Battlefront: Evolved 1.0

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yuke5
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Re: Battlefront: Evolved 1.0

Post by yuke5 »

Well, here's my two cents:

I really love this mod. It refreshes the stock sides greatly, at least for me, and I love all the new content. All the new effects are well suited to the Star Wars universe. Some changes may not be huge, but subtle enough to make a difference, like the new incinerator effect. A lot of the new animations were cool, like the new aiming animation, but I have a couple of gripes. The animation for zooming in with the pistols is just off enough to bother me. If the hands could just be brought closer together, that would be great. I'm also not a huge fan of the idle pose soldiers take. I think that it looks cool, but I also find it really doesn't suit a soldier in the middle of warzone. It looks like the soldier is too at ease, I guess. That being said, it's really just a minor gripe. The new models and skins are fantastic, which is good, as it's what the mod changes the most. I really love the changes made to the Alliance side the most, the new faces, the different engineer units, all of it.
I also think the new and edited hero models look great, too. Anakin and Obi-Wan look great, but I think Aalya Secure could look more battle weary. The new hero skins and models also look great, but some heroes could use some enhancement too, primarily the stock Count Dooku and Mace Windu; their faces lack detail. If in a future release, you guys could improve that aspect of SWBFII, that would be great. In one more minor tidbit, it would be great if you could use a caped model for the magnaguard.

Mod Rating:

9.5/10

I think that this mod is an improvement on the stock SWBFII sides.
Last edited by yuke5 on Thu Mar 21, 2013 1:53 am, edited 1 time in total.
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Re: Battlefront: Evolved 1.0

Post by THEWULFMAN »

Thanks for your input Yuke. I'm not going to address all of it right here, but I will say that I wanted to use the Magnaguard's caped version, but that there was something wrong with it. I can't remember what it was.
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Re: Battlefront: Evolved 1.0

Post by Zapattack1234 »

THEWULFMAN wrote:Thanks for your input Yuke. I'm not going to address all of it right here, but I will say that I wanted to use the Magnaguard's caped version, but that there was something wrong with it. I can't remember what it was.
do u have that issue where the cape is glitchy and gets stuck above the magnaguard's head?
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Re: Battlefront: Evolved 1.0

Post by CommanderCody »

Ok here is my review^^
This mod is great :thumbs: The new effects looks really good and the models too. My favourite new models are Obi Wan, Anakin and the new stormtrooper. The animations like the aiming are very well made to. Now it's more fun to playing online :cpu:
Some little things I would want to change: The Darth Maul model (maybe to a cyborg-Maul to fit the clone wars era). I know someone made such a model. And last maybe a new E-11 or a new imperial rocket launcher.

That was all, good luck for your another mod projects!
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Re: Battlefront: Evolved 1.0

Post by DarthSolous »

I'd like to review it, but I'd just be repeating what yuke already said. One thing that I can say is that I liked it enough to play through the stock campaign all over again. Great job :thumbs:
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Re: Battlefront: Evolved 1.0

Post by Glitch25 »

I love amount of effort you put into the models, animations and visual effects. Rebel, Republic, and Imperial sides were near perfection. The only thing that bothered me on the Imperial side was that the Shock Trooper looked exactly like the Stormtrooper.

I still felt like the CIS was a bit...unloved. Few visual effects here and there and a few minor model changes such as the shotgun model replacement. I'm assuming they didn't get the new animations because of the different bone structures. I just think you could have made a few more modifications to them that's all.
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Re: Battlefront: Evolved 1.0

Post by PizzatheHutt »

Downloading now, I always felt BF2's sides could be greatly improved !!!

Feedback:
Very good, the republic side is the best one, and, as said by others, the stormtrooper model is great !!!
I also like the new lasers very much, reminds me of the original trilogy.
You should perhaps add new impacts effects, but that's just my opinion.

The new animations are also excellent, much more realistic than the stock ones.
I found a few bugs:

-crashes on CW and GCW on One Map Mappack
-crashes in GCW on Venus-Station
-some floating weapons icons for a few units on the Conversion Pack Maps
-the pistols effects are still the stock ones, you should perhaps replace them with the new laser
effects from the rifles .

Glitch25 wrote:The only thing that bothered me on the Imperial side was that the Shock Trooper looked exactly like the Stormtrooper.[/size]

I still felt like the CIS was a bit...unloved. Few visual effects here and there and a few minor model changes such as the shotgun model replacement. I'm assuming they didn't get the new animations because of the different bone structures. I just think you could have made a few more modifications to them that's all.

I think exactly the same thing : you could perhaps add a "Mos Eisley backpack" to the shock trooper,like the clone engineer, and perhaps change the magnaguard a bit, like adding a cape, or a new pistol model.


