WIP: Dubrillion: Reconnoissance Beta Released!

Working on a new map? Have a new mod out for swbf2?! Post an announcement of the up-coming release here.

Moderator: Moderators

Post Reply
User avatar
Karnage
Commander Randomtoast
Posts: 947
Joined: Sun Oct 23, 2005 9:17 pm
Projects :: No Mod project currently.
Games I'm Playing :: Overwatch
xbox live or psn: No gamertag set
Location: Wherever there is shenanigannery.

Post by Karnage »

Long time no post here.

Well i'm back to bring some brand new updates for this map.

It's changed just a tad since I last posted.

Here are some screens of the new Dubrillion: Reconnoissance ....

Before...

Image
Image

After...

Image
Image
Image
Image


And this time when I say beta is coming soon...I mean soon!.

So be ready for a PM soon beta testers.
Linus

Post by Linus »

Oh my god...!!!

- Linus
Pereza0

Post by Pereza0 »

That's an improvement!
Alpha

Post by Alpha »

Wow. I love that last shot. Do you need a texture for the support poles? They're kind of....white. :P
Rekubot
Jedi
Jedi
Posts: 1080
Joined: Wed Apr 05, 2006 12:34 pm
Projects :: No Mod project currently.
Games I'm Playing :: Shadow Complex
xbox live or psn: Rekubot
Location: UK

Post by Rekubot »

Very nice. May I suggest that you reskin the wookiee huts with a more metallic texture? It'll be more Dubrillion-ish.
User avatar
Karnage
Commander Randomtoast
Posts: 947
Joined: Sun Oct 23, 2005 9:17 pm
Projects :: No Mod project currently.
Games I'm Playing :: Overwatch
xbox live or psn: No gamertag set
Location: Wherever there is shenanigannery.

Post by Karnage »

Alpha wrote:Do you need a texture for the support poles? They're kind of....white.
Ya I need to do that.
Rekubot wrote:May I suggest that you reskin the wookiee huts with a more metallic texture?
Good idea, I didn't think about doing that.
TK-349

Post by TK-349 »

Woah, looks alot better than it did. Love the rain....
The rock formations coming up and out are cool too. Great job!
User avatar
Karnage
Commander Randomtoast
Posts: 947
Joined: Sun Oct 23, 2005 9:17 pm
Projects :: No Mod project currently.
Games I'm Playing :: Overwatch
xbox live or psn: No gamertag set
Location: Wherever there is shenanigannery.

Post by Karnage »

How does this look?

Image


-EDIT-

News Update:

Rain, thunder, and lightning sounds are now working in-game.

That means I will be sending betas out to all beta testers very soon.

What still needs to be done after beta:

Need to get the planning or something working so the units stop running off the ramps to their death (not too hard).

Thinking about adding Conquest and CTF 1-flag.

Need Adreniline to work on toning down the green tint on some of the red team units. It's not Christmas yet.
Alpha

Post by Alpha »

I like that a lot. The mixture of the tech and wood elements seems to blend quite nicely. I don't know about adding the new modes...I guess that's your decision. Can't wait for the beta, keep up the good work!
Hebes24
Sith Master
Sith Master
Posts: 2594
Joined: Sat Jun 03, 2006 5:15 pm
Projects :: No Mod project currently.
Games I'm Playing :: I have not listed any games yet
xbox live or psn: No gamertag set
Location: In An Epic Space Battle!
Contact:

Post by Hebes24 »

New textures look nice! Now onto the Ramp textures! :P

Can't wait for the beta (public, obviously. I don't think I'm a tester)
Adreniline
Command Sergeant Major
Command Sergeant Major
Posts: 290
Joined: Fri Oct 28, 2005 8:24 pm
Projects :: No Mod project currently.
xbox live or psn: XTIndie
Location: Coffee Centre of the World
Contact:

Post by Adreniline »

Karnage, email me the skins, I currently have not re-installed the mod tools yet, and those files might be on a DVD somewhere....
crazytieguy
Rebel Warrant Officer
Rebel Warrant Officer
Posts: 306
Joined: Sun Jul 02, 2006 8:02 pm
Projects :: No Mod project currently.
Games I'm Playing :: I have not listed any games yet
xbox live or psn: No gamertag set
Location: Targeting your X-wing.

