Rising Conflict CW v1.0

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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kitfisto15678
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Re: Rising Conflict CW v1.0

Post by kitfisto15678 »

Cool! I can't wait! Your a cool guy Dreadnot. :thumbs:

Also do you have any idea of what could be causing this graphics bug on my computer? I can't play any of your maps because of it. :sick: forums/viewtopic.php?f=25&t=28949
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Re: Rising Conflict CW v1.0

Post by thebadshot »

In corauscant team DM, when it is RC vs DC, when playing as the droid with sword and press the reload button, you turn into RC, but you have the same weapons and stuff, just the skin changes.
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Re: Rising Conflict CW v1.0

Post by Dreadnot9 »

thebadshot wrote:In corauscant team DM, when it is RC vs DC, when playing as the droid with sword and press the reload button, you turn into RC, but you have the same weapons and stuff, just the skin changes.
That's true, when using melee the "R" button is actually secondary fire (I don't really know why...), it's a disguise kit actually. It works alright with the AI.
kitfisto15678 wrote:Also do you have any idea of what could be causing this graphics bug on my computer? I can't play any of your maps because of it. :sick: forums/viewtopic.php?f=25&t=28949
Not really, judging by the things mentioned in the thread, a new computer/graphics card is the best way to fix it.
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Re: Rising Conflict CW v1.0

Post by kinetosimpetus »

Dreadnot9 wrote:
thebadshot wrote:In corauscant team DM, when it is RC vs DC, when playing as the droid with sword and press the reload button, you turn into RC, but you have the same weapons and stuff, just the skin changes.
That's true, when using melee the "R" button is actually secondary fire (I don't really know why...), it's a disguise kit actually. It works alright with the AI.
If a unit has a blaster and a sword, block is moved to what used to be the secondary fire button and secondary fire is shared with reload, whatever button they are mapped to whether mouse, keyboard, or joystick because blasters use "Infantry" control settings and swords use "Jedi" control settings, and they don't match up exactly.
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Re: Rising Conflict CW v1.0

Post by Dreadnot9 »

kinetosimpetus wrote:
Dreadnot9 wrote:
thebadshot wrote:In corauscant team DM, when it is RC vs DC, when playing as the droid with sword and press the reload button, you turn into RC, but you have the same weapons and stuff, just the skin changes.
That's true, when using melee the "R" button is actually secondary fire (I don't really know why...), it's a disguise kit actually. It works alright with the AI.
If a unit has a blaster and a sword, block is moved to what used to be the secondary fire button and secondary fire is shared with reload, whatever button they are mapped to whether mouse, keyboard, or joystick because blasters use "Infantry" control settings and swords use "Jedi" control settings, and they don't match up exactly.
Thanks for that, I never knew the exact reason for this, I just knew it happened.
:themoreyouknow:
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Re: Rising Conflict CW v1.0

Post by baumerindustries »

It's a really nice work, especially with that different camera setting :thumbs:

But i have also to admit, that the german localisation is pretty buggy. Of course some of the weapons' and units' names are translated, but the not translated texts aren't shown at all...
Would be great if you could add at least the english names in the german localisation :bowdown:
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Re: Rising Conflict CW v1.0

Post by Dreadnot9 »

baumerindustries wrote: Would be great if you could add at least the english names in the german localisation :bowdown:
If I ever get the time to work on the mod again (darn school!), I'll try to remember to add localization for other languages, though I must confess that it had never crossed my mind before, even though I'm well aware there are plenty in the modding community who's first language isn't english.
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Re: Rising Conflict CW v1.0

Post by EliteJay »

Im really havin fun with this mod.
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Re: Rising Conflict CW v1.0

Post by Dreadnot9 »

EliteJay wrote:Im really havin fun with this mod.
I'm glad you're enjoying it, that's what it's made for! :D
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Re: Rising Conflict CW v1.0

Post by EliteJay »

Heres a little something something I made for this, i think youll enjot it :)

http://www.youtube.com/watch?v=7CE_cgEL0Rs&safe=active
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Re: Rising Conflict CW v1.0

Post by kitfisto15678 »

I have a bug report. This mod isn't compatible with Marvel4's Era Mod ( forums/viewtopic.php?f=35&t=25608 ) If you come out with a second version could you fix it? I like his mod and your mod but I can't play both at the same time. :(

I haven't found any other bugs and that is the only mod I know of that isn't compatible with this mod.

Also this mod is compatible with Dark Times II and Battlefront Extreme. If that helps somehow. Still enjoying this mod! :thumbs:
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Re: Rising Conflict CW v1.0

Post by Dreadnot9 »

In what way exactly is the mod not compatible? Does the game refuse to start, or does it crash when loading certain maps?...
It may be an issue with Yavin 4: Arena, as that was a map we both included...
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Re: Rising Conflict CW v1.0

Post by kitfisto15678 »

No the era names are all messed up. Dark Times is called +123 Clone Wars and your mod was called some wierd thing. I forgot. But his conversions are all compatible with your mod.
If you want you can download Marvel4's mod to see what I'm talking about. It's only 31.4 MBs.

https://www.wuala.com/Marvel4/swbf2/mar ... ra_mod.exe

Will you do a V2 or this mod? Or maybe a Rising Conflict GCW? :eek:
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Re: Rising Conflict CW v1.0

Post by kinetosimpetus »

About the era names, someone probably forgot to do this:
forums/viewtopic.php?p=467916#p467916
or the "(click here)" thing in that post,
and reverts the Dark Times and others changes back to 'stock' 1.3 era names.
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Re: Rising Conflict CW v1.0

Post by Dreadnot9 »

kinetosimpetus wrote:About the era names, someone probably forgot to do this:
forums/viewtopic.php?p=467916#p467916
or the "(click here)" thing in that post,
and reverts the Dark Times and others changes back to 'stock' 1.3 era names.
Ahh, there's the issue, I've added that bit of code from Zerted to my addme.script, so I think it's on Marvel's end, and I can't really do anything about it. Plus, it's not like it actually affects (effects?) the mod itself.
I'm thinking about making a v2.0, change a lot of things along the way, though Mass Effect and TF2 have been taking up pretty much all of my game-related free time recently.
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Re: Rising Conflict CW v1.0

Post by kitfisto15678 »

Dreadnot9 wrote: I'm thinking about making a v2.0, change a lot of things along the way
Don't change to much or else the mod won't be what made it so fun! ;)
I'll PM Marvel4 about that script thing.
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Re: Rising Conflict CW v1.0

Post by Dreadnot9 »

kitfisto15678 wrote:
Dreadnot9 wrote: I'm thinking about making a v2.0, change a lot of things along the way
Don't change to much or else the mod won't be what made it so fun! ;)
I'll PM Marvel4 about that script thing.
I doubt he'll change it, it really isn't a huge deal and it only affects a few other mods.
But if he wanted to change it, that'd be cool.
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Re: Rising Conflict CW v1.0

Post by TeeJehy »

Question, why is it that when I start Dantooine, it crashes?
Also, lovely mod.
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