The Dark Times (fmr. "Battlefront Unleashed")

Discussion, progress updates, and downloads for the Dark Times and Rising Son mods.

Moderator: Moderators

Locked
AQT
Gametoast Staff
Gametoast Staff
Posts: 4910
Joined: Sat Nov 03, 2007 4:55 pm
Location: SoCal, USA

Re: Battlefront: Unleashed

Post by AQT »

The force powers look amazing and so do the units! Just about everything in this mod. So is Obi Wan pair-up with the Rogue Clone Trooper?
unknown
Private Recruit
Posts: 29
Joined: Wed Jan 28, 2009 6:06 pm

Re: Battlefront: Unleashed

Post by unknown »

looks nice :thumbs: but the repulse feels a little slow when you spread out your arms and the shadow guard lightsabre pike looks kinda awkward when you back up... though I don't think I or anybody else could make it better.
User avatar
Maveritchell
Jedi Admin
Jedi Admin
Posts: 7366
Joined: Mon Aug 21, 2006 11:03 pm

Re: Battlefront: Unleashed

Post by Maveritchell »

Good news all around - after a lot of playtesting, it's safe to say that the AI will use everything added, melee-wise (and of course Force-power-wise, but that's easy to set). I'll see AI mixing between heavy and light combos, and they'll even occasionally use the Force Finisher to send you flying.

And I also tested (successfully) combining archer's AI hero script with my random heroes & units script. It's not difficult, and everything works beautifully. I've only done it on my test map so far (Mygeeto), but I've played as or against nearly every hero (and hero support unit) by random selection. It's pretty fun.
Nova Hawk
Banned
Posts: 4089
Joined: Mon Sep 22, 2008 3:17 pm
Projects :: No Mod project currently.
Games I'm Playing :: MW3 BF3

Re: Battlefront: Unleashed

Post by Nova Hawk »

Sounds great, Mav! Can't wait...
The_Emperor
Supreme Galactic Ruler
Posts: 2118
Joined: Sat Dec 10, 2005 6:30 am
Projects :: No Mod project currently.
Games I'm Playing :: I have not listed any games yet
xbox live or psn: No gamertag set
Location: Waaaaay over there.

Re: Battlefront: Unleashed

Post by The_Emperor »

Niiiice, looks like you improved jedi gameplay a great deal. Again. :P Can't see it properly since my computer is (still) failing me but Maris's lightsabers look great. I love it that you didn't just give her regular sabers. Everything looks very impressive. Just, wow.

While Force Repulse looks absolutely utterly awesome (LOVE the anim), would it be possible to add a "building up power" effect? As in force energy getting "sucked into" the unit before he releases it, kinda like stock BF rifles that can build up power (arccaster and such)?
User avatar
Maveritchell
Jedi Admin
Jedi Admin
Posts: 7366
Joined: Mon Aug 21, 2006 11:03 pm

Re: Battlefront: Unleashed

Post by Maveritchell »

The_Emperor wrote:While Force Repulse looks absolutely utterly awesome (LOVE the anim), would it be possible to add a "building up power" effect? As in force energy getting "sucked into" the unit before he releases it, kinda like stock BF rifles that can build up power (arccaster and such)?
It's not only possible, it's done and in that video you watched. All the Force powers have unique chargeup effects - Force Repulse's chargeup isn't huge (Force Maelstrom was the power from TFU that had the really obscenely large effect) because in the original game it wasn't a big effect until it had already charged. My goal is to make the attacks look pretty much just like they looked in the original game, so if you or someone else has a better reference of Force Repulse with a bigger effect, let me know and I'll change it.
User avatar
DarthD.U.C.K.
Master of the Force
Master of the Force
Posts: 6027
Joined: Wed Sep 27, 2006 11:05 am
Location: Duckburg, Germany

Re: Battlefront: Unleashed

Post by DarthD.U.C.K. »

unknown wrote:looks nice :thumbs: but the repulse feels a little slow when you spread out your arms
hmm, i thought that too, maybe the jumpintheairbeforechargeuprepulseanim can be faster too...

what do other members think about it? i appreciate constructive critcism because im not fully satisficed of it
(in XSI the anim looked better then ingame as usual)
The_Emperor wrote:While Force Repulse looks absolutely utterly awesome (LOVE the anim)
thanks! :D
The_Emperor
Supreme Galactic Ruler
Posts: 2118
Joined: Sat Dec 10, 2005 6:30 am
Projects :: No Mod project currently.
Games I'm Playing :: I have not listed any games yet
xbox live or psn: No gamertag set
Location: Waaaaay over there.