Post by crazytieguy »

Wow. I an sooo lucky to be a beta tester. The lightning, especially, is awesome. The new additions were well wort the wait. Thanks! :D
Bac-Talan
Captain
Captain
Posts: 487
Joined: Wed Nov 30, 2005 8:14 pm

Post by Bac-Talan »

Ahhh,
That's SOO much better.
Although IMO the black/white areas on the texture need to be toned down to a more greyish shade, not totally grey, but closer.
Also the wooden walkways now look out of place.
The lightning and rain and water especially are very helpful towards the feel of the map.

And on the AI planning, I would suggest lining the walkways with barriers in zeroeditor (not boundarys, like seen on the edges of a map, but barriers)
(actually, they might not be called that, but something similar.)
MUCH better visually though.
User avatar
Karnage
Commander Randomtoast
Posts: 947
Joined: Sun Oct 23, 2005 9:17 pm
Projects :: No Mod project currently.
Games I'm Playing :: Overwatch
xbox live or psn: No gamertag set
Location: Wherever there is shenanigannery.

Post by Karnage »

I'm glad everyone likes the look of things.
Bac-Talan wrote:And on the AI planning, I would suggest lining the walkways with barriers in zeroeditor (not boundarys, like seen on the edges of a map, but barriers)
(actually, they might not be called that, but something similar.)
Yes, you're right, they are called barriers.

And I did align the walkways with barriers, but sometimes the AI decide they don't like them and just walk off the edge.

I was thinking of putting inv_col_32.odf's along the sides of the walkways.

If you don't already know what the odf does, it is an invisible block that stops you from going any further yet it lets you shoot straight through it.

This would completely halt the AI in their tracks making it impossible for them to take a leap off the edge. They would then have to find another route, continue on the ramp.

But i'm not too sure if I like the idea.
PvtParts
Jedi
Jedi
Posts: 1001
Joined: Mon Apr 03, 2006 9:12 pm
Projects :: No Mod project currently.
xbox live or psn: No gamertag set
Location: plundering yer booty

Post by PvtParts »

That should work perfectly. If theres any 'hotspots' where the ai choose frequently to walk off, place them there. If not, place sparingly, because having a bunch loaded may give you some lag, even though they are invisible.

Then again, if you have anyone who could do a simple model for ya, it wouldn't be that hard to make one just like those ingame, except with railings.
User avatar
Karnage
Commander Randomtoast
Posts: 947
Joined: Sun Oct 23, 2005 9:17 pm
Projects :: No Mod project currently.
Games I'm Playing :: Overwatch
xbox live or psn: No gamertag set
Location: Wherever there is shenanigannery.

Post by Karnage »

One thing I am having a problem with, is getting more units to spawn.

This is what I put in my LUA
***c_ctf.lua wrote: SetupTeams{
rep = {
team = REP,
units = 40,
reinforcements = 200,
soldier = { "rep_inf_ep3_rifleman",18, 50},
assault = { "rep_inf_ep3_rocketeer",2, 8},
engineer = { "rep_inf_ep3_engineer",2, 8},
sniper = { "rep_inf_ep3_sniper",2, 8},
officer = {"rep_inf_ep3_officer",2, 8},
special = { "rep_inf_ep3_jettrooper",2, 8},

