Battlefront Zero - Version 2.1 [outdated release > locked]

Discuss the new Battlefront Zer0 mod.

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MandeRek
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Battlefront Zero - Version 2.1 [outdated release > locked]

Post by MandeRek »

Image

Version 2.1


This version will give you way more and improved content! From YaNkFaN's new maps, till my improved heroes, till Spark's improved Ilum.. BF0 version 2.0 is never publicly released, but it had ZERO Squad campaign missions, new maps etc.

You need to play this, and enjoy it (at least I hope you do) Almost all fixable bugs are fixed, so this isn't a bug-report/suggestions topic. Still, I'm open for comments. This will be the semi-last release, the next one will have all WIPs we have now (Mon Calamari, Muunilist, Christopshis etc.)

Enjoy for now!

Download using MegaUpload

Download, watch review and screenies using Star Wars Battlefront II - Filefront

ReadMe (Changed some things, like installation)
Hidden/Spoiler:
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Index
---

1. Introduction (Mod information)
2. Installation Guide
3. Mod Content
4. MandeRek's Note
5. Contact, Mod Guide etc.
6. Credits


1. Introduction (Mod information)
---

Well, here it is, at last. Battlefront Zero. Battlefront Zero is a mod for Star Wars Battlefront 2, which basicly adds VERY MUCH new Clone Wars stuff.
How? Are we replacing sides? The answer is no. Battlefront Zero is a stand alone mod, and can be played with all other mods. No things will be replaced,
only things will be added. This is because Battlefront Zero just adds maps, which includes all new stuff, like map objects, new legions, new droids,
new weapons, new vehicles, new heroes, new sounds, new effects and new animations.

Battlefront Zero can be used without any other thing, as said. Still, we really think you should download Zerted's Version 1.3 patch, because this will
add more MODS (like Jedi Hunt) and more display to the addon list. Without this shell from Zerted, the Battlefront Zero maps won't have names in the addon
list, so you'll need to puzzle to find out what to play! With the patch/shell, all map names will be displayed in BLUE FONT, so you know what a Battlefront
Zero map is.

2. Installation Guide
---

BEFORE INSTALLATION, IT IS COMPLETELY NECESSARY TO INSTALL ZERTED'S 1.3 PATCH! SEARCH ON GOOGLE OR GAMETOAST.COM/FORUMS



1. Take the ZER folder from this package, and paste it with the one from ...\Lucasarts\Star Wars Battlefront II\GameData\data\addon
2. If it asks you if it's okay if files get overwriten, press YES, otherwise BF0 won't work properly
3. After installation, play till your computer crashes because of the drool coming out'f your mouth!

Uninstall:

-Remove the ZER folder from the addon folder (and uninstall the 1.3 patch if you need)

3. Mod Content
---

The mod has a lot of new content, cannot really tell everything.

-New maps, displayed in blue, with new map props
-New heroes, with custom models
-New CIS droid units
-New clone units, with new legions
-New vehicles, like the AT-AP and Blurrg
-New modes, like Weapon Conquest
-New weapons

It is to much to go into it with detail, for real detail I suggest you check out the links in *5. Contact, Mod Guide etc.*

4. MandeRek's Note
---

Battlefront Zero has become a huge mod. It all started with one map, and some custom hero models, most not canon at all. I think we can conclude
that BF0 has become an huge, canon mod, and I am proud to be the member that started this mod, saw this growing, and will probably release the final mod.

Just keep yourself up to date on www.gametoast.com/forums
We have our own 'Battlefront Zero' part there, full of info and nice pictures. Good luck, and have fun playing!

5. Contact, Mod Guide etc.
---

Battlefront Zero
forums/viewtopic.php?f=71

Status with finished things, WIPs and links:
forums/viewtopic.php?f=71&t=14958

E-mail:
manderek92@live.nl

Don't spam, or it won't be answered. For questions, go to GameToast.

