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ChangKhan

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    Madison
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    Programmer

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  1. Yes, that's exactly the tactic we discovered is best when trying to take out a Y-Wing that has a decent pilot. Of course, some Y-Wing pilots will go into a constant, downward corkscrew flight path to keep their enemy above them. What I've found is the best tactic, overall, is to work in 2-3 ship groups. Especially on Siege Destroyer, where the Rebels actually have objectives. A big Y-Wing or X-Wing can survive pretty well if escorted by a couple Z-95s or A-Wings to pick off pursuers or lure the defenders away into a dogfight letting the heavier ships get through to attack the objectives...
  2. RTFM. "Firstable" is *not* a word, btw.
  3. IT'S NOT A MOD IF YOU DON'T PUT IT IN ITS OWN DIRECTORY AND RUN IT AS A MOD!!! READ THE MANUAL. FOLLOW DIRECTIONS! THERE IS A REASON YOU'RE SUPPOSED TO RUN IT AS A MOD!!!! :burn1:
  4. You're probably not running it as a mod. Read the manual. Start the game with the asteroids.bat, like the manuals and readme's tell you to (or, if it's a server you're just trying to join, they set up their server wrong). The only other thing that you could be doing wrong is running the map in FFA mode, not Team FFA mode.
  5. You asked for a mapping/modding tutorial. If you actually look in the .zip, you'll find the Siege map and a document on how to set up a Siege map as well as a whole tutorial on how to do vehicles. I would say that qualifies as mapping and modding. If you don't know how to even make a basic map, there are already plenty of tutorials for Quake 3 that explain how to do that.
  6. You can *load* the map fine as a server (listen or dedicated), but as soon as anyone joins your server (even over a LAN) and tries to fly around in the asteroid belt, it will be unplayable because the networking optimization for the asteroids in the asteroid belt was added *after* the 1.01 patch. And the siege destroyer 2 map will crash clients not running the mod. Trust me on this.
  7. Well, in the second round you only have to beat the first round's time by 1 second to win. So if the other team saved the Falcon in 5:03, all you have to do is save it in 5:02.... what I mean is, if the first team did it in the first round, your team should be able to do it in the second round...
  8. Perhaps they already did, last week perhaps? http://www.lucasfiles.com/index.php?s=&action=file&id=440
  9. Just so you all know, the mod is ready for release, I have everything zipped up and ready to go. All I'm waiting for is the linux build, which someone is doing for me. I gave him the final code today and he was going to compile it tonight. As soon as I get it from him, I'll add it to the .zip and pass the .zip to Andy for posting...
  10. While this is true, I will be releasing all the source for this mod - the .maps, uncompiled scripts and source code files that have changed for this mod...
  11. Yes, there are no classes in TFFA, and only 1 class per team for Siege Destroyer 2 V2, tweaks out some issues with SD version 1... the changes are described in a readme that comes in the .zip... -MCG
  12. It will be out sometime tomorrow. Most likely after my working hours since I do this on my spare time (plus I need to give the final code to my linux compiler guy and give him time to compile it for me).
  13. Other mods probably don't have anything to do with space combat and there's no saber combat on these maps, so there's no need to run another mod when running these maps. If it's just an admin mod, this mod comes with the most desirable basic Admin features. If you try to run these maps without the mod, it simply will not perform correctly. If the maps even run at all, the asteroids map will be so laggy it will be unplayable (the original implementation of the asteroid field was not network-friendly). The vehicles will not behave as they should, you will not get proper kill credit, the "Siege Destroyer 2" map will make every client who tries to load it crash horribly, etc, etc. These are not optional fixes that were put into this mod. You MUST run the mod to use the new ships and maps. If I could make this an official patch, and drop it all in the base folder, I would. But I can't... Besides, having tons of extra pk3s in your base folder will most likely conflict horribly with all the pk3s that will come with Asteroids. Putting it in a mod dir will help this some (since mod pk3s will always override base pk3s, regardless of alphabetical order).
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