space death star I:beta released

New maps and mods are coming out quickly. If you release something (even a beta) please post it here. Be sure to give details in the topic such as Map/Mod name and version

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11of3

Post by 11of3 »

having problems getting with a couple of improvements to this map
1.cockpits-have tried to get these in but it kept crashing the game!
2.manned turrets-just can`t get them to work,can`t even get the use button to work.
any help on these issues would be welcomed,and would speed up the release of the next version
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Post by yankeefan05 »

How come all of the fighters dogfight in a small area right above the Death Star? They dont go anywhere else above the Death Star.

And, Destrying the exhaust port doesn't do anything or does it? Do u get points?

Sry 4 all the questions.

Still gr8 mp.
Last edited by yankeefan05 on Fri Mar 31, 2006 1:28 pm, edited 1 time in total.
OOM-9

Post by OOM-9 »

Wow, increadably imaginitive way of getting this map working. Only suggestion is to 'lengthen' the trench, it's really easy to reach the exhaust port, better to make the trench a longer run.

Awsome map, it's not leaving my addon folder


~OOM-9
Stager00

Post by Stager00 »

I agree...Im most impressed with the visusl trickery in this level.

Very imaginative.
11of3

Post by 11of3 »

the next release of this map will go by the name Dogfighting Death Star v2.
what will be in the new version?
-trench is now longer,narrower and shallower.
-trench has been re-postioned.
-death region problem fixed.
-new textures for the death star(as seen in eariler posts)
-new floor for the rebel base.
-manned guns added.
-ctf-flag in the trench,goals at either end.
-fighters spread out more over the surface.

unresolved issues,wrong messages,trigger for the exhaust port,speed(there have been a few comments about the speed of the ships.I have not done anything to slow them down,it could be due to the amount of objects in the map)cockpits,tried adding these but it kept crashing.Leia and c3po back at the rebel base(somebody asked for this!)

hope to have v2 out soon....
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Post by yankeefan05 »

Also, some of the troops at the Rebel Base just stand around not even moving. I hope version2 comes out soon.

Off-Topic: How can I put pictures on GT forums. They r in .jpg and when I drag them it doesnt work. Can some1 tell me how to do this?
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Post by Penguin »

you should move the CPs that hover in the air above the trench run.
Thrawn

Post by Thrawn »

I cant wait for v2!!!!!!!!!!
Narlie-Charlie

Post by Narlie-Charlie »

moncalamaridestroyer wrote:Also, some of the troops at the Rebel Base just stand around not even moving. I hope version2 comes out soon.

Off-Topic: How can I put pictures on GT forums. They r in .jpg and when I drag them it doesnt work. Can some1 tell me how to do this?
I dont know either, if someone could help us it would be great.
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Post by jangoisbaddest »

11of3 wrote: -trench is now longer,narrower and shallower.
-trench has been re-postioned.
-death region problem fixed.
-new textures for the death star(as seen in eariler posts)
-new floor for the rebel base.
-manned guns added.
-ctf-flag in the trench,goals at either end.
-fighters spread out more over the surface.
Wow. CTF will own! Now this map will be rediculously good. No space map will be able to come close (except maybe Battle Above Endor).
Tuskenjedi

jpg on gametoast

Post by Tuskenjedi »

moncalamaridestroyer wrote:
Also, some of the troops at the Rebel Base just stand around not even moving. I hope version2 comes out soon.

Off-Topic: How can I put pictures on GT forums. They r in .jpg and when I drag them it doesnt work. Can some1 tell me how to do this?


I dont know either, if someone could help us it would be great.
you have to upload them onto the internet then do the [img]pic%20url[/img]
phpBB code thing
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Re: jpg on gametoast

Post by yankeefan05 »

Tuskenjedi wrote:
moncalamaridestroyer wrote:
Also, some of the troops at the Rebel Base just stand around not even moving. I hope version2 comes out soon.

Off-Topic: How can I put pictures on GT forums. They r in .jpg and when I drag them it doesnt work. Can some1 tell me how to do this?


I dont know either, if someone could help us it would be great.
you have to upload them onto the internet then do the [img]pic%20url[/img]
phpBB code thing
Off Topic:Happy April Fools Day every1 :D .

But what r the sites to upload pics on the internet? And is it free?

Back On Topic: Im not sure if this was said though, but maybe u can can slightly decrease the damage of the auto-turrents.
Tuskenjedi

Post by Tuskenjedi »

Off Topic: I do not know which site to upload them maybe image shack or something.

On Topic: Maybe you could put auto turrets near the yavin base because when i stormed it they were totally crushed :roll:
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Post by yankeefan05 »

Im not sure if this was answered but when you r the Empire u cant land in the Rebel Base. Is this on purpose?
Thrawn

Post by Thrawn »

Yeah i noticed that to, i think its intentional to keep people getting out and pounding the rebel base.

Also. Could you make the gap you exit at the yavin base be larger because i keep crashing on the top when i try to exit.
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Post by MercuryNoodles »

Here's what I posted in the WIP section, in case it was missed:
1) Have you tried creating a new side containing all of the fighters? If I remember correctly, the game has an issue with loading more than one lvl with the "dc" code. So, I made a combined folder for my modded units, and called everything from that. Also, if you do this, I believe you'll have to comment out the original fighters in the lua, or else the original fighters spawn instead of the modded versions. Anyway, that's how I managed to get mine working.
The above works fine for me, and I have cockpit views for both sides in my map.

