Star Wars: Chibi Rebellion 6.1

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Re: Star Wars: Chibi Rebellion 5.9

Postby kmxexii » Wed Feb 08, 2012 6:37 pm

Haha, thanks. I swear regular Doom sometimes leaves my problem-solving crippled.
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Re: Star Wars: Chibi Rebellion 5.9

Postby Alterworldruler » Thu Feb 09, 2012 3:25 am

Question to Mouse, will this mod eventually be capable of running without doom? It would make an interesting addition to the custom IWAD library in zdoom.
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Re: Star Wars: Chibi Rebellion 5.9

Postby LilWhiteMouse » Thu Feb 09, 2012 11:58 am

I considered an IWAD, but never pursued it beyond that. Seemed like more of a novelty then practicality. AFAIK, drop in the proper palette, and Chibi Rebellion would run with FreeDoom's IWAD (though I've never actually tried it).
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Re: Star Wars: Chibi Rebellion 5.9

Postby kmxexii » Sat Feb 11, 2012 10:15 am

In MAP28, none of the three quests from the guy in the bar awarded me any actual credits. I did get a message that said "You combined your small piles of credits into one big one" but nothing actually changed, as far as I can tell. Though, there was an Alliance bonus just sitting out in the open there.

Edit: Oh, haha, nevermind. It's just a setup for the other Lucasarts cameo.
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Re: Star Wars: Chibi Rebellion 5.9

Postby LilWhiteMouse » Sat Feb 11, 2012 12:34 pm

The credits you receive are separate inventory items, to prevent you from possibly spending them and being unable to advance. They appear as piles of credits on the inventory bar.

Scumm town:
Spoiler:
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Re: Star Wars: Chibi Rebellion 5.9

Postby kmxexii » Sat Feb 11, 2012 1:20 pm

Oh, wow. I never played the Monkey Island games; all the adventure games I had growing up were Sierra except for Loom. This is just so dense with stuff it's great.
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Re: Star Wars: Chibi Rebellion 5.9

Postby LilWhiteMouse » Sun Mar 04, 2012 12:42 am

Updated the first post with the review done by kmxexii.
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Re: Star Wars: Chibi Rebellion 5.9

Postby LilWhiteMouse » Sun Mar 04, 2012 11:45 am

I'm finally trying to add a feature I've had planned for over a year now but never got around to, dynamic music. When the shooting starts, it switches to more active music, and when things calm down it goes back to something more ambient. Seems to work nicely, I just can't decide if I should use Dark Forces' original scores, or the classic Star Wars movie scores. Any opinions?
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Re: Star Wars: Chibi Rebellion 5.9

Postby kmxexii » Sun Mar 04, 2012 4:40 pm

Never having played Dark Forces, I wouldn't even know the difference.
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Re: Star Wars: Chibi Rebellion 5.9

Postby Big C » Sun Mar 04, 2012 7:10 pm

@LilWhiteMouse: Maybe have it select between the two randomly?
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Re: Star Wars: Chibi Rebellion 5.9

Postby LilWhiteMouse » Fri Mar 09, 2012 10:59 am

Dark Forces ultimately didn't have enough for me to work with, so I went with JK2's music (I thought about using KOTOR's, but it's got a different style with no recognizable movie ties). I dropped the quality and OGG'd to keep the files size down, going from 14mb down to 4mb. There's a switch in the Options room that will disable battle music if you find it too annoying.

I've added a build-able object that will make blaster rifles more accurate, the droid targeter. The rifles will still be a little off, to help stay balanced with the Flash Cannon and Dawnsorrow. Also, I've made them slightly more inaccurate without the upgrade.
I'm still toying with the idea to add a droid follower, in the vein of Lethal Alliance's Zeeo.
Spoiler:

[EDIT] I've increased the intercooler's rate from once a second, to five times every two seconds. Makes it a more worthwhile to build.
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Re: Star Wars: Chibi Rebellion 5.9

Postby kmxexii » Fri Mar 09, 2012 6:25 pm

Would this little guy function concurrently with the remote guardian?
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Re: Star Wars: Chibi Rebellion 6.0

Postby LilWhiteMouse » Tue Mar 13, 2012 5:10 pm

Current Version 6.0
http://www.prdarkfox.com/lwm/cr_60.7z
Last tested w/ ZDoom 2.5.0 r3435

Walking in snow now makes a sound and leaves a footprint. If people don't like it I can add a switch to turn it off in the options room. Will improve the voxel later when I have better skill with the editor.
New difficulties: Easy, Normal, Hard. Normal is a little harder then Doom's default skill. I'll probably add a switch in the options room to allow you change it on the fly.

[EDIT] Post 6.0 changes
EWeb 2 crews can now drop helmet pickups. They also can drop a personal shield generator.
TIE Pilots can now drop TIE pilot helmet pickups. Adding them to appropriate maps as well.
Mar 29
Repair mini game now affected by skill choice. On Normal and Hard skills, there's a chance that a weak point will appear instead of a repair point. Hitting it reduces your repair progress. It appears more often on Hard. Uses a completely different sprite to differentiate it.
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Re: Star Wars: Chibi Rebellion 6.0

Postby LilWhiteMouse » Mon Apr 02, 2012 4:04 pm

Now airing Saturday mornings on the Imperial Propaganda channel:
Image
Check your local galactic listings for time.
Image
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Re: Star Wars: Chibi Rebellion 6.0

Postby insightguy » Mon Apr 02, 2012 8:36 pm

LilWhiteMouse wrote:Image



HAHA WOW! You made that? Now I have a reason to download the mod. :D

P.S. You might want to change clopper, It has a totally different meaning in the brony community.
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