Just to lay it all down (Project Timeline & Info)

Discuss and catch up on anything related to the SWBF1 Conversion Pack

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MandeRek
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Re: Just to lay it all down (Project Timeline & Info)

Post by MandeRek »

Teancum wrote:Just wanted to let you all know I'm still working on this. We just moved on June 1 back to Indianapolis and we haven't got our DSL hooked up at home yet (it'll be up on Thursday). So in the meantime I've done a few little fixes, but have mostly been playing Deus Ex: Invisible War, which I just beat with all possible endings. Fun game.

On a SWBF related note, RepSharpShooter is gonna lend a hand with updating the clone legions to have the 1.2 patch weapons and whatnot so everything matches.

@ Rep -- I forgot to bring the files from home to upload today. I'll get them to you soon.
Sounds cool! :thumbs:

If you need ANY player model to be brought (enveloped, weighted) into BF2 just pm me Teancum (and Teancum only)
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Re: Just to lay it all down (Project Timeline & Info)

Post by Teancum »

I can't help it. I gotta reveal who one of the very last secret characters is:

***NOTE: This is not a SWBF2 pic. Manderek has him all weighted and whatnot, I just haven't put him in-game

Image
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Re: Just to lay it all down (Project Timeline & Info)

Post by Delta 47 »

Hey its Desann, he would be an awesome person to include does he have new lightsaber moves?
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Re: Just to lay it all down (Project Timeline & Info)

Post by Teancum »

Nope, he plays like Mace Windu with a few small differences, and different force powers. I just don't have enough room in the game's memory to give him anything new.
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Re: Just to lay it all down (Project Timeline & Info)

Post by AQT »

It's good to know Desann will be in the pack. Which map(s) do plan to put him on? Yavin IV: Arena would be a good choice.
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Re: Just to lay it all down (Project Timeline & Info)

Post by Teancum »

Funny you should say that. He's being tested on Yavin Arena as Kyle Katarn's counterpart. He'll definitely be on that map.
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Re: Just to lay it all down (Project Timeline & Info)

Post by Delta 47 »

Yeah, with the background in the picture you can't help but think of Yavin IV :P
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Re: Just to lay it all down (Project Timeline & Info)

Post by MandeRek »

Sorry i didn't reply to your pm.. I had an exchange student this weekend, so no PC at all!

I'll get it to you soon, last bug was the hp_weapons offset! Does it walk cool?
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Re: Just to lay it all down (Project Timeline & Info)

Post by Teancum »

Yeah other than that he's great.
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Re: Just to lay it all down (Project Timeline & Info)

Post by Teancum »

By popular demand, Desann has his own animation set. It's not that different from other characters, but it's different enough to make him unique. I put a taller skeleton on him to match his actual height, and is equipped with Force Lightning and Force Choke. He's got one small bug MandeRek is fixing, then he's 100% done.
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Re: Just to lay it all down (Project Timeline & Info)

Post by Hebes24 »

Sounds real cool Tean'.
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Re: Just to lay it all down (Project Timeline & Info)

Post by AQT »

That sounds cool indeed. Will Desaan have a big lightsaber? I played Jedi Outcast a few days ago and noticed that his lightsaber was a lot taller than Kyle Katarn's. Since Desaan will be on Yavin IV: Arena, will Kyle Katarn now have a blue lightsaber if it isn't too much trouble? It's currently green.

Off-Topic: Teancum, a while ago you said you lost the foreign localizations. I still have the Spanish localizations saved on my computer. Do you need them still?
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Re: Just to lay it all down (Project Timeline & Info)

Post by Teancum »

Done. Jedi Outcast Kyle will now appear on Yavin. Desann though is a different story. I haven't really decided on his saber length, but it wouldn't be a lot longer than normal. The .combo actually determines the radius of damage and not the blade length, and I don't want to make it so large as to edit all the instances in the .combo. Should be doable though. I could probably add 6 inches or so without anyone noticing.
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Re: Just to lay it all down (Project Timeline & Info)

Post by Guest »

for gameplay interests i think you should leave the damage radius as it is
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