Dark Times II: Rising Son - Released!

Discussion, progress updates, and downloads for the Dark Times and Rising Son mods.

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fasty
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Re: Dark Times II: Rising Son - Released!

Post by fasty »

TML wrote:Putting in voiced dialogue by modders is ridiculously difficult.
inky wrote:^Has anyone ever tried in-game modder dialogue?
If I'm not mistaken, there are quite a few in Dark Times II. Try playing as the Shadow Guard, he has a few.
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Re: Dark Times II: Rising Son - Released!

Post by Fusion »

Shadow Guard's lines actually are in game. They were, for some reason, not removed when the plans for a Royal Guard hero were scrapped. You can actually see the voice in the credits (both in game and in the manual), along with Old Obi-wan and Ki-Adi-Mundi. This is why he sounds like Sev and the republic announcer, they share the same actor. Also, this is why the rebels will shout "ROYAL GUARD!" when they see one, the lines were recorded but not used, Mav simply reactivated them.

However, the custom voices have been used before. The Republic Commando in the Conversion Pack has one for whenever he takes damage, "Battle damage here!" but that really doesn't count as it's a replacement of the low health "AH! OH!" lines.
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Re: Dark Times II: Rising Son - Released!

Post by skelltor »

i have a problem on stock maps dt era is called +123 clone wars
Last edited by skelltor on Sun Jul 25, 2010 1:51 pm, edited 1 time in total.
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Re: Dark Times II: Rising Son - Released!

Post by inky »

So normal people like us (lol) can put our voices in-game?
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Re: Dark Times II: Rising Son - Released!

Post by skelltor »

hey mav do you mind if i use your idea of cryo granades now that its released? also i love the new stormtrooper commander and the rouge repulser units. :thumbs:
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Re: Dark Times II: Rising Son - Released!

Post by Maveritchell »

skelltor wrote:i have a problem on stock maps dt era is called +123 clone wars
That's probably because you have another addon mod that's also loading in a custom icon for its era. Remove that other mod from the addon folder and you won't have the problem.

If anyone wants to hop online, I'll be starting a server in just a minute. It'll be the same as yesterday, called "Rising Son."
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Re: Dark Times II: Rising Son - Released!

Post by CressAlbane »

I am really enjoying the mod, however I can't play Mon Calamari; Glacier.
The map crashes on Conquest mode each time. I also got some weird Sev 3 errors when I tried to run it in debug mode.
I'm on the lowest video settings.
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Re: Dark Times II: Rising Son - Released!

Post by Maveritchell »

CressAlbane wrote:I am really enjoying the mod, however I can't play Mon Calamari: Glacier.
The map crashes on Conquest mode each time. I also got some weird Sev 3 errors when I tried to run it in debug mode.
I'm on the lowest video settings.
If you have issues, it'll have to do with your PC. Does it have any problems with other maps with water?
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Re: Dark Times II: Rising Son - Released!

Post by MrCrayon »

YAY! You finished it! I have been waiting for this!
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Re: Dark Times II: Rising Son - Released!

Post by RED51 »

Is the server up yet?
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Re: Dark Times II: Rising Son - Released!

Post by skelltor »

its over now..... i think
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Re: Dark Times II: Rising Son - Released!

Post by TML »

RED51 wrote:Is the server up yet?
Your kinda late to the party my friend :P
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Re: Dark Times II: Rising Son - Released!

Post by Hebes24 »

Thanks, Maveritchell. It was a pleasure to beta test this for you. You do outstanding work! :thumbs:
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Re: Dark Times II: Rising Son - Released!

Post by MrCrayon »

that was great!!! However, there is only one issue I found


Image

a few collision issues in the TIE construction place. I like how you animated alot of the background ships! My favourite map was Nar Shaada. It was cool to see all the ships flying around (and the train)

I didn't enjoy the control thing much, but V.I.P. was very fun.

What else? Hmmm...Korriban wasn't too fun to look at (very mono-texture), the Dantooine was fun, but a little nutty (lots of running around).

I didn't like the Raxus Map at all. It was WAY too big. I don't know if you intend to edit anything, but Raxus Prime is what I would patch up! It was big, props were tossed randomly (not like Raxus Prime tossed, but my room tossed) and the ground was (gasp!) FLAT.

All in all, I was impressed. You never stop amazing the gametoast community Mav. You seem to have a habit of overdoing yourself. good job. I love how you updated the electro-staff sounds. Nice touch. I also like Luke's jump attack. I went flying.

Three cheers for the king of modders is in order. keep it up Mav!
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Re: Dark Times II: Rising Son - Released!

Post by Eggman »

MrCrayon wrote:I didn't like the Raxus Map at all. It was WAY too big. I don't know if you intend to edit anything, but Raxus Prime is what I would patch up! It was big, props were tossed randomly (not like Raxus Prime tossed, but my room tossed) and the ground was (gasp!) FLAT.
Criticism of my map is fine - having a few months of hindsight I actually agree that the map is a bit too large - but the props were most certainly not tossed around randomly. If you place objects in your room the same way I place objects in my maps, you must spend ages considering the exact rotation of every minute item for the best visual effect. :P
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Re: Dark Times II: Rising Son - Released!

Post by CressAlbane »

Maveritchell wrote:
CressAlbane wrote:I am really enjoying the mod, however I can't play Mon Calamari: Glacier.
The map crashes on Conquest mode each time. I also got some weird Sev 3 errors when I tried to run it in debug mode.
I'm on the lowest video settings.
If you have issues, it'll have to do with your PC. Does it have any problems with other maps with water?
It used to have problems with Naboo, but I patched that. I made some maps with water that worked, and the other stock maps worked.
Also, the coral island map crashed. I have a feeling you're right...
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Re: Dark Times II: Rising Son - Released!

Post by Jodandotson »

I just finished the campaign. This mod was amazing, and I can tell that so much polish and detail went into this! Some of the missions were a bit hard at times, but as with all your mods, the big challenge makes the victory even better. This was all around a revolutionary mod. :thumbs:
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Re: Dark Times II: Rising Son - Released!

Post by Darth_Squoobus »

Mav, can I be blunt about Taris? (The campaign version)
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Re: Dark Times II: Rising Son - Released!

Post by Maveritchell »

Darth_Squoobus wrote:Mav, can I be blunt about Taris? (The campaign version)
You can say whatever you want so long as it is within the limits of the site rules. I make no promises whether I will choose to agree or commiserate. :)
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Re: Dark Times II: Rising Son - Released!

Post by Darth_Squoobus »

Well, I felt the side mission involving holocrons wasn't worth losing my fleet over after a while. My patience wore thin after I regained the landing zone only to realize there were only 9 units left.

But that's just my opinion. If I have no cause to be upset over it, feel free to tell me.
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