Re: Battlefront: Unleashed

Post by The_Emperor »

Wait, wait, I know what's wrong.

I got confused with Maelstrom :P I just watched the movie in HD and your repulse effect is quite accurate. Like D.U.C.K. said though, the jumping up and charging could be a bit faster :P Guess that's what got me confused, in TFU Force Repulse only took like two seconds if I remember correctly.
Guest

Re: Battlefront: Unleashed

Post by Guest »

What I dont like about the force repulse is that you hang in the air for about half a second without any movement before 'unleashing the force'. It just looks kinda odd, you might need to make the whole anim a little bit slower and cut the part at the end where you dont move.
User avatar
Maveritchell
Jedi Admin
Jedi Admin
Posts: 7366
Joined: Mon Aug 21, 2006 11:03 pm

Re: Battlefront: Unleashed

Post by Maveritchell »

negah wrote:What I dont like about the force repulse is that you hang in the air for about half a second without any movement before 'unleashing the force'. It just looks kinda odd, you might need to make the whole anim a little bit slower and cut the part at the end where you dont move.
That's the position I'm charging it in, that's not how the animation goes. The animation plays smoothly from "jumping" to firing, it's just always better to charge it up.
Taivyx
2008 Best Games Related Avatar
Posts: 1706
Joined: Thu Jun 07, 2007 3:34 pm
Projects :: Terra Strife - discontinued
Games I'm Playing :: none
xbox live or psn: No gamertag set
Contact:

Re: Battlefront: Unleashed

Post by Taivyx »

Maveritchell wrote:That's the position I'm charging it in, that's not how the animation goes. The animation plays smoothly from "jumping" to firing, it's just always better to charge it up.
Actually I don't quite like that idea.
To me the big "imma charging mah force powahs!!1!1!!!!" attack was Force Maelstrom, not Repulse.

In TFU, Force Repulse was just a quick blast to to get surrounding enemies off your back, not the devastating explosion of Force Maelstrom.

I'd say save the "charging" for Force Maelstrom.
Force Repulse should, to me, be a quick wave of force energy.
User avatar
Maveritchell
Jedi Admin
Jedi Admin
Posts: 7366
Joined: Mon Aug 21, 2006 11:03 pm

Re: Battlefront: Unleashed

Post by Maveritchell »

Taivyx wrote:
Maveritchell wrote:That's the position I'm charging it in, that's not how the animation goes. The animation plays smoothly from "jumping" to firing, it's just always better to charge it up.
Actually I don't quite like that idea.
To me the big "imma charging mah force powahs!!1!1!!!!" attack was Force Maelstrom, not Repulse.

In TFU, Force Repulse was just a quick blast to to get surrounding enemies off your back, not the devastating explosion of Force Maelstrom.

I'd say save the "charging" for Force Maelstrom.
Force Repulse should, to me, be a quick wave of force energy.
Except there is no "Force Maelstrom" in this mod. There's not a good way to duplicate some parts of it, so other parts of that move that can be duplicated (and that I liked) were lumped together with Force Repulse.
Twilight_Warrior
Droid Pilot Assassin
Droid Pilot Assassin
Posts: 2002
Joined: Sat Nov 15, 2008 1:57 pm
xbox live or psn: ScorchRaserik

Re: Battlefront: Unleashed

Post by Twilight_Warrior »

and let's face it, if this mod is going to be Online compatible, i don't want to be spammed by some guy using that move every 2 seconds just for a quick kill. If there's gonna be a move THAT powerful, it's nice to have a little warning to get out of the way.
Taivyx
2008 Best Games Related Avatar
Posts: 1706
Joined: Thu Jun 07, 2007 3:34 pm
Projects :: Terra Strife - discontinued
Games I'm Playing :: none
xbox live or psn: No gamertag set
Contact:

Re: Battlefront: Unleashed

Post by Taivyx »

Maveritchell wrote:
Taivyx wrote:
Maveritchell wrote:That's the position I'm charging it in, that's not how the animation goes. The animation plays smoothly from "jumping" to firing, it's just always better to charge it up.
Actually I don't quite like that idea.
To me the big "imma charging mah force powahs!!1!1!!!!" attack was Force Maelstrom, not Repulse.

