[WIP] 153rd Legion Mod

Working on a new map? Have a new mod out for swbf2?! Post an announcement of the up-coming release here.

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Re: [WIP] 153rd Legion Mod

Postby ARCTroopaNate » Sun Apr 21, 2013 8:15 am

Mara Jade?

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Re: [WIP] 153rd Legion Mod

Postby kinetosimpetus » Sun Apr 21, 2013 11:22 am

Yup :thumbs:

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Re: [WIP] 153rd Legion Mod

Postby TWINKEYRUNAWAY » Fri May 03, 2013 4:15 pm

If you got 30 seconds kineto, I have a referrence video for you regarding running animation for the SBD. You will have to forgive the horrible framerate, I own SWEP: III for the origninal XBOX and didnt have a capture card and had to switch other means . (The equavlant of recording with a potatoe.

http://www.youtube.com/watch?v=6vAkdVy3EHI&edit=vd

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Re: [WIP] 153rd Legion Mod

Postby RevanSithLord » Sat May 04, 2013 12:50 pm

TWINKEYRUNAWAY wrote:If you got 30 seconds kineto, I have a referrence video for you regarding running animation for the SBD. You will have to forgive the horrible framerate, I own SWEP: III for the origninal XBOX and didnt have a capture card and had to switch other means . (The equavlant of recording with a potatoe.

http://www.youtube.com/watch?v=6vAkdVy3EHI&edit=vd


Nice reference.

Hidden/Spoiler:
I like how at the end the SBD kind of sidesteps behind cover like, "Nope. :I"

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Re: [WIP] 153rd Legion Mod

Postby EliteJay » Mon May 06, 2013 4:06 pm

After watching a lot of your vids I have to say that this is the best mod I have ever seen by far! You should get a YouTube Channel up or something so the public can see how great your work is!

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Re: [WIP] 153rd Legion Mod

Postby kinetosimpetus » Mon May 06, 2013 5:49 pm

I've actually thought about it, but I'm pretty busy with... stuff... right now, maybe in the future.

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Re: [WIP] 153rd Legion Mod

Postby JAWSFreelao » Fri Aug 02, 2013 4:16 am

kinetosimpetus wrote:Oh, the alternate fire mode, I may increase its damage against vehicles and buildings, forgot that. I'm trying to get the alt fire on all the units in that slot to be more anti-armor in nature, but the primary weapon has been just as effective at that.

I may suggest increasing the rate of fire for the arm cannon. Or making it into a slowed down tri-burst. Not like the weird tri-shot, but like a three round burst.

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Re: [WIP] 153rd Legion Mod

Postby KeepAmazinn » Tue Sep 10, 2013 9:38 pm

whats the progress of the mod?

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Re: [WIP] 153rd Legion Mod

Postby kinetosimpetus » Tue Sep 10, 2013 11:35 pm

Not much.

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Re: [WIP] 153rd Legion Mod

Postby Maveritchell » Wed Sep 11, 2013 12:55 am

KeepAmazinn wrote:whats the progress of the mod?


You've got to stop bumping old threads just to say "where is this?" I've deleted, like, a half-dozen of your posts that do this. I didn't get to this one in time. Please don't do that in the future.

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Re: [WIP] 153rd Legion Mod

Postby Osirus » Sat Sep 14, 2013 9:10 am

Just a quick question, are you going to include Arc troopers in the republic side of you mod such as Colt, Blitz, ect.

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Re: [WIP] 153rd Legion Mod

Postby kinetosimpetus » Thu Sep 19, 2013 1:56 am

I have generic Phase 1 ARC's in, and at least one of my units will use the Phase 1.5 ARC, but no probably none of the pre-existing canon named ARC troopers.

