Stargate: Battlefront Pegasus

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Locutus
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Stargate: Battlefront Pegasus

Post by Locutus »

Stargate: Battlefront Pegasus
WIP Topic || Geonosis: Freight Dock | Ruuria: Jungle Ruins | Bespin: Urban Canyon | HQ Mode

Finally, version 2 of Stargate: Battlefront Pegasus is ready for release!
Wolf and I have now reached a state which makes this mod ready for the Released Mods forum.
This mod gives you the possibility to fight an intense space battle between the Tau'ri and the Wraith faction known from the famous TV shows Stargate SG-1 and Stargate Atlantis.

In Stargate: Battlefront Pegasus you can control massive frigate ships.
In order to control the Wraith frigates (Cruiser and Destroyer) simply enter the Beam Platforms close to the northern command post of the hangar (following the radar map orientation).
The ship shown above the platform shows the ship you will enter. If there isn't a ship displayed it is currently not on the field and can't be entered.
To control the Tau'ri Daedalus class ships (BC-304) look western of their central CP, you'll find a platform in the left bay.
There are also the chairs that can be used to control the remote turrets (MPG, Railgun and Missile Turret).

Screenie time!

Hidden/Spoiler:
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Hidden/Spoiler:
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Changes since the last release:

- The Imperial Star Destroyer has been replaced by the Wraith Hive
- New playable frigates: BC-304 (Tau'ri) and Destroyer (Wraith)
- Remote turrets for the Sol added
- New specular and normal map for all ships including the Hive prop
- Several script changes greatly increase performance and stability
- Loadscreen and radar map added
- New beam platform models to enter the frigates
- New Tau'ri/Wraith symbols on CPs and unit selection screen
- Fighter and frigate strength re-balanced
- Fixed script score point issues
- Added AI planning (barriers, plans, hint nodes, flyer splines)
- New shell level (custom icons in map selection)
- Added a bunch of new weapon sounds
- New frigate and fighter icons for the radar map
- Added proper opening satellite shots
- Leaving the frigates works smoother now
- Fixed ugly transition of the frigates after they spawned
- Removed white blocks in front of the Hive
- Added proper shadow region for the Wraith hangar
- All frigates spawn out of hyperspace now
- Fixed a bug with the F-302 weapons causing their lasers to be invisible
- Various minor tweaks

Feedback welcome! :D


Download the latest version on:
ModDB | Dropbox


ReadMe (including credits):
Hidden/Spoiler:
================================================
***************** Stargate: Battlefront Pegasus ****************
================================================

================================================
     Content
================================================


1. About

2. Installation

3. Changelog

4. Known Issues/Bugs

5. Credits

6. Disclaimer



================================================
     1. About
================================================

This mod gives you the possibility to fight an intense space battle
between the Tau'ri and the Wraith faction known from the famous TV
shows Stargate SG-1 and Stargate Atlantis.

Map: Stargate: Battlefront Pegasus (SG1)
(Version: 2)

Authors: Locutus
Wolf

Modes: Space Assault

Web: http://www.moddb.com/mods/stargate-battlefront-pegasus


Special Features:
In Stargate: Battlefront Pegasus you can control massive frigate ships.
In order to control the Wraith frigates (Cruiser and Destroyer) simply
enter the Beam Platforms close to the northern command post of the
hangar (following the radar map orientation).
The ship shown above the platform shows the ship you will enter. If
there isn't a ship displayed it is currently not on the field and
can't be entered.
To control the Tau'ri Daedalus class ships (BC-304) look western of
their central CP, you'll find a platform in the left bay.
There are also the chairs that can be used to control the remote turrets
(MPG, Railgun and Missile Turret).



================================================
     2. Installation
================================================

If you are using the manual installation put the SG1 folder (which
includes this ReadMe) in your Addon folder in your
Star Wars Battlefront II\GameData directory.
If you don't have an Addon folder simply create one.

By default it should look like this:

C:\Program Files\LucasArts\Star Wars Battlefront II\GameData\Addon\SG1

If you are using the installer simply follow the on-screen instructions.

To uninstall simply delete the SG1 folder.