In TFU, Force Repulse was just a quick blast to to get surrounding enemies off your back, not the devastating explosion of Force Maelstrom.

I'd say save the "charging" for Force Maelstrom.
Force Repulse should, to me, be a quick wave of force energy.
Except there is no "Force Maelstrom" in this mod. There's not a good way to duplicate some parts of it, so other parts of that move that can be duplicated (and that I liked) were lumped together with Force Repulse.
Fair enough I suppose
Grev
Hoth Battle Chief
Hoth Battle Chief
Posts: 3132
Joined: Sun Dec 09, 2007 11:45 pm
Projects :: No Mod project currently.
Games I'm Playing :: Minecraft
Location: A Certain Box Canyon

Re: Battlefront: Unleashed

Post by Grev »

Twilight_Warrior wrote:and let's face it, if this mod is going to be Online compatible, i don't want to be spammed by some guy using that move every 2 seconds just for a quick kill. If there's gonna be a move THAT powerful, it's nice to have a little warning to get out of the way.
Its not online campatible.
User avatar
Frisbeetarian
Jedi
Jedi
Posts: 1233
Joined: Wed Sep 12, 2007 3:13 pm

Re: Battlefront: Unleashed

Post by Frisbeetarian »

Grev wrote:Its not online campatible.
Why do you say that. Mav hasn't said anything about it not working online, and since he strives to make his stuff work online, I see no reason why this should be any different.
Twilight_Warrior
Droid Pilot Assassin
Droid Pilot Assassin
Posts: 2002
Joined: Sat Nov 15, 2008 1:57 pm
xbox live or psn: ScorchRaserik

Re: Battlefront: Unleashed

Post by Twilight_Warrior »

sry...I assumed since it was making a new era, that it was online compatible for every1 who had the era...
Correct me if I'm wrong.
Grev
Hoth Battle Chief
Hoth Battle Chief
Posts: 3132
Joined: Sun Dec 09, 2007 11:45 pm
Projects :: No Mod project currently.
Games I'm Playing :: Minecraft
Location: A Certain Box Canyon

Re: Battlefront: Unleashed

Post by Grev »

Frisbeetarian wrote:
Grev wrote:Its not online campatible.
Why do you say that. Mav hasn't said anything about it not working online, and since he strives to make his stuff work online, I see no reason why this should be any different.
Online compatible means "works with the dwfualt game mode". People with the new mid should be able to play together.
User avatar
Frisbeetarian
Jedi
Jedi
Posts: 1233
Joined: Wed Sep 12, 2007 3:13 pm

Re: Battlefront: Unleashed

Post by Frisbeetarian »

Twilight_Warrior wrote:sry...I assumed since it was making a new era, that it was online compatible for every1 who had the era...
Correct me if I'm wrong.
You are exactly right.
User avatar
Maveritchell
Jedi Admin
Jedi Admin
Posts: 7366
Joined: Mon Aug 21, 2006 11:03 pm

Re: Battlefront: Unleashed

Post by Maveritchell »

No pictures to show this time - unfortunately setting up scripts isn't very conducive to this.

I've got about half the conquest scripts set up (the extra bells and whistles I'm adding to conquest make this a lot more work). I've also finally (knock on wood) gotten rid of a bug/error that made maps crash whenever they loaded certain heroes at the same time. It took me a long time to finally figure out (more than half a week) and served as a great reminder of exactly how close to the line I'm getting with the number of custom animations I have set up.

Anyway, I promise pics with the next update; maybe some of the random skydomes you'll get to see in the stock maps.
Locked