Anyway, best side mod ever !!! :thumbs:
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Re: Battlefront: Evolved 1.0

Post by TWINKEYRUNAWAY »

Its really excellent.

Pretty much every class in here has a unique look to them expect the imperial shock trooper. He doesnt look as interesting as he once did, especially now that he looks exactly like your imperial storm trooper. Since his back pack thing is gone to, let say we play this online and someone has switched to thier pistol, there would be no way for me to determine if he was a shock trooper or regular stormy. My strong suggestion for this is to give him maybe some features a demolition specialists would have, extra armor padding or something so that he looks more distiguishable.

The pistol aniamtion is pretty cool, perhaps make the hands look closer together when firing.

Other than that, this plays very boss. Well done man.
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Re: Battlefront: Evolved 1.0

Post by THEWULFMAN »

Thanks for the review and I'll keep that in mind when I do eventually get to working on this again.
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Re: Battlefront: Evolved 1.0

Post by Eaol »

As a concerned citizen, I'd like to mention that I don't think the Phase II clone commander matches the Phase I troopers on Geonosis.

Also, I noticed muzzle flashes on the Alliance AAC tank and bumpmapping on the rebel LAAT. If you ever get to working on this again, those muzzle flashes and bumpmapping things could go well elsewhere too.
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Re: Battlefront: Evolved 1.0

Post by THEWULFMAN »

Eaol wrote:As a concerned citizen, I'd like to mention that I don't think the Phase II clone commander matches the Phase I troopers on Geonosis.

Also, I noticed muzzle flashes on the Alliance AAC tank and bumpmapping on the rebel LAAT. If you ever get to working on this again, those muzzle flashes and bumpmapping things could go well elsewhere too.
Unfortunately I can't do anything about that, Eaol. The Phase I Commander is not called for in Geonosis' scripts because it contained a small bug that would have taken meer seconds to fix, and Pandemic didn't.

What's funny is Pandemic did call for the alternate camo on most maps for the Rebels, but their ODF was set to still call the default camo (for like the sniper, using jungle camo on Mos Eisley). It took about 40 seconds to go and correct the ODF's. Pandemic was so lazy for some reason in this regard.

As for the muzzle flashes and AAC bump mapping, I did try adding more of the bump mapping, but for unknown reasons they kept crashing the game. Muzzle flashes I was just too forgetful.
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Re: Battlefront: Evolved 1.0

Post by Marth8880 »

THEWULFMAN wrote:Pandemic was so lazy for some reason in this regard.
This was the work of the Illuminati.


But seriously, keep in mind they were rushed a lot.
Hidden/Spoiler:
LOL BECAUSE THAT EXCUSE ALWAYS APPLIES, RIGHT?
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Re: Battlefront: Evolved 1.0

Post by THEWULFMAN »

HAHA, well the "they were rushed" excuse only carries you so far.

It could have been fixed in about a minute, total, for both issues I brought up.
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Re: Battlefront: Evolved 1.0

Post by TWINKEYRUNAWAY »

There is a leia respawn glitch(Princess leia will not respawn when she is supposed) on the mission recovering the plan (Tantive IV). It can't be completed through normal means, might want to look into it when you have the chance. Every other mission map works great though. I removed all my mods except evovled to make sure this was the case.
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Re: Battlefront: Evolved 1.0

Post by THEWULFMAN »

Yikes. That's a bad glitch. Not sure how that wasn't caught, one of my testers did the campaign (or so I thought).

Thank you for the report.
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Re: Battlefront: Evolved 1.0

Post by kinetosimpetus »

@TWINKY What version of the 1.3 patch are you running? One version of that causes the Leia glitch, but it's been fixed.
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Re: Battlefront: Evolved 1.0

Post by TWINKEYRUNAWAY »

Actually im using r117....well that might explain it. time to upgrade to r129 I guess. Ill come back and let you know if that fixed it.
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Re: Battlefront: Evolved 1.0

Post by Glitch25 »

I can't get enough of these new animations and models. I took a few screenshots of the Phase 1 Clone Trooper. How did you get the reflection just right on his armor, it looks brilliant!
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Re: Battlefront: Evolved 1.0

Post by TWINKEYRUNAWAY »

Dang glitch! Now those are some awesome screenies! also Wulf, kinetoimpetus was correct. The r117 version caused the glitch(well not the member, the glitch(non relalife person bug with in battlefront) ;p). Fixed it with r129.
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Re: Battlefront: Evolved 1.0

Post by THEWULFMAN »

Ah, good to know. It didn't make any sense why Evolved would cause that glitch, as no scripts were changed, but am glad to know it's been resolved.
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