6. Credits
---

Real life savers, contributing models, experience, other assets, and loads of help:

FragMe!
RepSharpshooter
Maveritchell
AceMastermind
Teancum
[RDH]Zerted

Also credits to:

CodaRez (for the best piece of bugtesting you'll ever find!)
DarthD.U.C.K.
Satti
Dragonum
AQT
Delta "35"/Delta-1035
SkyHammer
NeoMarz
Pahricida
Rekubot
Commander_Keller
ANDEwEGET
RogueKnight

I also wanna thank members which left, but contributed to this project (although some work didn't make it to the release):

Wazmol
NullCommando
RepSharpshooter
FOOLIS


The Battlefront Zero Team

----

MandeRek Crazy_Ewok YaNkFaN


THIS LEVEL 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.[/code]
Last edited by MandeRek on Fri Dec 18, 2009 9:51 am, edited 2 times in total.
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Re: Battlefront Zero - Version 2.1 Released

Post by Deviss »

cool i hope appear some droids now and fix award problems, thanks for mod :thumbs:
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Re: Battlefront Zero - Version 2.1 Released

Post by Ping »

Nice. Downloading now...
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Re: Battlefront Zero - Version 2.1 Released

Post by mswf »

I hope you forgive me, but:
:runaway: AWESOMM! :runaway:
Great news. I'm definetly going to play this for a long time! :D
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Re: Battlefront Zero - Version 2.1 Released

Post by MandeRek »

Thanks guys, new content is hard to tell, it's almost everything. Here's the things fixed/added from 1.9
Hidden/Spoiler:
[code]Battlefront Zero Version 2.1 - Improvements
(over 2.0)
======================================================================================================================

-Boz Pity has boundary (leaving battlefield message)
-Muunilist's AATs have lower health (making them easier to destroy, thus less overpowering)
-Commander Gree's texture improved (less dark, more detail)
-Boz Pity, Geonosis, Ilum, Kashyyyk and Tatooine have fixed background music
-CIS heroes are no longer refered to as 'Darth Maul' by Clones
-Tantive IV added, with Conquest and ZERO Squad
-Alderaan Guards created and added to ZERO Squad Tantive IV
-All villains and commanders have new Dual Pistol anims
-Darth Vader added to Tantive IV - ZERO Squad
-Bail Organa added as main target on Tantive IV
-R2D2 replaced by Bail Organa on Tatooine Hero Assault
-Force Bellow new explosion, and new HUDtag
-Force Inferno improved (no reload-glitch, new effect) and new HUDTag
-Force Sonic improved (no reload-glitch, longer effect-treshold) and new HUDTag
-Removed ARC and Droid Starfighters from Boz Pity
-Integrated Felucia; Mineral Base
-ARC Captain has WESTAR M5 Blaster Rifle
-DC-15A single weapon mesh
-Integrated Thule; Assault
-Reduced filesize by cleaning and removing sides (Conversion Pack is required now to play Thule; Assault because of the vehicles)
-ALL MAPS have cleaned CP setup in hunt, eli or jedi hunt (2 cps)
-Integrated Ryloth; Incursion
-Made ZERO Squad (Weapon Conquest) into REAL campaign missions
-Blurrg created and added to Ryloth; Incursion
-Fixed weapons on AT-AP
o First cannon has bigger range
o Projectile Launcher added to pilot position
o Collision made more accurate on top cannon
-ALL WEAPONS of units made game-freezing-free
-Opening satellite shots fixed on Felucia, Ryloth and Thule
-ARC Troopers remade
-Commander Cody (Phase I) and Commander Ponds (Phase I) created, and added to Ryloth; Incursion
-Commando Droid and Tactical Droid added to Ryloth
-Ghost Company created and added to Ryloth
-Plain phase I troopers added to Ryloth and Thule
-Wat Tambor moddeled, added to Tatooine Hero Assault and Ryloth, as hero
-Weapons don't freeze anymore when switching them
-Localisations fixed
-Ryloth Town Wall (floating object) is fixed
-Twilek side shaped up (not so overpowered, new combo for melee, no more Republic sounds)
-Republic Heavy Assault Trooper has now points to unlock
-Alderaan Guards have fixed pistol bolts, and no more republic sounds
-Commander Cody has a new jetpack modelled
-Shu-Mai and Wat Tambor have no more weapon-switching-makes-freeze
-Thule has now Dreadnought Battle Tank, no more LAATs or Starfighters
-Thule has new Anti Orbital Gun (thanks D.U.C.K.)
-ARC Troopers don't longer CTD
-105-k Swoop Bike has custom chunks
-Trade Federation Troopcarrier has custom chunks
-Cydon's Battle Tank has custom chunks (creds to convo pack for original model)
-Captain Fordo has points to unlock
-Mandalorian Affairs added
[/code]
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Re: Battlefront Zero - Version 2.1 Released

