Star Wars: Chibi Rebellion 6.1
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The Projects forums are only for projects. If you are asking questions about a project, either find that project's thread, or start a thread in the General section instead.
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Projects for any Doom-based engine (especially 3DGE) are perfectly acceptable here too.
Please read the full rules for more details.
The Projects forums are only for projects. If you are asking questions about a project, either find that project's thread, or start a thread in the General section instead.
Got a cool project idea but nothing else? Put it in the project ideas thread instead!
Projects for any Doom-based engine (especially 3DGE) are perfectly acceptable here too.
Please read the full rules for more details.
- UltimateLorenzo
- Posts: 80
- Joined: Fri Dec 12, 2008 11:53 am
Re: Star Wars: Chibi Rebellion 5.1
D'oh so simple but really no way to understand how to.
I don't know if i'm [censored word] or other people had this problem.
Thank you very much ! ! !
I don't know if i'm [censored word] or other people had this problem.
Thank you very much ! ! !
- Project Shadowcat
- Posts: 9369
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- Operating System Version (Optional): Windows 10
- Graphics Processor: nVidia with Vulkan support
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Re: Star Wars: Chibi Rebellion 5.1
Took awhile but I got it when my Guardian Remote helped me to figure that out.
- LilWhiteMouse
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Re: Star Wars: Chibi Rebellion 5.1
I used Lego Star Wars as the inspiration for many of the puzzle elements. It helps to have familiarity with that game series.UltimateLorenzo wrote:I don't know if i'm [censored word] or other people had this problem.
Which reminds me, I need to flag the CLL8 as something the remote shouldn't attack as well.Project Dark Fox wrote:Took awhile but I got it when my Guardian Remote helped me to figure that out.
- UltimateLorenzo
- Posts: 80
- Joined: Fri Dec 12, 2008 11:53 am
Re: Star Wars: Chibi Rebellion 5.1
It is a game which i didn't play.LilWhiteMouse wrote: I used Lego Star Wars as the inspiration for many of the puzzle elements. It helps to have familiarity with that game series.
BTW, now i'm stuck in map 96. Where can i find the navigation card ? One thing i don't like in these levels is that often it is not clear if the solution of the puzzles is within the level or in another level of the hub.
EDIT: ok i found it.
- LilWhiteMouse
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- Joined: Tue Jul 15, 2003 7:00 pm
- Location: Maine, US
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Re: Star Wars: Chibi Rebellion 5.1
All puzzles are solved within their respective map. The only exception being the red and blue keycards, and their gates.UltimateLorenzo wrote:One thing i don't like in these levels is that often it is not clear if the solution of the puzzles is within the level or in another level of the hub.
[EDIT] Interest seems to have waned so I'm gonna hold off uploading a new version until I have enough maps for eight episodes. ATM the only real changes are the texture replacements I've done so far, and some other graphics tweaks/improvements.
Some ideas I toyed with, but ultimately discounted.
Make the hubs non-linear (IE: get either keycard first). I felt that would be too drastic a change though, and only confuse players even more.
Copy the weapons system of Saint's Row 2. SR2 had a variety of weapons, but you could only carry one type of each (IE 1 pistol, 1 SMG, 1 shotgun, etc). In the end, this would over complicate things though.
Add a more interactive droid helper. Something you could build yourself, akin to the Jawa's monster droid, using parts you pick up in the maps. The remote guardian is useful, but doesn't upset gameplay balance. If I added something like this, it'd have the potential to seriously upset difficulty, letting you sit back while it did the grunt work. I also felt that doing this would feel too much like a copy of Lethal Alliance's Zeeo.
- UltimateLorenzo
- Posts: 80
- Joined: Fri Dec 12, 2008 11:53 am
Re: Star Wars: Chibi Rebellion 5.1
I found a fatal error, and this time i think it's not my fault
I was playing map 24, when i exited the map zdoom ended the map with the error:
"unable to open map "map57".
Checking the wad file with xwe i found that maps 57, 58 and 59 are not present.
I was playing map 24, when i exited the map zdoom ended the map with the error:
"unable to open map "map57".
Checking the wad file with xwe i found that maps 57, 58 and 59 are not present.
- LilWhiteMouse
- Posts: 2270
- Joined: Tue Jul 15, 2003 7:00 pm
- Location: Maine, US
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Re: Star Wars: Chibi Rebellion 5.1
As mentioned in the first post, this is a known 5.0 bug. Have you downloaded 5.1? It should be fixed in that version.UltimateLorenzo wrote:"unable to open map "map57"
- paradox_tn
- Posts: 48
- Joined: Wed Nov 26, 2008 5:53 pm
Re: Star Wars: Chibi Rebellion 5.1
I love your mod! Most creative and Beautiful! For myself I manage to get the death sequences to stay when killed back of your previous 4.9 before, but new version now 5.0 hehe I redo only the popup helmets deaths of any instead of disappearing, to be honest...it reminds me that I've been their before because oh yeah I've been here already not loosing track. I rather have then stay when its characters are dead you know what I mean?...hehe, I change a little only that my own, everything else is great, keep it up!
- The Ultimate DooMer
- Posts: 2109
- Joined: Tue Jul 15, 2003 5:29 pm
- Location: Industrial Zone
Re: Star Wars: Chibi Rebellion 5.1
Does this wad have an ending...I seem to be repeating maps from episode VIII (which was introduced as a second VII on the intermission screen) onwards.
Copying the map from 5.1 into 5.0 worked for me. (playing 5.0 for newstuff)LilWhiteMouse wrote:As mentioned in the first post, this is a known 5.0 bug. Have you downloaded 5.1? It should be fixed in that version.UltimateLorenzo wrote:"unable to open map "map57"
- LilWhiteMouse
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Re: Star Wars: Chibi Rebellion 5.1
No, no ending. Don't expect anyone to stick with it that long. There's only enough filler maps for 7 unique episodes before it starts reusing maps. I think there are 12 final missions though.The Ultimate DooMer wrote:Does this wad have an ending...
