Rising Conflict CW v1.0

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Dreadnot9
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Rising Conflict CW v1.0

Post by Dreadnot9 »

It's finally here, version 1.0 of my previously released beta (found here):

RISING CONFLICT: CW

The mod is a Clone Wars only side mod (I know, another one), which adds a few new modes (like Uber and TDM) as well as 3 new maps.
The guys at 411Remnant have kindly made both a trailer, and have released one commentary video so far:
Trailer
Commentary Video
They also plan on doing more commentary throughout this upcoming week, so look for that.

DOWNLOAD LINK
Filefront Link

Enjoy, and post any criticisms and comments here (I don't know if I'll release another installment, but it's nice to know what I can do better anyways).

Screenshots (note that some pictures may have been taken of earlier versions of the mod):
Hidden/Spoiler:
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Credits:
Hidden/Spoiler:
Beta Testing -
Twinkeyrunaway and the guys at 411Remnant (also big thanks to TWINKEYRUNAWAY for custom map loading screen)

Scripts -
Zerted: deathmatch mode script
Maveritchell: wave and VIP mode script bases

Everything Else -
Wazmol*: CIS lander model, pauldron addon mesh, visor addon msh, model used for EMP pistol
BFX assets: used several odfs as templates/references, textures
DarthD.U.C.K.: dt-57, dc-17 pistols, two hand grip animations, snowtrooper pack, dual pistol animation, dual pistols FPM, new grenade models, improved clone commandos pack
NeoMarz: clone commandos pack, original magnaguard from jka
DEV: magnaguard
Majin Revan: clone commando source files (including custom sounds)
Pahricida: DC-15A model
CodaRez: dc15s side arm FPM, improved IG droid model
EA711: various B1 battledroid skins
Syth: clone trooper V1 det model, underhand chaingun animations
Caleb1117: underhand chaingun model
AceMastermind: droid sniper model
marvel4: droid commando model/texture
DarthD.U.C.K./Dragonum + Deviss/Neomarz/Satti: clone commander player model (and accessories)
RepSharpshooter: FC-1 flechette launcher model, several models for the Bonadan map
OOM-9: DC-15 carbine model
kinetosimpetus: DC-15A animations, DC-17 pistol model, BX commando droid pack
icemember/Deviss-rex: reloaded (or remastered) clones model pack (used for clone trooper, support trooper, heavy gunner trooper and rocketeer)
icemember: white clone skins, nemodian model, clone models
DEV/AQT/Dragonum: AT-RT driver model/skins
AQT/ANDEWEGET/DarthD.U.C.K.: ACP repeater model, DC-17m models,
Sky_216: Dalonni village objects, jet droid model, cis shotgun model
Lord Bandu: dantooine tree
ANDEWEGET: Trando model
psych0fred: dwarf spider droid
RogueKnight/Pahricida: new DN bolt caster model
RogueKnight: DP-23 model, DC-18p model
Dakota: emp pistol effects
Sereja: ACP Array Gun
THEWULFMAN: White clone commando skin
Gametoast: great community, helpful tutorials, feeding my addiction to this game
LucasArts/Pandemic: all stock game content, the mod tools and for creating such a great game.

*or Wazmol69, I'm not 100% sure which he prefers
EDIT: Added filefront link, it's always good to have two links up for the future.
Last edited by Dreadnot9 on Wed Jul 23, 2014 10:50 pm, edited 4 times in total.
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TWINKEYRUNAWAY
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Re: Rising Conflict CW v1.0

Post by TWINKEYRUNAWAY »

A lot of people have been waiting for this!
Dreadnot9
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Re: Rising Conflict CW v1.0

Post by Dreadnot9 »

TWINKEYRUNAWAY wrote:A lot of people have been waiting for this!
Apparently! I just hope they enjoy the mod, I know I had quite a bit of fun making it.
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Re: Rising Conflict CW v1.0

Post by Zapattack1234 »

I love this mod! :D
Dreadnot9
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Re: Rising Conflict CW v1.0

Post by Dreadnot9 »

Zapattack1234 wrote:I love this mod! :D
Thanks, if you find any bugs let me know here!
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Re: Rising Conflict CW v1.0

Post by Zapattack1234 »

Hey i have actually noticed a bug while playing, the droid jetpack guage never changes so u never know when you r going to run out of fuel. still a great mod though :thumbs:
Dreadnot9
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Re: Rising Conflict CW v1.0

Post by Dreadnot9 »

