Rising Conflict CW v1.0
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- kitfisto15678
- Rebel Sergeant
- Posts: 183
- Joined: Wed Aug 29, 2012 9:44 am
- Location: Los Angeles
Re: Rising Conflict CW v1.0
Cool! I can't wait! Your a cool guy Dreadnot.
Also do you have any idea of what could be causing this graphics bug on my computer? I can't play any of your maps because of it. forums/viewtopic.php?f=25&t=28949
Also do you have any idea of what could be causing this graphics bug on my computer? I can't play any of your maps because of it. forums/viewtopic.php?f=25&t=28949
- thebadshot
- Private
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Re: Rising Conflict CW v1.0
In corauscant team DM, when it is RC vs DC, when playing as the droid with sword and press the reload button, you turn into RC, but you have the same weapons and stuff, just the skin changes.
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- Chief Warrant Officer
- Posts: 341
- Joined: Wed Jun 06, 2012 2:05 pm
- Projects :: Rising Conflict CW v2.0
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Re: Rising Conflict CW v1.0
That's true, when using melee the "R" button is actually secondary fire (I don't really know why...), it's a disguise kit actually. It works alright with the AI.thebadshot wrote:In corauscant team DM, when it is RC vs DC, when playing as the droid with sword and press the reload button, you turn into RC, but you have the same weapons and stuff, just the skin changes.
Not really, judging by the things mentioned in the thread, a new computer/graphics card is the best way to fix it.kitfisto15678 wrote:Also do you have any idea of what could be causing this graphics bug on my computer? I can't play any of your maps because of it. forums/viewtopic.php?f=25&t=28949
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- Imperial Systems Expert
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Re: Rising Conflict CW v1.0
If a unit has a blaster and a sword, block is moved to what used to be the secondary fire button and secondary fire is shared with reload, whatever button they are mapped to whether mouse, keyboard, or joystick because blasters use "Infantry" control settings and swords use "Jedi" control settings, and they don't match up exactly.Dreadnot9 wrote:That's true, when using melee the "R" button is actually secondary fire (I don't really know why...), it's a disguise kit actually. It works alright with the AI.thebadshot wrote:In corauscant team DM, when it is RC vs DC, when playing as the droid with sword and press the reload button, you turn into RC, but you have the same weapons and stuff, just the skin changes.
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- Chief Warrant Officer
- Posts: 341
- Joined: Wed Jun 06, 2012 2:05 pm
- Projects :: Rising Conflict CW v2.0
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Re: Rising Conflict CW v1.0
Thanks for that, I never knew the exact reason for this, I just knew it happened.kinetosimpetus wrote:If a unit has a blaster and a sword, block is moved to what used to be the secondary fire button and secondary fire is shared with reload, whatever button they are mapped to whether mouse, keyboard, or joystick because blasters use "Infantry" control settings and swords use "Jedi" control settings, and they don't match up exactly.Dreadnot9 wrote:That's true, when using melee the "R" button is actually secondary fire (I don't really know why...), it's a disguise kit actually. It works alright with the AI.thebadshot wrote:In corauscant team DM, when it is RC vs DC, when playing as the droid with sword and press the reload button, you turn into RC, but you have the same weapons and stuff, just the skin changes.
:themoreyouknow:
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- Lance Corporal
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Re: Rising Conflict CW v1.0
It's a really nice work, especially with that different camera setting
But i have also to admit, that the german localisation is pretty buggy. Of course some of the weapons' and units' names are translated, but the not translated texts aren't shown at all...
Would be great if you could add at least the english names in the german localisation
But i have also to admit, that the german localisation is pretty buggy. Of course some of the weapons' and units' names are translated, but the not translated texts aren't shown at all...
Would be great if you could add at least the english names in the german localisation
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- Chief Warrant Officer
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- Projects :: Rising Conflict CW v2.0
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Re: Rising Conflict CW v1.0
If I ever get the time to work on the mod again (darn school!), I'll try to remember to add localization for other languages, though I must confess that it had never crossed my mind before, even though I'm well aware there are plenty in the modding community who's first language isn't english.baumerindustries wrote: Would be great if you could add at least the english names in the german localisation
- EliteJay
- Private Second Class
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Re: Rising Conflict CW v1.0
Im really havin fun with this mod.
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- Chief Warrant Officer
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Re: Rising Conflict CW v1.0
I'm glad you're enjoying it, that's what it's made for!EliteJay wrote:Im really havin fun with this mod.
