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

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

Post by Teancum »

I've had a lot of questions lately on what's gonna be in and what's not. Due to the fact that I want to finish this project before I die I have to have an ending point. So here goes.

What's gonna happen

1.9.1 Public Release (full install) - hoping for July/Aug
-Bugfixes. Every crash should be gone, all HUD bugs fixed
-Space Endor
-Rebuilt Classic Conquest **COMPLETE
-Sounds working right on all levels
-KotOR era
-Restoring of missing modes (like Hunt on Dagobah)**COMPLETE
-Updated Shell/ingame consoles. Thanks to [RDH]Zerted
-KotOR era fully implemented
-Hero CTF (1-Flag CTF with Jedi/Sith only)
-LAST side re-work. Mostly visual stuff, but the award weapon bug/Pistol-Fusion Cutter bug will be dealt with

1.9.5 Public Release (patch) - hoping for Sept/Oct
-Additional Bugfixes
-Updating of current units to use the same features as the Unofficial 1.2 Patch (weapons, effects) so that it matches his mod *Pending RepSharpShooter's permission

2.0 FINAL Public Release (full install) - hoping for Oct/Nov
-All bugfixes completed (100% stable)

What's NOT gonna happen
-More new modes. Hero CTF is it
-Adding existing modes to maps. They already have enough modes
-New heroes. We have tons already. *Aside from a few already in planning like Greedo
-New clone legions. Same as above
-New maps. The pack has enough as is
-Restoring cut maps. *If* they get restored, that's what the bonus map pack will be for

What's gonna be available for modders
-Release of ALL assets after 2.0 is released (on condition that nobody tries to continue the pack)
-In-shell coded modes (thanks to [RDH]Zerted). Things like BFX mode, +123 mode, etc will be there for modders to make their mods compatible with the Unofficial 1.2 Patch & the Convo Pack
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Re: Just to lay it all down

Post by MandeRek »

Well, that's clear.. I can read :P , but still, no new CIS, Imp or All heroes? Thought you were planning to first.. But okay, I guess i need to live with it :)

I can't help you then, unless you need any other model... The convo pack is great, and it's already the best mod ever, but this makes it just perfect! :D
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Re: Just to lay it all down

Post by Teancum »

MandeRek wrote:Well, that's clear.. I can read :P , but still, no new CIS, Imp or All heroes?
I'm not saying no, but I want to get this stuff done before thinking about that at all. Currently I have a Greedo model that AceMastermind converted, but in the end it comes down to finding time to do him and others heroes. That's where my bottleneck is... time.

*EDIT* I updated the first post.
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Re: Just to lay it all down

Post by Sparta »

So there won't be a BFX mode implemented?
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Re: Just to lay it all down

Post by Xavious »

Teancum wrote:-In-shell coded modes (thanks to [RDH]Zerted). Things like BFX mode, +123 mode, etc
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Re: Just to lay it all down

Post by Grev »

I know little of the conversion pack, Ive played it once or twice, but why would swbf2 aps be in it? Like Space Endor? Does the conversion pack just add conversion pack modes to it?
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Re: Just to lay it all down

Post by Xavious »

It adds the classic Battlefront I maps as well as some various new content for Battlefront II, such as maps, game modes, and now new eras.
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Re: Just to lay it all down

Post by wazmol »

Tean' that sounds like a very good plan...
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Re: Just to lay it all down

Post by Delta 47 »

Yeah sounds great but everyone will have to download BFX mod, 123 mod, etc besides the Conversion Pack instead of it being all in one :? Just wanted to be clear on that, great plan :P
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Re: Just to lay it all down

Post by Teancum »

It's better than having to switch out each mod over and over.
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Re: Just to lay it all down

Post by MasterSaitek009 »

Teancum wrote:-Release of ALL assets after 2.0 is released (on condition that nobody tries to continue the pack)
Not including Kit, right?
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Re: Just to lay it all down

Post by Teancum »

Sortof. Kit will be downloadable, but he'll be in a pre-compiled lvl file with instructions on how to install him. No source files.
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Re: Just to lay it all down

Post by woner11 »

Does this mean that if I know how I can put him in my map right now?
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Re: Just to lay it all down

Post by wazmol »

Talking about assets, did you ever release the anim files for ventress tean?

Good job with this mod man, i just installed it again (i had to re-install windows) and its very awesome.
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Re: Just to lay it all down

Post by Teancum »

woner11 wrote:Does this mean that if I know how I can put him in my map right now?
I'd rather be the one to build a custom lvl for Kit. If you release a lvl that you hex edited together with your map then people will start asking you how you did it and either the secret would get out or they'd figure it out themselves, and that's no different then putting out the source.
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Re: Just to lay it all down

Post by woner11 »

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

Post by Teancum »

Updated the first post with the info that got lost when all those topics disappeared.
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Re: Just to lay it all down (Project Timeline & Info)

Post by Maveritchell »

I still have to rework some things (never recieved a Kreia model, Bastila model, Sith wardroid, etc.). I've got a workaround for Kreia/Traya, Bastila may get cut (depending on whether I can get a playermodel or not - not likely at this stage of the game), and the Sith wardroid is going to be replaced with the placeholder I used in the sides demo. Hopefully, though, I'll be able to send you all the necessary KotOR assets (side .lvls and scripts) within a week - I just finished my last classes and should have a bit more free time.
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Re: Just to lay it all down (Project Timeline & Info)

Post by Teancum »

I hate to pry, but how are sounds coming? I have the SWBF1 sides about 1/2 way done. Once I get a basic side going I'll send you it so that you can tweak the odfs for sounds.
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Re: Just to lay it all down (Project Timeline & Info)

Post by Maveritchell »

Sounds are stagnant now, actually, but they won't take a lot of further work. I know you had thought about custom sound.lvls for each side, but looking at the setup now, it'll be easier to just add in whichever sound .lvls (to each individual map) need to be there, especially since they're such small files anyway. I've also got a munged sound .lvl that has the seismic charge sound (that was originally in the chainisle.lvl), except this one works. I can prioritize getting the sounds to you first, if you want, but I thought it would be best to get the new era stuff in first.
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