The New DMI Plan - ***DEADLINE JULY 30th***
Moderator: Moderators
-
- Gametoast Staff
- Posts: 1351
- Joined: Tue Jul 10, 2007 4:10 pm
Re: The New DMI Plan
Mav used landing regions in the first rendition of his lot, but I don't think they are in the second. It is a hassle to put a region every single place you can land in the entire world, so I'm leaning towards not having them.
-
- Gametoast Staff
- Posts: 4910
- Joined: Sat Nov 03, 2007 4:55 pm
- Location: SoCal, USA
Re: DMI Claims Topic (open)
Off topic: Why wouldn't you be able to? Getting the models in-game is the important part.vegati wrote:(Can we use sketchup?)
-
- Chief Warrant Officer
- Posts: 352
- Joined: Fri Dec 26, 2008 1:21 pm
- Projects :: No Mod project currently.
- xbox live or psn: No gamertag set
- Location: At Gametoast.com enjoyin some fresh salmon jerky. Mmmmmm.
- Contact:
Re: DMI Claims Topic (open)
OK, just wasn't sure if anyone would want to go through the trouble of exporting the model for me.
- Maveritchell
- Jedi Admin
- Posts: 7366
- Joined: Mon Aug 21, 2006 11:03 pm
Re: The New DMI Plan
That ended up being my hope too, especially since we talked about using soundspaces (which also eat up regions). If a person wants a prop unable to be landed on, there is an .odf command "DenyFlyerLand" which can be used to do exactly what it sounds like.RepSharpshooter wrote:Mav used landing regions in the first rendition of his lot, but I don't think they are in the second. It is a hassle to put a region every single place you can land in the entire world, so I'm leaning towards not having them.
- General_Nate
- Lieutenant General
- Posts: 689
- Joined: Sun Jun 28, 2009 4:01 pm
- Projects :: None because BFII is not working
- xbox live or psn: No gamertag set
- Location: 127.0.0.1
Re: The New DMI Plan
After the "update REQ and Mode REQ" It want's me to save or open a file. (I forgot which) What do I do then?RepSharpshooter wrote: To make your layer work ingame:
- Open ZE, load dmi.wld
- Click the Game Modes: CONFIGURE button. (by the layer thing)
- Under common layers, REMOVE YOUR LAYER THAT YOU CREATED. (don't worry, this doesn't delete it)
- Click on ELI under mode name.
- Under "Layers Used" click "add"
- Select the layer that you created, ex. DMI_Karnage
- Click the update REQ and Mode REQ button.
- Save world.
Also, what do i munge to get it to work in game?
Thanks!
-
- Sith Master
- Posts: 2783
- Joined: Mon Jun 12, 2006 3:46 pm
Re: The New DMI Plan
Select your world's REQ file (DMI.req, in this case). Just munge common after that and you should be good to go.General_Nate wrote:After the "update REQ and Mode REQ" It want's me to save or open a file. (I forgot which) What do I do then?RepSharpshooter wrote: To make your layer work ingame:
- Open ZE, load dmi.wld
- Click the Game Modes: CONFIGURE button. (by the layer thing)
- Under common layers, REMOVE YOUR LAYER THAT YOU CREATED. (don't worry, this doesn't delete it)
- Click on ELI under mode name.
- Under "Layers Used" click "add"
- Select the layer that you created, ex. DMI_Karnage
- Click the update REQ and Mode REQ button.
- Save world.
Also, what do i munge to get it to work in game?
Thanks!
- General_Nate
- Lieutenant General
- Posts: 689
- Joined: Sun Jun 28, 2009 4:01 pm
- Projects :: None because BFII is not working
- xbox live or psn: No gamertag set
- Location: 127.0.0.1
Re: The New DMI Plan
Thanks! And I just run the map that I made?
-
- Banned
- Posts: 4089
- Joined: Mon Sep 22, 2008 3:17 pm
- Projects :: No Mod project currently.
Re: The New DMI Plan
I did what you suggested, Xav, but when I launch the game I can't spawn anywhere cuz there's no CPs.
- Frisbeetarian
- Jedi
- Posts: 1233
- Joined: Wed Sep 12, 2007 3:13 pm
Re: The New DMI Plan
If you follow Rep's directions in his first post, there will be no problem, unless you have an inherent problem with you ModTools. Try it again from scratch to see if you can get it. If you have questions about a particular part, then ask. Don't just say, "It doesn't work," that is of no use to us.
- trainmaster611
- Sith Lord
- Posts: 1779
- Joined: Thu Aug 24, 2006 5:22 pm
- Projects :: No Mod project currently.
- xbox live or psn: No gamertag set
- Location: Building a railway to Coruscant
- Contact:
Re: The New DMI Plan
I'm just wondering, what is the purpose of having combative units in this level? Were we intending to do fighting in the streets and buildings?
- Frisbeetarian
- Jedi
- Posts: 1233
- Joined: Wed Sep 12, 2007 3:13 pm
Re: The New DMI Plan
If you noticed, there is now a "Battle Tower" listed on the map. One use of the units is for this. I know at one point, they talked about locals being in the town outskirts to fight. The units are upgradeable, so other things (I assume) will also be used to get points (eg. mini games).