Post by Nova Hawk »

What a great day to start out the Labor Day Weekend!! Downloading now.. can't wait to play as the Mandos.
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Re: Battlefront Zero - Version 2.1 Released

Post by mswf »

May I note two things?:
-You mention the fix for award weapons three times
-I think you should put a big exclamation mark behind "Convo Pack required for some vehicles", since installing the ConvoPack is not something minor (since some people don't use it)
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Re: Battlefront Zero - Version 2.1 Released

Post by Nova Hawk »

I keep on getting a "file is corrupt" error when I finish downloading. Does anyone else get this??
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Re: Battlefront Zero - Version 2.1 Released

Post by mswf »

@Nova Hawk. No, I haven't had it. I have no idea what the cause could've been.

Quick report, sorry, but they are mostly bugs :( :
Rylot incursion's a great map, I love it! One big thing though, the barrier work needs some vast improvements. I noticed a lot of AI getting stuck, on walls, solid granite and even step stones. I also noticed a floating building near cp 5. And lastly, the blurgg's normal speed is way to fast for navigating some of the areas with buildings/rocks. Could you maybe slow down it's normal speed? I hope you plan on at least revolving some of the issues with the barriers, because the rest of the map rules!
EDITS:
-the AT-TE is missing sounds.
-you can see trough the inside of the main muzzle of Cody's jetpack.
-The sword the Twi'lek use is still trying to glow like a lightsaber, but it's missing it's texture.
-Oh, and that swordsman is way too overpowered, I won hunt mode entirely by myself whilst only losing 1/4 of my health.
-The droids scream; "Eridicate that clone!" At the Twi'leks.
-Lots of floating objects

Boz Pity:
-The AT-TE gets stuck about halfway the level
-AI get stuck behind several objects.

Geonosian weapon conquest:
-Did you set up the enemy AI goals correctly? Since all the enemies seem to do is pretty walking around aimlessly.
-The acklays are far too weak to fit in with the rest of the story, may I suggest raysing their healt with 2/5 of their original?
-When artel spawns, he pops up directly in front of you, making it impossible to avoid immediate death. Could you maybe place the trigger of his spwan just a little bit away from his spawn point?
-Also, could you maybe place the spawn points of th edroideka's just outside the entrance (rigth around the corner), since it's very (maybe a little too_ easy to kill them while they still cant'activate their shileds.
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Re: Battlefront Zero - Version 2.1 Released

Post by MandeRek »

mswf wrote:@Nova Hawk. No, I haven't had it. I have no idea what the cause could've been.

Quick report, sorry, but they are mostly bugs :( :
Rylot incursion's a great map, I love it! One big thing though, the barrier work needs some vast improvements. I noticed a lot of AI getting stuck, on walls, solid granite and even step stones. I also noticed a floating building near cp 5. And lastly, the blurgg's normal speed is way to fast for navigating some of the areas with buildings/rocks. Could you maybe slow down it's normal speed? I hope you plan on at least revolving some of the issues with the barriers, because the rest of the map rules!
EDITS:
-the AT-TE is missing sounds. missing sounds will be fixed
-you can see trough the inside of the main muzzle of Cody's jetpack. hardly noticable
-The sword the Twi'lek use is still trying to glow like a lightsaber, but it's missing it's texture. vibrosword..
-Oh, and that swordsman is way too overpowered, I won hunt mode entirely by myself whilst only losing 1/4 of my health. Okay, can be.. droids are very strong too
-The droids scream; "Eridicate that clone!" At the Twi'leks. Unavoidable with other Droid sounds
-Lots of floating objects What ones? Where? Pics?