- The Ultimate DooMer
- Posts: 2109
- Joined: Tue Jul 15, 2003 5:29 pm
- Location: Industrial Zone
Re: Star Wars: Chibi Rebellion 5.1
Some of us like to play things to completion (esp star wars fans like myself)
I'll put a review up once DW's automated system lets me reclaim it (stupid limit of 2)...but I loved it once I got the hang of things. (suggestions will come here too after)
(btw I think I got Forest about 2-3 times out of 4 from episodes 8-11)
I'll put a review up once DW's automated system lets me reclaim it (stupid limit of 2)...but I loved it once I got the hang of things. (suggestions will come here too after)
(btw I think I got Forest about 2-3 times out of 4 from episodes 8-11)
- LilWhiteMouse
- Posts: 2270
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- Location: Maine, US
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Re: Star Wars: Chibi Rebellion 5.1
I'll take a look at the code. I suspect the purge that gets done when a map group is used up is screwing up the detection.The Ultimate DooMer wrote:(btw I think I got Forest about 2-3 times out of 4 from episodes 8-11)
[EDIT] I think I found the problem. At one point I moved most of the map selection code to the Chibi Base map to improve randomization. The ACS to check the map pool against the map history was left behind though, and never got updated. Also, Iapparently set it up to debug something using the Forest map, and never fixed it, so that further buggered it up. Fixed??
- The Ultimate DooMer
- Posts: 2109
- Joined: Tue Jul 15, 2003 5:29 pm
- Location: Industrial Zone
Re: Star Wars: Chibi Rebellion 5.1
There seems to be 11 missions altogether, as I got repeats on those too once I hit number 12. Anyway, some thoughts:
(spoilered to prevent wall of text)
(spoilered to prevent wall of text)
Spoiler: Things I loved:
Spoiler: Things I didn't
Spoiler: SuggestionsIt's easily one of the most clever, addictive and interesting mods I've played for ages...I'd love to see it get even better.
- LilWhiteMouse
- Posts: 2270
- Joined: Tue Jul 15, 2003 7:00 pm
- Location: Maine, US
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Re: Star Wars: Chibi Rebellion 5.1
Did you ever play Yoda Stories? Much of what I've done was based on it, using it as a general rule of thumb.
I don't like the pushable flag. With Doom's physics, it's more like bumping a giant bouncy ball. That's why I scripted the push/pull system I use now.
This must be a bug then, I just checked and there are 12.There seems to be 11 missions altogether, as I got repeats on those too once I hit number 12.
I never expected anyone to stick with it long enough to become an issue. The only thing that addresses this is the ability for Mydia and DarkTroopers to appear in normal maps after they've been encountered in final maps, but it's not very common. I considered doing this for the giant Wampa as well, but decided against it.Lack of a difficulty curve...it became too easy after a while, especially with the shield generator.
I brought this up a year ago, but no one commented so I felt it was best to leave it as is.Lack of an ending...more on this in suggestions below.
A friend suggested that I should tie some of the missions together in a loose story arc (completing mission x unlocks mission y), with a final mission that kicks the empire off Nothoth, and actually ends the game. I'm not sure though, Chibi Rebellion was always meant to be a "pick up and play" type game, but I told her I would think about it.
This was done intentionally. If you're already to the point your weapon(s) are full, chances are you don't need to worry about ammo conservation. It was initially done because I abhor leaving things laying around.Ammo can still be picked up when you're at full capacity.
There's only five starting maps (Jaiyl's home has three variations). I never felt it was inappropriate to re-use the cantina or detention center maps, seemed like logical starting points. I could try to randomize the cantina level to be more HQuest like.The starting maps (your house, rebel outpost, cantina, detention block) get recycled much earlier than the rest.
I have the remnants of a power re-routing puzzle that was to be used in the Adessa hub, I just haven't found a Chibi Rebellion map that I can build around it. As it happens this is also the map I intend to use Rianna and Zeeo.More types of those little puzzles...those are neat and it makes it feel like she's more than just a soldier. (eg. pushable things, they're easy to implement with +PUSHABLE)
I don't like the pushable flag. With Doom's physics, it's more like bumping a giant bouncy ball. That's why I scripted the push/pull system I use now.
I've been trying to address this as I've gone over the maps. This is a FPS, you're supposed to have things to shoot at. Many of the first generation (pre-ZDoom) maps are just so small, I can't put many enemies in them. I try to expand them when I have reason to work on them, but it's a long term project.Perhaps more enemies in certain maps (eg. more important imperial buildings), when fighting it really feels like you're in a proper Star Wars battle...but often it ends too soon.
- The Ultimate DooMer
- Posts: 2109
- Joined: Tue Jul 15, 2003 5:29 pm
- Location: Industrial Zone
Re: Star Wars: Chibi Rebellion 5.1
That could work - after all, you said it yourself that you didn't expect many to stick with it for that long...so those people get the random selection of missions like it is now (say, 2/3 to 3/4 of however many there are) which retains the pick-up-and-play thing, then those who play further get some more advanced missions (that comes with a message saying that we're winning the battle against the empire and are pushing further etc.) and if they keep going they get the final mission to kick the empire out.LilWhiteMouse wrote:A friend suggested that I should tie some of the missions together in a loose story arc (completing mission x unlocks mission y), with a final mission that kicks the empire off Nothoth, and actually ends the game. I'm not sure though, Chibi Rebellion was always meant to be a "pick up and play" type game, but I told her I would think about it.