},
cis = {
team = CIS,
units = 40,
reinforcements = 200,
soldier = { "cis_inf_rifleman",18, 50},
assault = { "cis_inf_rocketeer",2, 8},
engineer = { "cis_inf_engineer",2, 8},
sniper = { "cis_inf_sniper",2, 8},
officer = {"cis_inf_officer",2, 8},
special = { "cis_inf_droideka",2, 8},
}
}
But there aren't any more units spawning than the default.
PvtParts
Jedi
Jedi
Posts: 1001
Joined: Mon Apr 03, 2006 9:12 pm
Projects :: No Mod project currently.
xbox live or psn: No gamertag set
Location: plundering yer booty

Post by PvtParts »

Make sure your calling for every command post in your lua. I didnt read over that excerpt, I just happened to see that you said you were having issues with getting your units to spawn. And from experience I cant tell you that 90% of the time that is due to not calling all the cps in your lua. Check how each one is named, then make sure its called for in both sections of the lua. You can't have any more or less called for (for instance, if you only have 2 cps, but didnt change the lua, the game will try to make objectives for 4 cps). I cant tell you why, but this always monkeys up unit spawning.
fat_walrus

Post by fat_walrus »

Put this above ReadDataFile("ingame.lvl')

Code: Select all

    SetUberMode(1);
Then change this:

Code: Select all

SetupTeams{ 
rep = { 
team = REP, 
units = 40, 
reinforcements = 200, 
soldier = { "rep_inf_ep3_rifleman",18, 50}, 
assault = { "rep_inf_ep3_rocketeer",2, 8}, 
engineer = { "rep_inf_ep3_engineer",2, 8}, 
sniper = { "rep_inf_ep3_sniper",2, 8}, 
officer = {"rep_inf_ep3_officer",2, 8}, 
special = { "rep_inf_ep3_jettrooper",2, 8}, 

}, 
cis = { 
team = CIS, 
units = 40, 
reinforcements = 200, 
soldier = { "cis_inf_rifleman",18, 50}, 
assault = { "cis_inf_rocketeer",2, 8}, 
engineer = { "cis_inf_engineer",2, 8}, 
sniper = { "cis_inf_sniper",2, 8}, 
officer = {"cis_inf_officer",2, 8}, 
special = { "cis_inf_droideka",2, 8}, 
} 
}
To this:

Code: Select all

SetupTeams{ 
rep = { 
team = REP, 
units = 100, 
reinforcements = 200, 
soldier = { "rep_inf_ep3_rifleman",18, 50}, 
assault = { "rep_inf_ep3_rocketeer",2, 8}, 
engineer = { "rep_inf_ep3_engineer",2, 8}, 
sniper = { "rep_inf_ep3_sniper",2, 8}, 
officer = {"rep_inf_ep3_officer",2, 8}, 
special = { "rep_inf_ep3_jettrooper",2, 8}, 

}, 
cis = { 
team = CIS, 
units = 100, 
reinforcements = 200, 
soldier = { "cis_inf_rifleman",18, 50}, 
assault = { "cis_inf_rocketeer",2, 8}, 
engineer = { "cis_inf_engineer",2, 8}, 
sniper = { "cis_inf_sniper",2, 8}, 
officer = {"cis_inf_officer",2, 8}, 
special = { "cis_inf_droideka",2, 8}, 
} 
}
User avatar
Karnage
Commander Randomtoast
Posts: 947
Joined: Sun Oct 23, 2005 9:17 pm
Projects :: No Mod project currently.
Games I'm Playing :: Overwatch
xbox live or psn: No gamertag set
Location: Wherever there is shenanigannery.

Post by Karnage »

This is ctf game mode. I do not believe the CPs are called in CTF mode.

I have checked the shipped game scripts for ctf modes and the CPs aren't called.