Geonosian weapon conquest:
-Did you set up the enemy AI goals correctly? Since all the enemies seem to do is pretty walking around aimlessly. giving them a goal would make it impossible of finishing the objective..
-The acklays are far too weak to fit in with the rest of the story, may I suggest raysing their healt with 2/5 of their original? Acklays are extra, they have no major part in the story
-When artel spawns, he pops up directly in front of you, making it impossible to avoid immediate death. Could you maybe place the trigger of his spwan just a little bit away from his spawn point? Always when I play, he spawns on another cp as where you just ended your last objective
-Also, could you maybe place the spawn points of th edroideka's just outside the entrance (rigth around the corner), since it's very (maybe a little too_ easy to kill them while they still cant'activate their shileds.Not possible, i lost all source files for Geonosis

I appreciate this, but don't expect these things get fixed. Also, I've enver heard any compliments like Great model, or this is nice, or good job on that.. Only THIS IS AWESOME, and then some downsides.. I get the feeling the audience feels sorry having this in their addon folder.. Excuse me if that's true
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Re: Battlefront Zero - Version 2.1 Released

Post by mswf »

MandeRek wrote: I appreciate this, but don't expect these things get fixed. Also, I've enver heard any compliments like Great model, or this is nice, or good job on that.. Only THIS IS AWESOME, and then some downsides.. I get the feeling the audience feels sorry having this in their addon folder.. Excuse me if that's true
Oh nononononono, I really do like this mod. Excuse me very much if I come over too negative. I'm enjoying playing this, the only reason why I seem to complain, is because I really want to contribute as much as possible in helping to point out any stuff that maybe wasn't done on purpose. Believe me, I'm having a blast playing Mandalorian Affairs and seeing all the new heroes and units is very refreshing. I'm an especially big fan of your new droid models/units. (Commando, Tactical, SBD commander, Air Droid)
You're right, I come over way too complaintively (not a word, I know). Your mod is absolutely fantastic and my only intention was to aid as much as possible. I'm already looking forward to a new release, because I just know that so much work is being put in this, which all absolutely pays of in terms of players continiously noticing new stuff (which is a rare feat). Like the new backpack that's worn by clone medics/mando unit, the Blurg, weapon conquest, great looking sides, attention to cannon, I could go on and on and on at about what I like about this. The point is, I have noticed all the new things since the last release.
Fact is, I also just can't help myself at noticing small stuff that isn't entirely correct. My thought behind it was; everyone knows this is good, so they motivate the 0 team, I'll try to help by pointing stuff out

Just to let you know, I'm A-B-S-O-L-U-T-E-L-Y not regretting having downloaded this. :thumbs:
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Re: Battlefront Zero - Version 2.1 Released

Post by Nova Hawk »

mswf wrote:Just to let you know, I'm A-B-S-O-L-U-T-E-L-Y not regretting having downloaded this. :thumbs:
QFT! This mod is hecka fun! I love all the new maps such as Ryloth, Felucia and Thule.
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Re: Battlefront Zero - Version 2.1 Released

Post by Maveritchell »

Haven't had the chance to try your mod out yet, but:
MandeRek wrote:The droids scream; "Eridicate that clone!" At the Twi'leks. Unavoidable with other Droid sounds
That's not true. The VOUnitType in any unit's odf can be changed to set how other AI respond to them. If you don't want droids (or any unit) to see your Twi'leks as clones, then set the VOUnitType in the Twi'lek odf to something else (or nothing at all, which would probably be best).
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Re: Battlefront Zero - Version 2.1 Released

Post by MandeRek »

Maveritchell wrote:Haven't had the chance to try your mod out yet, but:
MandeRek wrote:The droids scream; "Eridicate that clone!" At the Twi'leks. Unavoidable with other Droid sounds
That's not true. The VOUnitType in any unit's odf can be changed to set how other AI respond to them. If you don't want droids (or any unit) to see your Twi'leks as clones, then set the VOUnitType in the Twi'lek odf to something else (or nothing at all, which would probably be best).
Thanks, fixed that, didn't know. Thought it was a sound property of the droid's VO.

