Rhen Var: Canyon 2.0.1
Moderator: Moderators
-
- Jedi
- Posts: 1161
- Joined: Mon Mar 21, 2011 8:12 pm
- Projects :: Star Wars Battlefront - Tides of War
- xbox live or psn: I have ps4
- Location: STALKER!
- Contact:
Re: Rhen Var: Canyon 2.0
Yep, saw that as well. :clone:
-
- Imperial Systems Expert
- Posts: 2381
- Joined: Wed Mar 25, 2009 4:15 pm
- Projects :: A secret project
Re: Rhen Var: Canyon 2.0
Ok, so there're a couple things for v2.1.
Going to start a server now, not a dedi, but the same info.
Going to start a server now, not a dedi, but the same info.
-
- Droid Pilot Assassin
- Posts: 2002
- Joined: Sat Nov 15, 2008 1:57 pm
- xbox live or psn: ScorchRaserik
Re: Rhen Var: Canyon 2.0
I think he meant that he didn't want to affect stock gameplay, not that he would have to physically change the sides to accomplish it.Maveritchell wrote:SetClassProperty(herostring, NoEnterVehicles, 1)kinetosimpetus wrote:ARCTroopaNate wrote:Just killed Vader, game winning kill, he jumped into a turret. (Idiot)
Heh, yeah. I could make it impossible for the heros to enter vehicles, but that would be a gameplay change to the sides, which I decided to avoid in the stock eras.
SetClassProperty(gt_inf_kinetosimpetus, NoExcuses, 1)
-
- Imperial Systems Expert
- Posts: 2381
- Joined: Wed Mar 25, 2009 4:15 pm
- Projects :: A secret project
Re: Rhen Var: Canyon 2.0
Any other feedback? More specific location on that tunnel piece the AI get stuck on?
- Maveritchell
- Jedi Admin
- Posts: 7366
- Joined: Mon Aug 21, 2006 11:03 pm
Re: Rhen Var: Canyon 2.0
I figured if he's got heroes running around with stock sides, then he's already affected it. My misinterpretation(?) is based on that assumption.Twilight_Warrior wrote:I think he meant that he didn't want to affect stock gameplay, not that he would have to physically change the sides to accomplish it.Maveritchell wrote:SetClassProperty(herostring, NoEnterVehicles, 1)kinetosimpetus wrote:ARCTroopaNate wrote:Just killed Vader, game winning kill, he jumped into a turret. (Idiot)
Heh, yeah. I could make it impossible for the heros to enter vehicles, but that would be a gameplay change to the sides, which I decided to avoid in the stock eras.
SetClassProperty(gt_inf_kinetosimpetus, NoExcuses, 1)
-
- Imperial Systems Expert
- Posts: 2381
- Joined: Wed Mar 25, 2009 4:15 pm
- Projects :: A secret project
Re: Rhen Var: Canyon 2.0.1
Hidden/Spoiler:
Changes:
Bug Fixes (tunnel object that units couldn't walk over, floating cp's, turrets, and medical droids)
Added a moon to explain the lighting
Hidden/Spoiler:
Dropbox
-
- Space Ranger
- Posts: 5557
- Joined: Tue Aug 17, 2010 3:30 pm
- Projects :: Evolved 2
- Location: Columbus, Ohio
- Contact:
Re: Rhen Var: Canyon 2.0.1
I'm pretty sure it's possible to remove the lens flares, but I forget how. Instead you might want to use a glowing skydome object instead. ;o
Well beyond that, good work as always.
Well beyond that, good work as always.
- TWINKEYRUNAWAY
- Lieutenant General
- Posts: 730
- Joined: Fri Aug 17, 2012 3:13 pm
- Projects :: Empire Rising
- xbox live or psn: No gamertag set
- Location: 411Remnant
- Contact:
Re: Rhen Var: Canyon 2.0.1
Dude, serious props for the rebel skin randimization. This makes battlefront a whole lot more interesting, I dont suppose such a feature could be made into a sides mod as well?(With randimized troopers in vanilla, it has a lot of potential).
The map itself is excellent, the luke skywalker's model is really well done. Hands down one of the the top Rhen Var maps.
The map itself is excellent, the luke skywalker's model is really well done. Hands down one of the the top Rhen Var maps.
-
- Imperial Systems Expert
- Posts: 2381
- Joined: Wed Mar 25, 2009 4:15 pm
- Projects :: A secret project
Re: Rhen Var: Canyon 2.0.1
Thanks for the compliments. Are you thinking of doing a video review perhaps?
A custom user script could possibly randomize some rebel models in the vanilla game. The script would either have to know which set of skins is being loaded, (jungle, snow, desert, and also considering that the vanilla sides don't really use some of the jungle assets), or be able to try several without crashing. Off the top of my head, I'm not exactly sure how to do either of those...
A custom user script could possibly randomize some rebel models in the vanilla game. The script would either have to know which set of skins is being loaded, (jungle, snow, desert, and also considering that the vanilla sides don't really use some of the jungle assets), or be able to try several without crashing. Off the top of my head, I'm not exactly sure how to do either of those...
- TWINKEYRUNAWAY
- Lieutenant General
- Posts: 730
- Joined: Fri Aug 17, 2012 3:13 pm
- Projects :: Empire Rising
- xbox live or psn: No gamertag set
- Location: 411Remnant
- Contact:
Re: Rhen Var: Canyon 2.0.1
Well since you asked, of course. I will make the time to do this next Saturday, is there anything specific you want me to address in this map?
-
- Imperial Systems Expert
- Posts: 2381
- Joined: Wed Mar 25, 2009 4:15 pm
- Projects :: A secret project
Re: Rhen Var: Canyon 2.0.1
Hm, probably just the main features, random rebel skins, random starting positions, Dark Times II compatibility, and then whatever you feel like.
Has anyone found any major bugs, or is it ready to submit to SWBFFiles?
Has anyone found any major bugs, or is it ready to submit to SWBFFiles?
- TWINKEYRUNAWAY
- Lieutenant General
- Posts: 730
- Joined: Fri Aug 17, 2012 3:13 pm
- Projects :: Empire Rising
- xbox live or psn: No gamertag set
- Location: 411Remnant
- Contact:
Re: Rhen Var: Canyon 2.0.1
So far no glitches, also working on the video right now (should be up next week since college is over for me.) The only thing I though was a tiny tiny tiny bit odd was that there seemed to be this small transpareny part underone of the stair props.