Edit: Btw, what did you have to do to get your remote turrets working?

Edit, part duex: VisualMunge doesn't generate the XXXx_Diet Dr. Pepper.lua properly. You have to go in and switch some of the voiceover lines to get everything as it should be. I can show you my changes, if you'd like.
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Post by Leviathan »

Off-topic : TuskenJedi, moncalamaridestroyer, you can host freely your own Graphics Files through one of the following "dedicated" web-sites :
11of3

Post by 11of3 »

MercuryNoodles wrote:Here's what I posted in the WIP section, in case it was missed:
1) Have you tried creating a new side containing all of the fighters? If I remember correctly, the game has an issue with loading more than one lvl with the "dc" code. So, I made a combined folder for my modded units, and called everything from that. Also, if you do this, I believe you'll have to comment out the original fighters in the lua, or else the original fighters spawn instead of the modded versions. Anyway, that's how I managed to get mine working.
The above works fine for me, and I have cockpit views for both sides in my map.

Edit: Btw, what did you have to do to get your remote turrets working?

Edit, part duex: VisualMunge doesn't generate the XXXx_Diet Dr. Pepper.lua properly. You have to go in and switch some of the voiceover lines to get everything as it should be. I can show you my changes, if you'd like.
I had to start the map all over again to get the remote guns working!it was worth it.if you could please show me what you did to swap the voices over.
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Post by yankeefan05 »

Leviathan wrote:Off-topic : TuskenJedi, moncalamaridestroyer, you can host freely your own Graphics Files through one of the following "dedicated" web-sites :
Thanks Lev. :D :D
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Post by MercuryNoodles »

I included the code from the point it defines the teams so you can see which I had set for ATT and DEF.

Code: Select all

function SetupObjectives()
	assault = ObjectiveSpaceAssault:New{
		teamATT = ALL, teamDEF = IMP, 
		multiplayerRules = true
	}
	
	local impTargets = {
		engines		= {"all_drive_1", "all_drive_2", "all_drive_3", "all_drive_4", "all_drive_5", "all_drive_6"},
		lifesupport	= "all-life-ext",
		bridge		= "all-bridge",
		comm		= "all-comms",
		sensors		= "all-sensors",
		frigates		= "all-frigate",
		internalSys	= { "all-life-int", "all-engines" },
	}
	
	local allTargets = {
		engines		= { "imp_drive_1", "imp_drive_2", "imp_drive_3" },
		lifesupport	= "imp-life-ext",
		bridge		= "imp-bridge",
		comm		= "imp-comms",
		sensors		= "imp-sensors",
		frigates		= "imp-frigate",
		internalSys	= { "imp-life-int", "imp-engines" },
	}
	
	assault:SetupAllCriticalSystems( "imp", impTargets, false )
	assault:SetupAllCriticalSystems( "all", allTargets, true )
	
	assault:Start()
end

function SetupShields()
    -- ALL Shielded objects    
    local linkedShieldObjectsALL = { "all_ship_1", "all_ship_2",
    							"all-bridge", "all-comms", "all-life-ext", "all-sensors",
    							"all_drive_1", "all_drive_2", "all_drive_3", "all_drive_4", "all_drive_5", "all_drive_6"}
    shieldStuffALL = LinkedShields:New{objs = linkedShieldObjectsALL, controllerObject = "all-shield"}
    shieldStuffALL:Init()
    
    function shieldStuffALL:OnAllShieldsDown() 
        ShowMessageText("level.spa.hangar.shields.atk.down", ALL)
        ShowMessageText("level.spa.hangar.shields.def.down", IMP)
		
		BroadcastVoiceOver( "IOSMP_obj_16", IMP )
		BroadcastVoiceOver( "AOSMP_obj_17", ALL )
    end
    function shieldStuffALL:OnAllShieldsUp() 
        ShowMessageText("level.spa.hangar.shields.atk.up", ALL)
        ShowMessageText("level.spa.hangar.shields.def.up", IMP)
		
		BroadcastVoiceOver( "IOSMP_obj_18", IMP )
		BroadcastVoiceOver( "AOSMP_obj_19", ALL )
    end
    
    
    -- IMP Shielded objects    
    local linkedShieldObjectsIMP = { "imp_ship_1", "imp_ship_2", "imp_ship_3", "imp_ship_4", "imp_ship_5", "imp_ship_6",
    							"imp-bridge", "imp-comms", "imp-life-ext", "imp-sensors",
    							"imp_drive_1", "imp_drive_2", "imp_drive_3"}
    shieldStuffIMP = LinkedShields:New{objs = linkedShieldObjectsIMP, controllerObject = "imp-shield"}    
    shieldStuffIMP:Init()
    
    function shieldStuffIMP:OnAllShieldsDown() 
        ShowMessageText("level.spa.hangar.shields.atk.down", ALL)
        ShowMessageText("level.spa.hangar.shields.def.down", IMP)
		
		BroadcastVoiceOver( "IOSMP_obj_17", IMP )
		BroadcastVoiceOver( "AOSMP_obj_16", ALL )
    end
	function shieldStuffIMP:OnAllShieldsUp() 
        ShowMessageText("level.spa.hangar.shields.atk.up", ALL)
        ShowMessageText("level.spa.hangar.shields.def.up", IMP)
		
		BroadcastVoiceOver( "IOSMP_obj_19", IMP )
		BroadcastVoiceOver( "AOSMP_obj_18", ALL )
    end
end
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