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Re: Mod - SOTE (TBR)


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In GC campaign "empire surrounded" I noticed 2 bugs:

-Starbase model not appearing on endor-not the biggest bug, but...

http://img406.imageshack.us/img406/6127/stationglitchxk3.th.jpg

there is icons, build options, station level but model was not appearing. Don't know how is it in tactical mode.

-In same GC, when I advanced tech level, and tried to steal tech from corelia, game crashed. I hope that was a random glitch ;D

I played as rebels

 

BTW if you're going to make HAVw A5, not A6, then don't rescale it, 1.0 is correct with B5 model.

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I had the same thing with the Starbases models in GC view. Many didn't show and some had it model "screwed"...

I also saw that you can have two Rogue Squadrons in GC, the space one and the land one... They could be the same.

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That's weird. I have never messed with Starbase's or upgrade code. Hmm is the Empire surrounded game one of the original campaigns - if I remember right ? from EAW. Because sure - yes they could well be bugs with that.  Unlocking those GC games is one thing - weather they actually work properly with FOC is another thing.

 

I was thinking Shak - you reminded me of an idea I had. I was thinking of scrapping one of the FOC campaigns that were made for this mod. I don't think we need a consortium GC game so was thinking of removing the Consortium surrounded...? I want to replace it with a new campaign called 'Revenge of the Empire' or some thing like that

 

Rebels Starting planet 1 = Yavin

 

Empire - don't know what planets yet - but they could control 5 maybe.

 

The rest would be uncontrolled and can be taken over. Object of the game is to get to Yavin and destroy the Rebel base located there. The rebels must obviously survive and find a new base - like 'Hoth' or some where.

 

JC

http://i37.photobucket.com/albums/e99/drone_pilot/JC_Sig.jpg

 

Sote Mod Website @

 

http://sote-mod.com/forum/index.php?act=home

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I had the same thing with the Starbases models in GC view. Many didn't show and some had it model "screwed"...

I also saw that you can have two Rogue Squadrons in GC, the space one and the land one... They could be the same.

 

No you can't. I made this clear before. Rogue Squadron land for GC mode is NOT a hero team. They DO NOT appear on the hero icons when you have built them. Its not Rogue Squadron space your building but a land version. You still only ever have one of each. So really you dont have 'two' space Rogue Squadrons or Two Rogue Squadron land versions. They are independent units.

 

Well What planet are you talking about ?! - what GC campaign was it ? - What tech level ? - help me to understand !

http://i37.photobucket.com/albums/e99/drone_pilot/JC_Sig.jpg

 

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Ok. Sorry, I just missed saw your explanation before.

 

Many planets, Shadow of the Empire GC, Rebels, tech level 5, and specifically the Starbases lvl 2 and 3 galactic models. One side of the models was...invisible, in other words, some of the station walls were invisible, but in the space battle, they were normal.

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HK I now understand, I don't understand however WHAT is causing it. I went quickly through the tech levels on the Empire all the Starbases appeared ok - no glitches in the graphics. Same with the Consortium. Just seems to be the Rebels on 'some planets' like Yavin 4 and Endor - Hoth was glitchy, yet another planet was fine the Tech level two rebel station was fine - no glitches.

 

I can't fix this problem right now because I don't know what is causing this. We need to come together me thinks with idea's to try and figure this out !.

 

I tried the scripts - wasn't caused through this

I tried the Space maps we added stuff to, wasn't this either

I tried the shaders folder - doesn't seem to be here

I tried the planets xml and the campaigns_GC xml - restored backups of older files - didn't make a difference either.

 

I am stumped. - sorry..

http://i37.photobucket.com/albums/e99/drone_pilot/JC_Sig.jpg

 

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Change the subject for a second, here are some pics I did of the juggernaughts.

 

A6 Juggernaught - I decided to go with the A6 instead.

 

http://i37.photobucket.com/albums/e99/drone_pilot/JuggA6.jpg

 

B5 scale

 

http://i37.photobucket.com/albums/e99/drone_pilot/Jugg_scale.jpg

 

What do you all think ?

http://i37.photobucket.com/albums/e99/drone_pilot/JC_Sig.jpg

 

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http://sote-mod.com/forum/index.php?act=home

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I was thinking Shak - you reminded me of an idea I had. I was thinking of scrapping one of the FOC campaigns that were made for this mod. I don't think we need a consortium GC game so was thinking of removing the Consortium surrounded...? I want to replace it with a new campaign called 'Revenge of the Empire' or some thing like that

 

Rebels Starting planet 1 = Yavin

 

Empire - don't know what planets yet - but they could control 5 maybe.