Small Update:
Well, I've not been working on this much, been playing a lot of War Thunder, and SWTOR, but um, several days or weeks ago I did update starfighter blasters a tiny bit, still haven't tested that actually... :roll: but tonight I started a process, kinda background admin type, but I added a function to my addme script that will make adding standard modes as I call them, modes that appear in both single and multiplayer, such as conquest, so basically all of them, use 1 line of code instead of 3, which will make adding and maintaining them so much easier, plus, as I reconstruct the addme to use this function, I'll be going through the map scripts and making sure they all match current standards using my edited setup_teams and custom functions, which may also result in getting more map scripts set up, like, the rest of the GCW ones. :D

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Re: [WIP] 153rd Legion Mod [MiniUpdate_2013-09-19]

Postby THEWULFMAN » Sun Sep 22, 2013 10:08 pm

Any thoughts on making the main cannon on the AAT charge up like it did in the 2002 Clone Wars game? I enjoyed how that worked. I've always wanted to recreate the multiplayer stuff from that game, never gotten around to it. Even the art assets are released nowadays, why am I not working on it already is anyone's guess.

I'll give you a hint though. It rhymes with "I'm hazy."

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Re: [WIP] 153rd Legion Mod [MiniUpdate_2013-09-19]

Postby kinetosimpetus » Sun Sep 22, 2013 10:28 pm

I'm not sure if I will have the turret charge up, it seems fine for damage and fire rate in stock configuration, I do have an idea for charging rockets though.



Here are a couple vids that show some of the recent work I've done, mostly what you should notice are the reticule and Minimag PTL effects, but there's also some work gone into floating icons and ironsights, but those are not really aligned for 16:9 yet, I'm going to align for 4:3 first.

Image

Image


Anyway, I'm working on hopefully a release soon, a version 0.5.0 or so, with only ground maps, with only conquest missions, and with only the first 7 class slots on each team, so infantry only, no commandos or heroes, will try to get ground vehicles working nicely too. The reduced scope is helping me focus on this smaller amount of work so I can get this part done and polished instead of bouncing all over the place not knowing what to do.

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Re: [WIP] 153rd Legion Mod [MiniUpdate_2013-09-19]

Postby RevanSithLord » Tue Sep 24, 2013 2:23 am

kinetosimpetus wrote:Anyway, I'm working on hopefully a release soon, a version 0.5.0 or so, with only ground maps, with only conquest missions, and with only the first 7 class slots on each team, so infantry only, no commandos or heroes, will try to get ground vehicles working nicely too. The reduced scope is helping me focus on this smaller amount of work so I can get this part done and polished instead of bouncing all over the place not knowing what to do.


Yeah, that's a good way to do it. I know that when I'm at work, I should really view it like this too, but I end up overwhelming myself whether it's on mod projects or my job at the workplace. It's never good to overwhelm yourself, even with stuff you do on your free time. I'm loving your work, Kinetos, and surely do look forward to whatever you put out there. Great job!

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Re: [WIP] 153rd Legion Mod [Announcement 2013-09-22]

Postby CressAlbane » Tue Sep 24, 2013 5:18 pm

Sounds excellent. Good to hear you have a renewed focus. Can't wait for a release!

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Re: [WIP] 153rd Legion Mod [Announcement 2013-09-22]

Postby KeepAmazinn » Wed Sep 25, 2013 8:07 pm

Cant wait for this release man been waiting for a while!

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Re: [WIP] 153rd Legion Mod

Postby kinetosimpetus » Sat Oct 25, 2014 3:06 pm

https://www.youtube.com/watch?v=7xwU-jU7SqE


Updated IFT-X and Ion Cannon


Ion Cannon is a lua weapon that is nearly non lethal, but does significant damage to heavily armored targets when they have high hp. It can be used to quickly soften a hard target so it can be destroyed by other weapons.


I need to figure out if I can use lua to mimic the behavior of a haywire grenade... 'cause that would be interesting.

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Re: [WIP] 153rd Legion Mod

Postby Kingpin » Sat Oct 25, 2014 5:19 pm

Awesome! Happy to see that this mod is still getting some attention.

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Re: [WIP] 153rd Legion Mod

Postby hunpeter12 » Sat Oct 25, 2014 5:59 pm

kinetosimpetus wrote:I need to figure out if I can use lua to mimic the behavior of a haywire grenade... 'cause that would be interesting.

I assume you mean that they kick units out of vehicles? If that is the case, just change your 'ClassLabel' to "haywire" and add DisableTime = "n", to disable the vehicle for 'n' seconds.

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