-
- Gametoast Staff
- Posts: 1351
- Joined: Tue Jul 10, 2007 4:10 pm
Re: The New DMI Plan
That is the whole point of the map, and the battlefront engine. There will be a battle tower in order to compete in matches vs people and ai so you can level up your character. If some incentive to not die is put in place, or to not kill randomly, it should be interesting to see what happens if people just walk around the streets with weapons. Like people form "gangs" or groups of friends that protect each other. Zerted is even scripting such feature in.trainmaster611 wrote:I'm just wondering, what is the purpose of having combative units in this level? Were we intending to do fighting in the streets and buildings?
I'm also pondering about adding a "Send to jail" weapon on the jedi. If you get hit by it, you are immediately sent to jail.
One of the best things to do is probably just beta test this September and see what needs to be done. We can only predict so much in advance without actually knowing.
- destructo_bot
- Chief Warrant Officer
- Posts: 329
- Joined: Sun Aug 10, 2008 3:14 pm
- Projects :: No Mod project currently.
- xbox live or psn: No gamertag set
- Location: Orkney, a place of... well... farming. Scotland FTW!
Re: The New DMI Plan
So the DMI is going to descend into chaos with roving bandits kidnapping puppies. Sounds like a larf! :maulsaber:
-
- Sergeant Major
- Posts: 221
- Joined: Thu Apr 02, 2009 12:27 am
- Projects :: No Mod project currently.
- xbox live or psn: No gamertag set
- Location: Earth... I think
Re: The New DMI Plan
And with Fragme adding in the ability to hyjack his own buggies the city is becoming more and more lawless.destructo_bot wrote:So the DMI is going to descend into chaos with roving bandits kidnapping puppies. Sounds like a larf! :maulsaber:
-
- Gametoast Staff
- Posts: 1351
- Joined: Tue Jul 10, 2007 4:10 pm
Re: The New DMI Plan
I told him maybe we should restrict the buggies to a certain area.
- General_Nate
- Lieutenant General
- Posts: 689
- Joined: Sun Jun 28, 2009 4:01 pm
- Projects :: None because BFII is not working
- xbox live or psn: No gamertag set
- Location: 127.0.0.1
Re: The New DMI Plan
Yeah. I can see it now, People pushing other people in the water and drowning them...
- Wonderboy
- Chief Warrant Officer
- Posts: 353
- Joined: Sun Jul 12, 2009 12:54 pm
- Projects :: Making apples into applesauce
- Location: Eastern South Dakota
Re: The New DMI Plan
idk if i can but i am getting a new computer with faster internet in the winter, so there isnt a possible way for me to join this right? becuz i cant download the mod tools, it takes 30 hours
-
- 3rd Warning
- Posts: 82
- Joined: Mon Jul 13, 2009 4:14 am
- Projects :: No Mod project currently.
- xbox live or psn: No gamertag set
- Location: somewhere in the outer rim
Re: The New DMI Plan
when is thise mod map coming out :jango:
-
- Gametoast Staff
- Posts: 4910
- Joined: Sat Nov 03, 2007 4:55 pm
- Location: SoCal, USA
Re: The New DMI Plan
When it's finished.
-
- Sergeant Major
- Posts: 221
- Joined: Thu Apr 02, 2009 12:27 am
- Projects :: No Mod project currently.
- xbox live or psn: No gamertag set
- Location: Earth... I think
Re: The New DMI Plan
I don't know that I like the whole chaos and crime that's starting to pop up here. Correct me if I'm wrong, but wasn't no killing in the city a key point? When I play Battle Arena 2.0,(Wondeful btw Rep.)the reason people don't kill each other is because if you do you get sent to jail. And the players choose whether or not to let you out. It's like what Rep was talking about earlier. It's consequences and incentives, and they're what fuels the world we live in. Take away either one and what you get is disfunctionality. The Soviet Union took away incentives, and people stopped working. And when you take away consequences, there is no reason not break the law. How many of you would speed if the police couldn't pull you over? See what I mean?
It also varies from person to person, some people will try to play by the map's intention. But others will shoot everyone in sight, these people will force everyone else to do the same.
I understand all the gang forming and protective services deal, but I'm afraid people won't actually abide by it. It would turn into a Free For All, with everyone fending for themselves or just running away.
A few Jedi admins aren't going to able to keep up with everone. And I don't think they're always going to be around to keep everyone in line. What I'm saying is we need an auto jailer thing like BA2 has. That doesn't mean areas like dark alleyways can be 'killing zones.' But without any sort of order in DMI this is just one big Free Deathmatch.
It also varies from person to person, some people will try to play by the map's intention. But others will shoot everyone in sight, these people will force everyone else to do the same.
I understand all the gang forming and protective services deal, but I'm afraid people won't actually abide by it. It would turn into a Free For All, with everyone fending for themselves or just running away.
A few Jedi admins aren't going to able to keep up with everone. And I don't think they're always going to be around to keep everyone in line. What I'm saying is we need an auto jailer thing like BA2 has. That doesn't mean areas like dark alleyways can be 'killing zones.' But without any sort of order in DMI this is just one big Free Deathmatch.