Thanks guys, I know I miss loads of bugs. I always start playing with the goal in my head of capturing that CP, or completing that objective. This way I might look through things which are not that good noticable.. My days of modding are coming to a close though, and it'll be waiting for the other members to finish their contributions, and i might fix some thigns.. I've submitted it to SWBFFilefront btw, hope it get reviewed soon :)

Another mirror would be cool!
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Re: Battlefront Zero - Version 2.1 Released

Post by H_BOMB »

Any chance of this mod being uploaded somewhere other than Megaupload? Cause magaupload really isn't working for me, and I'm really eager to play this mod.
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Re: Battlefront Zero - Version 2.1 Released

Post by Nihillo »

I have come to report a critical bug in Felucia, I selected the 327th commander (not Bly) spawned and then used the mouse wheel to change my primary weapon, my computer froze and I had to reset it.

I am not sure if it was my attempt to change weapons or if it was merely the presence of the commander that caused this issue, but it happened.

I will come back later to further review this mod (so far I am enjoying it), I just felt this was an urgent matter that should be reported immediately.
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Re: Battlefront Zero - Version 2.1 Released

Post by Devastator77 »

Besides a few bugs here and there (already posted), and yes I had weapon-freezing Problems with Wat Tambor, the battledroid on Ryloth,The clone commander on Felucia, etc., this mod has definitely improved vastly over the last release. The amount of sheer amazingness packed into this detailed, content-packed release greatly outweighs any bugs that exist. Perhaps the most outstanding parts of this are the new models (heroes especially), the animations, the maps, the units....well, pretty much everything! The new Illum, and Ryloth in particular were extremely well constructed maps. Congratulations to the entire team of Battlefront 0 for all the effort that went into this. I'm glad to hear it's been submitted to filefront, where I'm sure it will be a success. Thankyou MandeRek and the BF0 team, for this release, and good luck with the finishing touches! :thumbs:

EDIT: By the way, I love those screenshots you included... :wink:
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Re: Battlefront Zero - Version 2.1 Released

Post by CodaRez »

Also credits to:

CodaRez (for the best piece of bugtesting you'll ever find!)
:funny2: Ahahaha!

Somehow I can't shake the feeling that comment was a direct gesture to my "eccentric" bug reports.

Well thnx, I should live up to my name right now, but most of the others alrdy beat me to some bugs. *sigh*

Ah well, sry if these have been mentioned before:

MAJOR BUG: TANTIVE IV

-Gives me the fatal error, not sure if the rest have this problem?

And now to the normal bugs

MOS GAMOS:

-Most, if not ALL vehicles are mute there.

-The republic doesn't have a fusioncutter. Normally this is assigned to the medic right?
I know, why a fusioncutter? Well it can repair vehicles, and slice enemy ones. Quite useful.

-Mace Windu Force push has a floating icon:
Hidden/Spoiler:
Image
P.O--MOS GAMOS:

-I know you like the new Mace for the map. But somehow his idle pose just isn't apporpriate for me. Maybe you should stick with the norm or stretch the arms out a bit cus IMO it doesn't match the cool combo he dishes, no offense though.

-I wonder if u are gonna implement those jawa rifles, jus saying.

THULE:

-HAG is mute

-Dreadnought missiles are also mute

-Yoda, like Mace, ALSO has a floating icon.

P.O--THULE:

-HAG was an artillery vehicle. The cannons it shoots are all the same. I suggest maybe a more outstanding or maybe just brighter bullet round for the main cannon, to give it the devastating effect.

-Yoda has a normal human sized saber instead of his normal midget one, isn't that weird?