 

The rest would be uncontrolled and can be taken over. Object of the game is to get to Yavin and destroy the Rebel base located there. The rebels must obviously survive and find a new base - like 'Hoth' or some where.

Not the best idea, i think. At least give rebels more than 1 planet and make all other planets controlled by pirates.

OR...

maybe remove shadow of the empire campaign and replace it with campaign that have all planets featured in SotE game...of course no ZC in such a scenario.

 

if I remember right ? from EAW. Because sure - yes they could well be bugs with that.  Unlocking those GC games is one thing - weather they actually work properly with FOC is another thing.

Yuck, forgot that EaW campaigns could be glitchy in FoC currently >:(

 

A6 Juggernaught - I decided to go with the A6 instead.

What do you all think ?

YAY!http://forums.filefront.com/images/smilies/buttrock.gif!!

But I suggest to remove point defense laser ability and maybe replace it with switch weapons (anti-personel lascannons/PLEX missiles), also scale it up to 1.2-1.3 (bigger may not work correctly on some maps ;))

Edited by shak4l 01
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hmm well I was going to have it so most of the planets don't have any control at all. Rebels or Imperial factions could just 'take over' an empty planet. Rebels and Empire could both have just one planet they do control where they can build up their forces from.

 

I DO like the idea of having a FOC standard game with out the ZC though.. plus your right the main SOTE expansion campaign should not really have the ZC playbale at all.

 

1) I will still do the Revenge of the Empire Campaign because its set after the battle of yavin and the Empire are on their way to attack Yavin.

 

2) I will remove ZC from SOTE campaign and will not feature in the Revenge of the Empire Campaign The ZC campaign 'Consortium Surrounded' will be removed.

 

LOL .. the blast icon.. oh that's the rocket attack button I changed it and made it with a different description. Press that and it fires its rocket grenade launcher.

 

shak - you were thinking the same as me actually. Swap weapons would be good here say Anti Infantry laser for Medium laser cannon ?

http://i37.photobucket.com/albums/e99/drone_pilot/JC_Sig.jpg

 

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ok is this scale ok for the Juggernaught A6 you think ?

 

http://i37.photobucket.com/albums/e99/drone_pilot/JuggA6_scale.jpg

 

Weapons

 

Heavy Laser Cannon

Rapid Laser Turret

Rocket Grenade Launcher

http://i37.photobucket.com/albums/e99/drone_pilot/JC_Sig.jpg

 

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http://sote-mod.com/forum/index.php?act=home

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shak - you were thinking the same as me actually. Swap weapons would be good here say Anti Infantry laser for Medium laser cannon ?

I was thinking about dual weapon change ability:

weapon change #1:  autoblasters/missiles

weapon change #2 Rapid repeating laser cannon/Heavy laser cannon

I hope coding such a thing is possible.

 

And scale is correct I think

 

some more renders:

http://img407.imageshack.us/img407/8678/vsfiirenderll7.jpg

http://img407.imageshack.us/img407/8564/isdiirendervg2.jpg

http://img407.imageshack.us/img407/3562/mediatorrendertx3.jpg

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yes, I have his approval to use some of the units from his mod. I did promise him I would not reveal them in SOTE until he released his V3 mod first,. With that done I will start up the screen shots of them in SOTE. :)

 

shak - I did it this way as this coding will work better.

 

Swap Weapons: Rapid Laser Cannons > Heavy Laser Cannon

 

Rocket attack > Fires Concussion Grenades and fires Anti Infantry turret lasers.

http://i37.photobucket.com/albums/e99/drone_pilot/JC_Sig.jpg

 

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http://sote-mod.com/forum/index.php?act=home

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shak - I did it this way as this coding will work better.

 

Swap Weapons: Rapid Laser Cannons > Heavy Laser Cannon

 

Rocket attack > Fires Concussion Grenades and fires Anti Infantry turret lasers.

Ok, but why concussion grenades instead of missiles? I think it should fire missiles. Rest is OK.

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Last screen shot of the Juggernaughts both the A6 and B5 I guess you can tell which is which by the size.