Here is the full script for my CTF mode map
--
-- Copyright (c) 2005 Pandemic Studios, LLC. All rights reserved.
--

-- load the gametype script
Conquest = ScriptCB_DoFile("ObjectiveCTF")
ScriptCB_DoFile("setup_teams")

-- REP Attacking (attacker is always #1)
REP = 1;
CIS = 2;
-- These variables do not change
ATT = REP;
DEF = CIS;


function ScriptPostLoad()

SoundEvent_SetupTeams( REP, 'rep', CIS, 'cis' )

SetProperty("flag1", "GeometryName", "com_icon_republic_flag")
SetProperty("flag1", "CarriedGeometryName", "com_icon_republic_flag_carried")
SetProperty("flag2", "GeometryName", "com_icon_cis_flag")
SetProperty("flag2", "CarriedGeometryName", "com_icon_cis_flag_carried")

--This makes sure the flag is colorized when it has been dropped on the ground
SetClassProperty("com_item_flag", "DroppedColorize", 1)

--This is all the actual ctf objective setup
ctf = ObjectiveCTF:New{teamATT = REP, teamDEF = CIS, captureLimit = 5, textATT = "game.modes.ctf", textDEF = "game.modes.ctf2", hideCPs = true, multiplayerRules = true}
ctf:AddFlag{name = "flag1", homeRegion = "team1_capture", captureRegion = "team2_capture",
capRegionMarker = "hud_objective_icon_circle", capRegionMarkerScale = 3.0,
icon = "", mapIcon = "flag_icon", mapIconScale = 3.0}
ctf:AddFlag{name = "flag2", homeRegion = "team2_capture", captureRegion = "team1_capture",
capRegionMarker = "hud_objective_icon_circle", capRegionMarkerScale = 3.0,
icon = "", mapIcon = "flag_icon", mapIconScale = 3.0}

ctf:Start()

EnableSPHeroRules()

end


---------------------------------------------------------------------------
-- FUNCTION: ScriptInit
-- PURPOSE: This function is only run once
-- INPUT:
-- OUTPUT:
-- NOTES: The name, 'ScriptInit' is a chosen convention, and each
-- mission script must contain a version of this function, as
-- it is called from C to start the mission.
---------------------------------------------------------------------------
function ScriptInit()

ReadDataFile("dc:Load\\common.lvl")

ReadDataFile("ingame.lvl")


SetMaxFlyHeight(30)
SetMaxPlayerFlyHeight(1800)

SetMemoryPoolSize ("ClothData",20)
SetMemoryPoolSize ("Combo",50) -- should be ~ 2x number of jedi classes
SetMemoryPoolSize ("Combo::State",650) -- should be ~12x #Combo
SetMemoryPoolSize ("Combo::Transition",650) -- should be a bit bigger than #Combo::State
SetMemoryPoolSize ("Combo::Condition",650) -- should be a bit bigger than #Combo::State
SetMemoryPoolSize ("Combo::Attack",550) -- should be ~8-12x #Combo
SetMemoryPoolSize ("Combo::DamageSample",6000) -- should be ~8-12x #Combo::Attack
SetMemoryPoolSize ("Combo::Deflect",100) -- should be ~1x #combo

ReadDataFile("sound\\kam.lvl;kam1cw")
ReadDataFile("dc:SIDE\\rep.lvl",
"rep_inf_ep3_rifleman",
"rep_inf_ep3_rocketeer",
"rep_inf_ep3_engineer",
"rep_inf_ep3_sniper",
"rep_inf_ep3_officer",
"rep_inf_ep3_jettrooper",
"rep_hover_fightertank",
"rep_hero_anakin",
"rep_hover_barcspeeder")
ReadDataFile("dc:SIDE\\cis.lvl",
"cis_inf_rifleman",
"cis_inf_rocketeer",
"cis_inf_engineer",
"cis_inf_sniper",
"cis_inf_officer",
"cis_inf_droideka",
"cis_hero_darthmaul",
"cis_hover_aat")

ReadDataFile("SIDE\\tur.lvl",
"tur_bldg_laser",
"tur_bldg_tower")

