "use" him... (Not sure why that happens!) Anyway, when used, he spawns some Ewok NPC's to help the Rebels. Still working on getting that to work properly - at least the Ewoks are the right size (though they are armed with blasters!!!)

I've been working on the main "Bunker" map.
All the basic stuff is in place and I have the log traps working - after a fashion LOL (though will probably end up scripting the events) - at least they will destroy AT-ST's if they walk into the traps!
Also added a launch platform for the Ewok Gliders (If I ever get the MD3 models turned into vehicles!)
Started placing the trees last night. Will need a bunch of them to make this map work!
So I have to double the number of trees and then get the Objectives in place.
Will probably have to add fog or something so that there's not quite so much in view at one time.
Also been working on getting the Rebel Commando player model ready for weighting.


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Old 11-17-2005, 09:07 PM   #267
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Post Rebel Commando

Some good news....
While I've been busy working on getting the 3rd map ready for BETA testing, I've had some help from >][V][< over at Hapslash's void and we now have the Rebel Commando player model working and in game!
I just have to finish the skins for it as they're just temp ones for now...
Will post some screenshots when I can... or you can have a look here:
http://s9.invisionfree.com/Hapslashs...?showtopic=977


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Old 11-18-2005, 01:43 AM   #268
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Post Ewok Glider

OK here's the Ewok Glider model


Currently it's just an in-map model - but I'm hoping to make it into a playable vehicle!!!
Yep, tall order! LOL


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Old 11-21-2005, 09:25 PM   #269
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OK.. making progress...
All the objectives are in place... but still need a wee bit more testing.
Nearly all the traps are working (After a crude fashion - which I hope to refine through scripting before the final release)
Having a wee bit of trouble with the fog though - my transparent shaders show up as BLACK through the fog, which looks nasty... Does anyone know a solution for this?
The whole thing really needs more undergrowth but its not really practical as that KILLS the frame rate.
Hope to have this allready for BETA release some time late this weekend.


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Old 11-22-2005, 08:41 AM   #270
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By now I've managed to test them myself. Impressive work, especially the AT-AT Bay. I had also started that area but I couldn't think of what the big Base Part should look like.

Sadly there are no servers running the maps so I was forced to play them in FFA with crap bots.


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Old 11-28-2005, 12:30 AM   #271
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Arrow

You can play them offline in Siege mode you know (use the console). You don't have to put it into FFA mode in order to play... just FYI.

I'm back from vacation now. Is there a new version I can mirror on my page and test out? I don't have much time as finals are coming up, but I'll help any way I can, as always!

You can email me the files zipped up at kurganx@comcast.net and make sure you give a good descriptive subject line (or my spam filter might trash it)!

PS: Has the glitch that makes your map crash when using OJP been fixed yet? It really would be nice to use the improved TAB bots with it!

I see I'm not registered for your forum (maybe I will later if I have time), so...

PPS: As to your Endor trooper, I like it a lot, and I agree with people that the gloves should be toned down (too neon like!). As for the team skins, I honestly would go with red and blue camo. Might seem silly, but remember in those CTF maps there are blue and red areas they could "blend into" heh. Having them use different colors would just stand out far too much and lead to more confusion. Having urban and desert camo is still a good idea, but keep the red and blue for CTF and Team FFA I say.

And if you're going for the full effect, it would be awesome to see Han Solo in a "camo trenchcoat" like he has in the movie!

I really like the progress of this mod, and I'm glad you're not just copying Battlefront... I hope you keep the movie-like elements and retain the JKA feel, despite all the cool embelishments. Can't wait to see test the next beta!


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Old 11-28-2005, 03:39 AM   #272
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I haven't gotten around to making the TABBots work on the map yet. Too busy so far.


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Old 11-28-2005, 09:04 AM   #273
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You should consider turning this concept into a Movie Battles II map.


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Old 11-29-2005, 01:21 AM   #274
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Post Battle Of Endor - Map 3: Imperial Bunker

Map 3 BETA TEST Released!

http://www.pcgamemods.com/mod/16861.html

Of the three maps this one is the least polished at the moment.
Needs considerable work - especially scripting and some help working out why my transparent shaders show up as BLACK through the fog.
Also didn't have time to do the bot routes or NPC routes on this one yet.
Let me know what you think and if any of the files are missing!!!


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Old 12-01-2005, 03:14 AM   #275
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Any feedback?
Any at all....


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Old 12-01-2005, 04:44 AM   #276
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very cool, i didnt have tons of time to test it, but i kept getting an MAX_CVARS error even on a fresh install of JA w/ nothing extra in it and a fresh config. this was only when using the menu to join, so i did a simple /team r to get in game w/o the error. amazing what one can do with the JA engine, the only overly annoying thing i noticed was the inability to move when 'completing' an objective.

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Old 12-01-2005, 10:11 AM   #277
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Post

Quote:
Originally Posted by Shao_X
You should consider turning this concept into a Movie Battles II map.
Long as the vanilla Siege version doesn't suffer as a result, I'm all for that.


We need more vanilla Siege maps, this much is certain!

Downloading now... but sadly I won't have any time to test it until after my finals are over.


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Old 12-07-2005, 08:08 AM   #278
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Looks like my last final is next Wed evening, so after that I'm free! (Until I go home for Christmas that is)


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Old 12-07-2005, 12:00 PM   #279
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Party!

Hope you can at least get time to give it a whirl Kurgan, as of right now - yours is about the only feedback I've had.
So since I've had requests to this with the maps or that with it, I may just end up releasing the MAP files so whoever wants to can bend them to their own purposes...
REally have to struggle for enthusiasm for the project at the moment.


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Old 12-07-2005, 01:26 PM   #280
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I honestly haven't looked at it but we can always use more siege maps. I know that me and Kurgan would be prefectly willing to add your siege maps to our server's map cycle if we can get them to work with the TABBots.


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