================================================
     3. Changelog
================================================

V2:
- The Imperial Star Destroyer has been replaced by the Wraith Hive
- New playable frigates: BC-304 (Tau'ri) and Destroyer (Wraith)
- Remote turrets for the Sol added
- New specular and normal map for all ships including the Hive prop
- Several script changes greatly increase performance and stability
- Loadscreen and radar map added
- New beam platform models to enter the frigates
- New Tau'ri/Wraith symbols on CPs and unit selection screen
- Fighter and frigate strength re-balanced
- Fixed script score point issues
- Added AI planning (barriers, plans, hint nodes, flyer splines)
- New shell level (custom icons in map selection)
- Added a bunch of new weapon sounds
- New frigate and fighter icons for the radar map
- Added proper opening satellite shots
- Leaving the frigates works smoother now
- Fixed ugly transition of the frigates after they spawned
- Removed white blocks in front of the Hive
- Added proper shadow region for the Wraith hangar
- All frigates spawn out of hyperspace now
- Fixed a bug with the F-302 weapons causing their lasers to be invisible
- Various minor tweaks

V1: Initial release


================================================
     4. Known Issues/Bugs
================================================

Most notable issues that affect gameplay:
- Once a fighter picks up a flyerspline for some reason it tries
to get back into it's hangar after it followed the path committing
suicide in the cap ships hull which is why we forced the flyers to
constantly follow a spline...
- The frigate collision is a bit clunky
- Soldiers are still using stock models
- When playing this map in MP clients can not the the holos that
display frigate availability
- The Sol collision is slightly buggy, sometimes you take damage
from outer weapons fire when moving inside of the hangar

Please report any bugs you find!
We're more than happy about any kind of feedback:)


================================================
     5. Credits
================================================

Creators:
Wolf - Nearly all custom models (Sol, Hive, Destroyer, Cruiser, F-302, Dart...), sides
Locutus - Map, scripting, sounds, sides - pretty much everything not model-related^^

Thanks to:
- Duke for the BC-304 model
- The SGMG for letting us use some of their sounds
- The people from GameToast.com for their advice and feedback


================================================
     6. Disclaimer
================================================

If you want to use this mod or parts of it for whatever purpose
(redistribution etc.) please contact us first.
Do not use anything without permission. Thank you.

THIS MOD IS NOT MADE, DISTRIBUTED, OR SUPPORTED BY
LUCASARTS, A DIVISION OF LUCASFILM ENTERTAINMENT
COMPANY LTD. ELEMENTS TM & (C) LUCASARTS, A DIVISION
OF LUCASFILM ENTERTAINMENT COMPANY LTD.
Last edited by Locutus on Mon Sep 29, 2014 2:55 pm, edited 1 time in total.
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Re: Stargate: Battlefront Pegasus

Post by Anakin »

Wow these models look all awesome
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Re: Stargate: Battlefront Pegasus

Post by thelegend »

I have played one round (will play it more) and I must say Wuld did an awesome job on the models and you on the map. Love this map.
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Re: Stargate: Battlefront Pegasus

Post by Marth8880 »

Note: If Chrome blocks the download, copy and paste the *.crdownload file (will be 56,931 KB) to duplicate it and rename the duplicate to "SBP_Installer.exe" before clicking the "Dismiss" button.
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Re: Stargate: Battlefront Pegasus

Post by Fives »

great hangars....they must you use in the normal ships^^

P.S. sorry for my bad english........i live in germany
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Re: Stargate: Battlefront Pegasus

Post by JimmyAngler »

Love it! The beta is still in my addon so this will be great!
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Re: Stargate: Battlefront Pegasus

Post by MikeTheBeast55 »

Wow, being a fan of the first Stargate release, I must say you fellas really did a great job with this for a second release. I am not sure if you intend to make another one with even more improvements but it will not matter since this topples your last one!
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Re: Stargate: Battlefront Pegasus

Post by Zapattack1234 »

Great job man! Everything here is really well done!
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Re: Stargate: Battlefront Pegasus

Post by Maveritchell »

It's a neat mod, and I like what you've done (mechanically) with the basic shipboard gun weapons - the tracking makes them feel a little like they're on gimbals, which is neat (if not entirely accurate to the show, where they were always front-firing). The map itself is a little ho-hum. It's a great modeling showcase, but as a playable game, it's only okay (and it's limited greatly by the basic space assault setup).

When you've got something like this that is essentially a testbed for features, what you ought to do is run through and make some hard decisions about what is fun and what isn't, and then place emphasis on the fun parts.

Here's what's fun:
-Exploring the Wraith Hive interior
-Piloting the really big vehicles
-Flying in and out of the Hive

Here's what's not:
-Moving around in the Earth ship interior (giant flat open area? really?)
-Using the frigates in combat (give these ships a bunch of turret positions and let the pilots micromanage, really use the fact that they're giant weapons platforms - right now, they fight like ungainly versions of the smaller ships)
-Fly out, shoot a few ships, die, rinse, repeat. Basic space deathmatch sans objectives is really boring, because the battlefield never evolves.