SetupTeams{
rep = {
team = REP,
units = 40,
reinforcements = 200,
soldier = { "rep_inf_ep3_rifleman",18, 50},
assault = { "rep_inf_ep3_rocketeer",2, 8},
engineer = { "rep_inf_ep3_engineer",2, 8},
sniper = { "rep_inf_ep3_sniper",2, 8},
officer = {"rep_inf_ep3_officer",2, 8},
special = { "rep_inf_ep3_jettrooper",2, 8},

},
cis = {
team = CIS,
units = 40,
reinforcements = 200,
soldier = { "cis_inf_rifleman",18, 50},
assault = { "cis_inf_rocketeer",2, 8},
engineer = { "cis_inf_engineer",2, 8},
sniper = { "cis_inf_sniper",2, 8},
officer = {"cis_inf_officer",2, 8},
special = { "cis_inf_droideka",2, 8},
}
}

SetHeroClass(CIS, "cis_hero_darthmaul")
SetHeroClass(REP, "rep_hero_anakin")


-- Level Stats
-- ClearWalkers()
AddWalkerType(0, 4) -- special -> droidekas
AddWalkerType(1, 0) -- 1x2 (1 pair of legs)
AddWalkerType(2, 0) -- 2x2 (2 pairs of legs)
AddWalkerType(3, 0) -- 3x2 (3 pairs of legs)
local weaponCnt = 1024
SetMemoryPoolSize("Aimer", 75)
SetMemoryPoolSize("AmmoCounter", weaponCnt)
SetMemoryPoolSize("BaseHint", 1024)
SetMemoryPoolSize("EnergyBar", weaponCnt)
SetMemoryPoolSize("EntityCloth", 32)
SetMemoryPoolSize("EntityFlyer", 32)
SetMemoryPoolSize("EntityHover", 32)
SetMemoryPoolSize("EntityLight", 200)
SetMemoryPoolSize("EntitySoundStream", 4)
SetMemoryPoolSize("EntitySoundStatic", 32)
SetMemoryPoolSize("MountedTurret", 32)
SetMemoryPoolSize("Navigator", 128)
SetMemoryPoolSize("Obstacle", 1024)
SetMemoryPoolSize("PathNode", 1024)
SetMemoryPoolSize("SoundSpaceRegion", 64)
SetMemoryPoolSize("TreeGridStack", 1024)
SetMemoryPoolSize("UnitAgent", 128)
SetMemoryPoolSize("UnitController", 128)
SetMemoryPoolSize("Weapon", weaponCnt)
SetMemoryPoolSize("FlagItem", 2)

SetSpawnDelay(10.0, 0.25)
--ReadDataFile("dc:PWR\\PWR.lvl", "PWR_conquest")
ReadDataFile("dc:PWR\\PWR.lvl", "PWR_ctf")
SetDenseEnvironment("false")
AddDeathRegion("deathregion")





-- Sound

SetSoundEffect("ScopeDisplayZoomIn", "binocularzoomin")
SetSoundEffect("ScopeDisplayZoomOut", "binocularzoomout")

voiceSlow = OpenAudioStream("sound\\global.lvl", "rep_unit_vo_slow")
AudioStreamAppendSegments("sound\\global.lvl", "cis_unit_vo_slow", voiceSlow)
AudioStreamAppendSegments("sound\\global.lvl", "global_vo_slow", voiceSlow)

voiceQuick = OpenAudioStream("sound\\global.lvl", "rep_unit_vo_quick")
AudioStreamAppendSegments("sound\\global.lvl", "cis_unit_vo_quick", voiceQuick)

OpenAudioStream("sound\\global.lvl", "cw_music")
-- OpenAudioStream("sound\\global.lvl", "global_vo_quick")
-- OpenAudioStream("sound\\global.lvl", "global_vo_slow")
OpenAudioStream("sound\\kam.lvl", "kam1")
OpenAudioStream("sound\\kam.lvl", "kam1")