Zapattack1234 wrote:Hey i have actually noticed a bug while playing, the droid jetpack guage never changes so u never know when you r going to run out of fuel. still a great mod though :thumbs:
That's because the unit is also equipped with a shield, and I guess the shield bar trumps the jetpack bar in the game. I don't think there's a way to get two different bars to appear (one for shield, one for jet fuel). It's a minor issues though, and thanks for the feedback. Glad you're enjoying the mod!
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Re: Rising Conflict CW v1.0

Post by Zapattack1234 »

O I see thanks
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Re: Rising Conflict CW v1.0

Post by AirspeedRedux »

I'd been away from GT for a while due to school, but I played the 0.9 of this and I really enjoyed myself, so I'm going to D/L for sure.
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Re: Rising Conflict CW v1.0

Post by CressAlbane »

Downloaded and played some on Mustafar and the Bonadan map; Bonadan was fun but visually a little bland and confusing.
Last edited by CressAlbane on Sun Dec 23, 2012 8:04 pm, edited 1 time in total.
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Re: Rising Conflict CW v1.0

Post by Dreadnot9 »

CressAlbane wrote:Bonadan was fun but visually a little balnd and confusing.
That's not all that surprising, I spent much more time on the sides than the mapping, I hope to focus a little more on quality maps in future projects.
Thanks for the feedback.
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Re: Rising Conflict CW v1.0

Post by LEO »

Nice work man
*Download*
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Re: Rising Conflict CW v1.0

Post by _=XL=_Danny »

Hey, great mod outstanding work.

For your next version could you include the proper clone battalions for each map instead of the plain stock onees? The new camera angle also adds a new feel to the game, i really enjoyed it. Have you ever thought of adding in a new HUD display for this mod, this in my opinion would drastically change the feel of the mod in a good way. Well congrats and Happy New Year!
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Re: Rising Conflict CW v1.0

Post by EliteJay »

I never really liked the battlefront II target aim thingy, i liked the battlefront 1's better. But yea the new angle makes it feel like a more new kind of game.
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Re: Rising Conflict CW v1.0

Post by kitfisto15678 »

I really like this mod! Sometimes SWBFII mods make a bunch of units the same, but each is unique! Great job! :thumbs:


EDIT: I'm a little confused on the V.I.P. mode on Tantive IV. I was the droids but I didn't know what to do, then when I switched sides to the clones there was a wierd green arrow pointing at my CP? :runaway:
Could I have directions on how to play that mode? :mrgreen:
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Re: Rising Conflict CW v1.0

Post by Dreadnot9 »

kitfisto15678 wrote:EDIT: I'm a little confused on the V.I.P. mode on Tantive IV. I was the droids but I didn't know what to do, then when I switched sides to the clones there was a wierd green arrow pointing at my CP? :runaway:
Could I have directions on how to play that mode? :mrgreen:
I honestly use Mav's script from DT2 for this game mode, but I'll explain as best I can. One team (in singleplayer the team is randomly chosen) will be attacking the VIP, the other is defending them. Essentially; if the arrow points to your CP, you're defending the VIP, if it's pointing to a character, it is the enemies VIP, and you should kill them.
The attacking team has 80 reinforcements, which will be depleted like a regular conquest map. The defending team, however, has to prevent their vip from being killed a total of 3 times to win the match (their reinforcement count starts at 30 and drops 10 everytime the VIP is killed).
I hope that clears it up a little.
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Re: Rising Conflict CW v1.0

Post by kitfisto15678 »

So I just tried it again and the CIS had the green arrow pointing at the CP, so I changed to the Republic but they never lost reinforcements. How am I supposed to know who is the V.I.P.?
(just discovered the utapau shadow trooper, he is AWESOME!!! :wink: )
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Re: Rising Conflict CW v1.0

Post by Dreadnot9 »

Generally the VIP will be a hero unit, like General Grevious, I haven't tested the mod in a while, I hope I didn't break the game mode while coding a while back...
If anyone could check this out it'd be great, as I'm away from my gaming pc at the moment.
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Re: Rising Conflict CW v1.0

Post by kitfisto15678 »

I don't think V.I.P. mode is how it is supposed to be. Also another minor bug I noticed is that the space unit names aren't localized. Maybe a V1.1 is in order? :clone:

And what camera angle did you use? I really like it! Is there a way I can use the FakeConsole's "change camera angle" option to what you set in the mod?
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Re: Rising Conflict CW v1.0

Post by Dreadnot9 »

Hmm, I remember VIP mode working, but I'll check that out as soon as I can.
When I get more free time, I do think I'll be working on a v1.1, and thank you, I was unaware of the localization bug.
I'll give you the code for the camera angle (at least, the odf code I have, not sure if it'll work for the FakeConsole) when I'm back on my modding pc.
Thanks for the feedback!
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