Some advice? Leverage all the stuff you have going on inside the Hive model. It's a really neat setup, and you've got a pretty workable interior map in there. Ditch the made-up Earth ship (which is a neat model, as before, but it's boring and overlarge in the context of playing on it). Center your battle inside the Wraith ship, and make it primarily infantry-based. Then make some exterior objectives - things that grant you bonuses inside. You want to incentivize controlling CPs near the frigate control zones (which is a cool feature you already have, and if you toss the Earth ship, you can just let whoever controls the CP control the frigates there) and you want to incentivize using the fighters placed around the map (because it's fun to fly in and out of the Hive).

Change your unit models. You don't need to have a perfect Wraith model (or even a Wraith model at all). Just - something that shows a little effort to unify your setting. Toss the default sky. A five-minute change will make your outside look 100% better - swap the planet texture with Kamino's planet (you don't even have to modify it!) texture, get rid of the cloud-filled sky (go for a much starker space backdrop - maybe just stars), and add some light blue underlighting (this'll cast a light blue on the undersides of your ships, and it'll look fantastic).

Right now, the real problem you have is that you're gambling on the models to sell this alone. That's the Dark Side - don't go there. Too many mods just dump a whole lot of things (often things that the authors didn't actually make) into one package and say "look, pretty!" That's not really designing anything. You've got some potential here - take the next step.
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Re: Stargate: Battlefront Pegasus

Post by Marth8880 »

Great job on the models, wolf man. ;)

I haven't yet gotten the chance to play it, but I can't wait until I do! :D
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Re: Stargate: Battlefront Pegasus

Post by Locutus »

Anakin wrote:Wow these models look all awesome
Fives wrote:great hangars....they must you use in the normal ships^^
JimmyAngler wrote:Love it! The beta is still in my addon so this will be great!
MikeTheBeast55 wrote:Wow, being a fan of the first Stargate release, I must say you fellas really did a great job with this for a second release. I am not sure if you intend to make another one with even more improvements but it will not matter since this topples your last one!
Zapattack1234 wrote:Great job man! Everything here is really well done!
Marth8880 wrote:Great job on the models, wolf man.
Thank you, guys! We're happy you like it! :)

thelegend wrote:I have played one round (will play it more) and I must say Wuld did an awesome job on the models and you on the map. Love this map.
Thanks! But it's Wolf who made the models:P (He's going mad when his name is spelled incorrectly :lol:)

Maveritchell wrote:It's a great modeling showcase, but as a playable game, it's only okay (and it's limited greatly by the basic space assault setup).
[...]
Here's what's not:
-Moving around in the Earth ship interior (giant flat open area? really?)
-Using the frigates in combat (give these ships a bunch of turret positions and let the pilots micromanage, really use the fact that they're giant weapons platforms - right now, they fight like ungainly versions of the smaller ships)
-Fly out, shoot a few ships, die, rinse, repeat. Basic space deathmatch sans objectives is really boring, because the battlefield never evolves.
I assume you like the ground part from SWBF2 much more than the space part?:D I totally see your points and, for the most part, I agree to them.
What we've made for this map is actually very much what we wanted to achieve: Space Assault.
To make some more use of the hangars we're planning to add destructible ship systems whose destruction (unlike vanilla) result a notable effect in game play. New rooms for that are planned (for systems that can only be destroyed inside) so you hopefully will have some action in the hangars, too.
Also, the Sol Hangar will be filled with a second fighter (or better: bomber) type ship so that the spawn point in the south actually makes sense. Right now - I fully agree to that - it's just frustrating to spawn there and being forced to run all the way up the northern spawn point. We hope these changes will improve the overall feeling/flow of the map.

Maveritchell wrote:Some advice? Leverage all the stuff you have going on inside the Hive model. It's a really neat setup, and you've got a pretty workable interior map in there. Ditch the made-up Earth ship (which is a neat model, as before, but it's boring and overlarge in the context of playing on it). Center your battle inside the Wraith ship, and make it primarily infantry-based.
[...]
Change your unit models. You don't need to have a perfect Wraith model (or even a Wraith model at all). Just - something that shows a little effort to unify your setting.
We do plan on releasing a second map at some point which focuses on infantry action. The hive indeed offers a lot of room for that and once more interior chambers have been made this is something we'd like to get started with.
But stock models that only have their attributes changed? I don't know, that never sounded appealing to us.

Maveritchell wrote:Then make some exterior objectives - things that grant you bonuses inside.
This sounds like a really great idea!:D
We'll see what we can come up with for the infantry map.