 

http://i37.photobucket.com/albums/e99/drone_pilot/JuggA6_A5scale.jpg

 

shak I gave it concussion grenade's as I go by the information on wookiepedia on the A6 Jugg. it mentioned they could use them.. Although I might change them yet.. what kind of missile's did you want ?

http://i37.photobucket.com/albums/e99/drone_pilot/JC_Sig.jpg

 

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http://sote-mod.com/forum/index.php?act=home

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The A6 Juggernaut model was twice as large as its predecessor B5 Juggernaut,three hundred troopers and equipment, a complement of close support craft like speeder bikes and light airspeeders, or a mix of both. ... two turreted projectile launchers, loadable with variable-yield concussion grenades for close support or missiles for added anti-armor firepower.
http://img502.imageshack.us/img502/5701/znaked4.jpg
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You been reading wookiepedia again  :P - well I think the scale between the two of them as shown in the picture is ok - I can't really do the A6 any bigger UNLESS I make the B5 smaller.. But then it would not look right either. The B5 is also designed according to the game devs to take AT ST's - so I'd guess it can do AT PT's as well.

http://i37.photobucket.com/albums/e99/drone_pilot/JC_Sig.jpg

 

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shak I gave it concussion grenade's as I go by the information on wookiepedia on the A6 Jugg. it mentioned they could use them.. Although I might change them yet.. what kind of missile's did you want ?

Wookiepedia says that it carried both greandes and missiles:

Rocket/grenade launchers (2)

http://images.wikia.com/starwars/images/f/f7/JuggernautROTS.jpg

On this image you can clearly see missiles ;)

 

I think you should give it PLEX missiles, not the T4-B's ones. Reduce damage a bit.

 

And scale is OK, you cant make it realistic without a new model.

 

http://img505.imageshack.us/img505/1962/venatorrender1rl5.jpg

http://img505.imageshack.us/img505/3038/venatorrender2om7.jpg

Edited by shak4l 01
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I finally added the new Venator to the game but it still yet needs to be tested. I'll probably do that today.

 

Features: Rotating Turrets, and shields over the hangar bays - also many new hardpoints.

 

Thanks for the PM shak, I will look at the SD problem asap. The squadron position and  icon placement - is pretty odd to me. I have not ever edited or touched the A-Wing Squadron you showed in the screen shot you sent me. I will look at this at some point - is it just the A-Wing Squadron you sent the picture of ? - or fighter squadrons in general ?

http://i37.photobucket.com/albums/e99/drone_pilot/JC_Sig.jpg

 

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well that tells me a lot  ::) - where does it lag ?! LOL good grief I can't read your mind mate  :P

 

OK little surprise for people and I hope you like the hard work I did getting it to work.

 

http://i37.photobucket.com/albums/e99/drone_pilot/Venator_rotate.jpg

 

ROTATING TURRETS !

http://i37.photobucket.com/albums/e99/drone_pilot/JC_Sig.jpg

 

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NICE MODEL!!!  :o Good work in your conversion/skin, Avenger, and Evillejedi by the model itself...

Do you think a GeForce FX6200 can 'show' all of it's textures in the way they are in your picture?

 

Hey JC, I had the same problem that ARC111. It stays 'freezing' for some secs and than it went to normal, than it freezes again... Something like that... It happened both in "Galaxy View screen" and during the battles itself (it was worst in space battles, since the AI also did a huge fleet). And I found that very annoying since I have 1024MB RAM, 2 processors of 2.40Ghz each, a nice gfx card...

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You only have a Geforce 6200 which is a budget card, and only has a texture pipeline of about 2-4 megapixels ? so there will be lag when playing some games. Its not entirely the fault of your card, as I increased the population caps in the game. This will cause lag for some people.

 

I have reduced the Tactical Space unit cap to 25 for both rebels and Empire and 30 for the Consortium. Can you see the Venator like that with your card ? - only maybe by increasing your game settings to high. Otherwise you need at least a Geforce 7 card like me.

 

By the way my system as 2GIG system memory and a dual core processor (3.0Ghz) and 512MB on board memory for the video card. That makes not much difference however, as its the pipline's on your gfx card that make the difference in how many frames per second can be rendered, the lower the amount the more lag you will get in a game.

 

Best way to run any game is to make sure you have other things closed down to free up memory and resources. This is way off topic now so.. If you make the changes to your factions file and change the cap value to 20 or 25 to suit you - it should ease the lag.

 

The lag in the Galactic Map can Occur because of the amount of new planets added to the map, it means the gfx card has more work to do in showing the game map. the lesser planets there are can be easier on a budget gfx card that is not able to render all the texture information at once because of the volume of what is trying to be put through a tiny pipeline.  I'm going to be upgrading mine soon as well as mine can only handle 4 (4 mega pixels) I have noticed you can get a Geforce 7 these days quite cheap if you try certain places. So I will be upgrading mine when I can.

http://i37.photobucket.com/albums/e99/drone_pilot/JC_Sig.jpg

 

Sote Mod Website @

 

http://sote-mod.com/forum/index.php?act=home

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