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Endor Siege


monsoontide

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Posted

very cool, i didnt have tons of time to test it, but i kept getting an MAX_CVARS error even on a fresh install of JA w/ nothing extra in it and a fresh config. this was only when using the menu to join, so i did a simple /team r to get in game w/o the error. amazing what one can do with the JA engine, the only overly annoying thing i noticed was the inability to move when 'completing' an objective.

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Posted
You should consider turning this concept into a Movie Battles II map.

 

Long as the vanilla Siege version doesn't suffer as a result, I'm all for that.

;)

 

We need more vanilla Siege maps, this much is certain!

 

Downloading now... but sadly I won't have any time to test it until after my finals are over. :(

Posted

Party!

 

Hope you can at least get time to give it a whirl Kurgan, as of right now - yours is about the only feedback I've had.

So since I've had requests to this with the maps or that with it, I may just end up releasing the MAP files so whoever wants to can bend them to their own purposes...

REally have to struggle for enthusiasm for the project at the moment.

Posted

I honestly haven't looked at it but we can always use more siege maps. I know that me and Kurgan would be prefectly willing to add your siege maps to our server's map cycle if we can get them to work with the TABBots.

Posted

Hells yeah! I wish I had more time, but honestly I've been swamped. I want your mod to end up the best it can be 'cause Endor Siege in the classic style would kick major a$$!

 

Don't give up and release it half finished, trust me I will help, when I get the time... it just can't be before Wed night!

Posted
Any feedback?

Any at all....

 

The problem is of course, the trees.

To get it to look like a forest you need a **** load of these - otherwise it looks like really sparse and not like endor at all.

Hence, the comping time is just phenominal at the moment.

 

Really, I have to get the enthusiasm to go back through and rework the positions and sizes of all the trees.

 

Trying to make stuff look like a forest in the Quake engine is a nightmare.

 

If I could've had a little word to Id/Raven about the way the maps blend into the skybox!!!

 

So currently it looks like a forest - but I can't be arsed waiting four days for it to comp. (And there's three separate maps now!)

 

That's funny and a little ironic. Many moons ago when I posted I had lots of ENDOR files for people to use no one wanted them. I think I gave them away to Lindsey...maybe. I had 80% of a Siege map finished. I had ground with tons of plants and MANY low poly trees. I had it to the point where it looked like the Endor forest while still maintaining good framerates. Again, WITH screenshots, no one was interested. So while I lost my original files I think some mapper here has them. But since no one is interested in how I maintained good frames I'll leave that here to die. :(

Posted

Sounds like you guys should compare notes!

 

Anyway, I'm about to update the downloads page, so that it reflects the current version of Endor Siege AND OJP basic. ;)

 

PS: Monsoontide, you misspelled a word in the PCgamemods.com description:

 

SIEGE Batlle Of Endor - Ewok Village, Imperial Bunker & Shield Generator Complex

 

Oops! Btw, that one on this page is the most current release, right? 'Cause that's the one I'm uploading atm...

Posted

Hmmm, this is going to take some research. The way the siege objectives are triggered/completed is foiling my bots. The problem is that the game stores completed/uncompleted flags for objectives on both the rebel/imperial sides, but doesn't update them properly on maps where objectives are shared between teams. As such, when the TABBots are on a map where the objectives are seperate, it really screws them up.

  • 3 weeks later...
Posted

Been awhile, so I was curious... any progress? Razor? Monsoontide?

 

I've been having a great holiday but I'm away from my home pc so I haven't kept up...

Posted

Well, I think there's a way to do it but I'm not sure it's worth the hassle since this appears to be the only siege map that has seperate objectives for each team. What do you think, Kurgan?

Posted

I think it's worth it. Let's face it, a lot of people will want to try it out, and without working bots, that's much harder to do.

 

'Sides, it would be useful for any future projects that have objectives for both teams. When Siege first was introduced a lot of folks thought it was "too simplified."

Posted

Each objective is a separate objective and work as per usual BUT when one is activated - a SIEGE_DECOMPLETE is also activated which turns of that objective for the opposing team. Don't know if that helps any.

Posted

Unfortunately, most of the maps, including the basejka ones, the games really care if the objective has been completed for both teams or not. As such, the objectives menu and the bots treat an objective as completed as soon as it's finished for one team.

 

I beleive I could fix it by making the system by default toggle every objective for both teams at the same time and have a new .siege file attribute that makes an objective be toggled individually. Any suggestions on what to call that attribute?

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Posted

Well not tonight I guess, storm knocked out the power (library computer lab closing soon).

 

Bummer, I guess this guy went on vacation too... hopefully the project isn't dead, it had such promise!

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