Maveritchell wrote:Toss the default sky. A five-minute change will make your outside look 100% better - swap the planet texture with Kamino's planet (you don't even have to modify it!) texture, get rid of the cloud-filled sky (go for a much starker space backdrop - maybe just stars), and add some light blue underlighting (this'll cast a light blue on the undersides of your ships, and it'll look fantastic).
We never lost much thoughts on that until now but your suggestion sounds good. We'll try that, thanks:)

A thousand thanks for your comprehensive feedback!
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Re: Stargate: Battlefront Pegasus

Post by Maveritchell »

Locutus wrote:I assume you like the ground part from SWBF2 much more than the space part?:D I totally see your points and, for the most part, I agree to them.
What we've made for this map is actually very much what we wanted to achieve: Space Assault.
I like SWBF2 space flight a lot. The first map I released was a space map. The map I have with the most standalone downloads is a space map. In each of the big mods I've worked on (Con. Pack and Dark Times), I've constructed space maps specifically for them, and I've included a substantial flight portion in two of the three missions in my Rebel Ops campaign (even though they were shoehorned in a little - I like spaceflight that much). Tangentially, working on flight game design is literally my job. This isn't about a preference for one type of gameplay over another, though, it's about the quality of that gameplay.

You'll trot out the old chestnut "this is what we wanted to achieve." I've said that several times too, and in examining my own work after the fact, it's almost always been a justification for settling. Good game design should never be about just implementing a design - designs have to evolve. Sometimes your original design is bad, and achieving that original design just means you successfully implemented a bad design.

Here's a story - I made exactly what I set out to achieve with the KotOR sides in the Conversion Pack. I wanted to (with the ground sides) mimic some aspects of the RPG, so I kept relative damage low and slowed down the combat. I wanted to (with the space sides) mimic what I saw in KotOR cutscenes, which was entirely laser-based combat. I did both of those things 100% like I intended, but it was a bad decision. After having let the dust settle (and this can be months or years later), I realized that what I'd "successfully" done was bullheadedly stick to my guns and make my design, but I'd made a design for a fast-paced game that was slow and plodding. The KotOR space map I made was especially egregious - I was so enamored by being able to do what I set out to do that it took me a long time to realize that, gameplay-wise, it was an awful experience.

So - absolutely - make what you want to make. However, don't be content with your original design simply because it was your original design. Nothing good has ever been made in one iteration.
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Re: Stargate: Battlefront Pegasus

Post by Generalfacu »

This mod is awesome! The Hive and the Wraith tech reminds me very much of the Yuuzhan Vong (use this idea for a mod please :P )
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Re: Stargate: Battlefront Pegasus

Post by SG-17 »

I agree with MM on many of his points. I'm a huge fan of the shows, as you can tell, and while it's really cool to pilot a BC-304 in game is unwieldy and a bit boring. I believe that you could have gotten away with making the BC-304 the primary ship for the Tau'ri, maybe also with a complete interior. Turret batteries to control the Asgard weapons and railguns too. Possibly include targets on both ships capable of being taken out by the turret consoles alone. If you needed frigates for the Tau'ri, the BC-303 could possibly be used.

Also that carrier ship may be better reworked as a space station with the planet being directly below the battlefield. It would be less lore breaking that way. Maybe put a Stargate inside of it that the Wraith could take control of and spawn reinforcements?

Interiors of both ships would make good Tantive IV style maps in my opinion as well.
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Re: Stargate: Battlefront Pegasus

Post by Locutus »

@Generalfacu: Thank you! :) Stargate is keeping us busy enough right now so we have to leave Yuuzhan Vong for others;)

@SG-17: The X-303 is going to be added at some point but currently Wolf is working on some models which are needed more.
Hidden/Spoiler:
Like a bomber class ship for the Tau'ri :)
Image
We do have plans on making a more infantry-focused map (maybe a crashed hive or sth. similar) but we aren't there yet.
For now, the released map embraces space combat. I'm currently working on a bunch of destructible ship systems that affect gameplay and add more objectives to the map. When you kill the Hives subspace comm array it will take longer for their frigates to respawn, or you can kill the Tau'ri shield generator from inside the Sol to get the shields down faster or manipulate the beam platforms that allow players to enter the frigates. I've also planned sth. like an advanced radar system for the Tau'ri and a jamming device for the Wraith, which can be destroyed to enable nuke beaming and sabotagable Hive weaponry, but that stuff not done yet.
This way we're hoping to make this map more interesting for space combat lovers, ground combat is currently number three on our todo list.
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