BOZ PITY(hehe this one is the impression):

-Trees near CP 3 are missing textures. Like so:
Hidden/Spoiler:
Image
-Hehe this black square still strikes back!:
Hidden/Spoiler:
Image
-Kit Fisto's ground slam sounds like neuro toxin being released(from the magnaguard in the stock sides) Look, I KNOW it's hard to cut down on the meat, but you need to tell him about his flatulence. He KILLED the Mando's just with that :sick: It REEKS.

-Kit Fisto's Icon wants to escape from the stink as well. That's why he also has a floating force icon.

And now to comment on the T-Shaped Pwnage Machines

MANDALORIAN AFFAIRS--BOZ PITY(or perhaps them as a whole mode):

-They all have capes. Isn't that strange a bit? Maybe you should give it to high rankers only to differentiate rank.

-Sry I didn't give a pic for this bug when it needed it most. I saw a BL droid floating in MIDAIR as if it was falling, but it wasn't touching the ground. I fired at it but the shots didn't go through and I believe you could have jumped through it. Death anim prob?

-In the spawn selection the Mando's are classified as CIS. You should change that(perhaps CIS mandalorian protectors?)

-BL droids are, well, droids(or are they?). If you haven't alrdy you should make it so that the clones respond to them as droids. The post a few topics above should give you a clue on how to do that alrdy.

-The mandalorian shock trooper(the one with the EE3) is missing the jet effect.

And as a Closing to my first initial report:

RYLOTH(guys with the 2 things growing out their heads :greeny: :runaway: ):

-A bit discreet, but the Clone Engineer is missing his carbine reload sound.

-I remembered the majority of clones in Ryloth were plain whites(shinies). Why are the most of them orange? weren't they the elite core?

-Fox and the ARF trooper are unlocalized.

-Your blurrgs have gone stupid I'm afraid. Someone feed them bad low quality droids?
Hidden/Spoiler:
Image
And THATS IT!

But thats my INITIAL report, you haven't seen the last of me!

MOS GAMOS was mainly unchanged. But it was fun in the beginning so that ain't a problem(but I believe the battle dragged on)

THULE is a fav for me, mostly cus of vehicle(new ones or a variety)encouragement. Nice job on that :thumbs: (wheres the orbital gun though, can't find it :oops: )

BOZ PITY was the one I tried mando affairs with. I have to say it's a well built mode. Keep it up! :jango:

And finally RYLOTH. It was good last time and it is still good now. It is leaving a good impression. And I just want to say, nice job on the jetpack :yes: .

All in all, this mappack is going in a VERY good direction. And yet there are still MORE maps to come. Lol this thing never ceases to amaze me.

"Your modding is an inspiration to us all, sir" (altered Scorch line)
MandeRek
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Posts: 2766
Joined: Tue Oct 02, 2007 10:51 am
Projects :: Battlefront Zer0
Games I'm Playing :: SWTOR
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Re: Battlefront Zero - Version 2.1 Released

Post by MandeRek »

@Devastor > I used and 'edited' your screens, I did give you credits I thought? Thanks a lot man

@Coda > Best piece of bugtesting, just as I said.. Most missing sounds will be fixed, Bantha55 is doing it for BF0, which is amazing. Mandalorian Affairs was kindoff a WIP, but I couldn't resist on including it. It's team name and CP icon will be changed :) That big black square of yours is infixable :P You're also the only one to find it. The trees, I noticed, are also from dagobah, which is why they're missing leaf textures (stupid me). Also, not all Mando's have capes :o One has a kama, and one other has a backpack! Blurrg speed will be decreased, and I've got an amazing offer of someone who wants to fix Ryloth.

Thanks for the reviews guys, I guess I need to keep modding a bit longer, and get this as bug-free as possible.. Oh and Coda, don't worry about the Mos Gamos locals, they'll use your weapons, and thanks about the jetpack :) Looks way better now
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Delta-1035
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Re: Battlefront Zero - Version 2.1 Released

Post by Delta-1035 »

Download using MegaUpload
Zerted could you upload this to the MandeRek page on your site again? That would be awesome
Yes, please do it, i still can not download this from megaupload just like the v2.0 (sorry Mande).
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