- EliteJay
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Re: Rising Conflict CW v1.0
Heres a little something something I made for this, i think youll enjot it
http://www.youtube.com/watch?v=7CE_cgEL0Rs&safe=active
http://www.youtube.com/watch?v=7CE_cgEL0Rs&safe=active
- kitfisto15678
- Rebel Sergeant
- Posts: 183
- Joined: Wed Aug 29, 2012 9:44 am
- Location: Los Angeles
Re: Rising Conflict CW v1.0
I have a bug report. This mod isn't compatible with Marvel4's Era Mod ( forums/viewtopic.php?f=35&t=25608 ) If you come out with a second version could you fix it? I like his mod and your mod but I can't play both at the same time.
I haven't found any other bugs and that is the only mod I know of that isn't compatible with this mod.
Also this mod is compatible with Dark Times II and Battlefront Extreme. If that helps somehow. Still enjoying this mod!
I haven't found any other bugs and that is the only mod I know of that isn't compatible with this mod.
Also this mod is compatible with Dark Times II and Battlefront Extreme. If that helps somehow. Still enjoying this mod!
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- Chief Warrant Officer
- Posts: 341
- Joined: Wed Jun 06, 2012 2:05 pm
- Projects :: Rising Conflict CW v2.0
- xbox live or psn: Steam is Dreadnot9
Re: Rising Conflict CW v1.0
In what way exactly is the mod not compatible? Does the game refuse to start, or does it crash when loading certain maps?...
It may be an issue with Yavin 4: Arena, as that was a map we both included...
It may be an issue with Yavin 4: Arena, as that was a map we both included...
- kitfisto15678
- Rebel Sergeant
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Re: Rising Conflict CW v1.0
No the era names are all messed up. Dark Times is called +123 Clone Wars and your mod was called some wierd thing. I forgot. But his conversions are all compatible with your mod.
If you want you can download Marvel4's mod to see what I'm talking about. It's only 31.4 MBs.
https://www.wuala.com/Marvel4/swbf2/mar ... ra_mod.exe
Will you do a V2 or this mod? Or maybe a Rising Conflict GCW?
If you want you can download Marvel4's mod to see what I'm talking about. It's only 31.4 MBs.
https://www.wuala.com/Marvel4/swbf2/mar ... ra_mod.exe
Will you do a V2 or this mod? Or maybe a Rising Conflict GCW?
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- Imperial Systems Expert
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Re: Rising Conflict CW v1.0
About the era names, someone probably forgot to do this:
forums/viewtopic.php?p=467916#p467916
or the "(click here)" thing in that post,
and reverts the Dark Times and others changes back to 'stock' 1.3 era names.
forums/viewtopic.php?p=467916#p467916
or the "(click here)" thing in that post,
and reverts the Dark Times and others changes back to 'stock' 1.3 era names.
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- Chief Warrant Officer
- Posts: 341
- Joined: Wed Jun 06, 2012 2:05 pm
- Projects :: Rising Conflict CW v2.0
- xbox live or psn: Steam is Dreadnot9
Re: Rising Conflict CW v1.0
Ahh, there's the issue, I've added that bit of code from Zerted to my addme.script, so I think it's on Marvel's end, and I can't really do anything about it. Plus, it's not like it actually affects (effects?) the mod itself.kinetosimpetus wrote:About the era names, someone probably forgot to do this:
forums/viewtopic.php?p=467916#p467916
or the "(click here)" thing in that post,
and reverts the Dark Times and others changes back to 'stock' 1.3 era names.
I'm thinking about making a v2.0, change a lot of things along the way, though Mass Effect and TF2 have been taking up pretty much all of my game-related free time recently.
- kitfisto15678
- Rebel Sergeant
- Posts: 183
- Joined: Wed Aug 29, 2012 9:44 am
- Location: Los Angeles
Re: Rising Conflict CW v1.0
Don't change to much or else the mod won't be what made it so fun!Dreadnot9 wrote: I'm thinking about making a v2.0, change a lot of things along the way
I'll PM Marvel4 about that script thing.
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- Chief Warrant Officer
- Posts: 341
- Joined: Wed Jun 06, 2012 2:05 pm
- Projects :: Rising Conflict CW v2.0
- xbox live or psn: Steam is Dreadnot9
Re: Rising Conflict CW v1.0
I doubt he'll change it, it really isn't a huge deal and it only affects a few other mods.kitfisto15678 wrote:Don't change to much or else the mod won't be what made it so fun!Dreadnot9 wrote: I'm thinking about making a v2.0, change a lot of things along the way
I'll PM Marvel4 about that script thing.
But if he wanted to change it, that'd be cool.
- TeeJehy
- Posts: 2
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Re: Rising Conflict CW v1.0
Question, why is it that when I start Dantooine, it crashes?
Also, lovely mod.
Also, lovely mod.