SetBleedingVoiceOver(REP, REP, "rep_off_com_report_us_overwhelmed", 1)
SetBleedingVoiceOver(REP, CIS, "rep_off_com_report_enemy_losing", 1)
SetBleedingVoiceOver(CIS, REP, "cis_off_com_report_enemy_losing", 1)
SetBleedingVoiceOver(CIS, CIS, "cis_off_com_report_us_overwhelmed", 1)

SetOutOfBoundsVoiceOver(2, "cisleaving")
SetOutOfBoundsVoiceOver(1, "repleaving")

SetAmbientMusic(REP, 1.0, "rep_yav_amb_start", 0,1)
SetAmbientMusic(REP, 0.8, "rep_yav_amb_middle", 1,1)
SetAmbientMusic(REP, 0.2, "rep_yav_amb_end", 2,1)
SetAmbientMusic(CIS, 1.0, "cis_yav_amb_start", 0,1)
SetAmbientMusic(CIS, 0.8, "cis_yav_amb_middle", 1,1)
SetAmbientMusic(CIS, 0.2, "cis_yav_amb_end", 2,1)

SetVictoryMusic(REP, "rep_yav_amb_victory")
SetDefeatMusic (REP, "rep_yav_amb_defeat")
SetVictoryMusic(CIS, "cis_yav_amb_victory")
SetDefeatMusic (CIS, "cis_yav_amb_defeat")

SetSoundEffect("ScopeDisplayZoomIn", "binocularzoomin")
SetSoundEffect("ScopeDisplayZoomOut", "binocularzoomout")
--SetSoundEffect("BirdScatter", "birdsFlySeq1")
--SetSoundEffect("WeaponUnableSelect", "com_weap_inf_weaponchange_null")
--SetSoundEffect("WeaponModeUnableSelect", "com_weap_inf_modechange_null")
SetSoundEffect("SpawnDisplayUnitChange", "shell_select_unit")
SetSoundEffect("SpawnDisplayUnitAccept", "shell_menu_enter")
SetSoundEffect("SpawnDisplaySpawnPointChange", "shell_select_change")
SetSoundEffect("SpawnDisplaySpawnPointAccept", "shell_menu_enter")
SetSoundEffect("SpawnDisplayBack", "shell_menu_exit")


--OpeningSateliteShot
AddCameraShot(0.908386, -0.209095, -0.352873, -0.081226, -45.922508, -19.114113, 77.022636);

AddCameraShot(-0.481173, 0.024248, -0.875181, -0.044103, 14.767292, -30.602322, -144.506851);
AddCameraShot(0.999914, -0.012495, -0.004416, -0.000055, 1.143253, -33.602314, -76.884430);
AddCameraShot(0.839161, 0.012048, -0.543698, 0.007806, 19.152437, -49.802273, 24.337317);
AddCameraShot(0.467324, 0.006709, -0.883972, 0.012691, 11.825212, -49.802273, -7.000720);
AddCameraShot(0.861797, 0.001786, -0.507253, 0.001051, -11.986043, -59.702248, 23.263165);
AddCameraShot(0.628546, -0.042609, -0.774831, -0.052525, 20.429928, -48.302277, 9.771714);
AddCameraShot(0.765213, -0.051873, 0.640215, 0.043400, 57.692474, -48.302277, 16.540724);
AddCameraShot(0.264032, -0.015285, -0.962782, -0.055734, -16.681797, -42.902290, 129.553268);
AddCameraShot(-0.382320, 0.022132, -0.922222, -0.053386, 20.670977, -42.902290, 135.513001);
end
Protector_Pulch

Post by Protector_Pulch »

Somehow, I remember that the last number in the team setup must be 100 together, because these are procentual numbers.
BUT,in your Lua, 18 units are 50%, while 10(2x5) units are only 5x8 = 40 percent, so there are 10% missing.

PS:If this is total nonsense, I regret this. Even Z-Edit is a bit too complex for me (sometimes).

PPS:Did I say "sometimes" ? I meant "rather often".
Post Reply