Star Wars: Chibi Rebellion 6.1

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LilWhiteMouse
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Re: Chibi Rebellion 3.0b

Post by LilWhiteMouse »

Renders of the source models I've used so far.
Spoiler:
[EDIT] I've added a commander version of the SnowTrooper to spice things up. Also, I changed the Imperial reinforcements in the Battlefield map. Before, they'd just spawn at a static Lambda. Now, a Lambda actually lands, and then takes off after deploying troops. I generalized the script, and have used it in a few other maps instead of just having a few SnowTroopers appear when re-visiting a map.
I've changed the status bar a little, the Dark Forces shield display now works as intended, as best I can at least. I split it into seven bars so that it withdraws to the center. Splitting it up any more to get a more spherical "bar" will drive me nuts.
[EDIT2] Tweaked a few maps to make them more interesting. I've replaced most of the player sounds with commentary, similar to Bittersweet's system. Just need to come up a finalized version of the player to go with it now. The camera shots look weird with DoomGuy standing there. :\
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LilWhiteMouse
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Re: Chibi Rebellion 3.0b

Post by LilWhiteMouse »

I've updated the first post with screen shots and a general description of the project for those not familiar.

[EDIT] Added two new enemies, AT-ST Driver, and a mad claw Wookie. The player now has a single frame sprite, so I'm not looking at DoomGuy during camera shots.
[EDIT2] Two AT-ST drivers will now hop out of an AT-ST before it explodes. All maps that have a special puzzle item will now show that item on screen while it is in your inventory (for that map only). I've replaced the Shield Converter sprites with a rip from Dark Forces, not really happy with it but it's better then mine. A few general improvements to a few of the maps (overhauled the two Wampa cave maps).
[EDIT3] Added my inaccuracy code to the Light Repeating Blaster.
[EDIT4] Added a sniper SnowTrooper type. Retaliators travel faster and ignore your shields (+PIERCEARMOR). Redid the AT-ST to better match the AT-AT. Added the Strife targeter graphics to the speeder airstrike weapon.
Current stats:
39 enemy types
62 maps (excluding start maps & misc maps)
14 puzzle items
[EDIT5] Weapon changes:
Added a gauge to the Light Repeating Blaster to indicate it's inaccuracy.
The Fusion Cutter has limited use before it needs to recharge.
Thermal Detonators now behave a bit different. Instead of exploding on impact, they simply drop and continue their countdown. 48 tics after you throw a grenade, it'll explode. Now you can use them at point blank range and back off before they explode.
[EDIT6] Adding two more Jawas, an engineer, and shamaness.
[EDIT7] Added the Jawa engineer, and redid the crawlers treads.
Not going to bump this thread for this:
http://home.midmaine.com/~lilwhitemo/cr_v345.zip Contains all the aforementioned changes since 3.44.
[EDIT8] Re-did the Jawa Engineer, gave him a junk pack. Added the Jawa's "Monster" droid. There's three different pieces, bottom, middle, top, from which it randomly selects a part. Get some weird combos (Probe droid head, R2 body, Gonk legs, etc..). The monster droid is now what the engineer builds.
[EDIT9] Added a new blue key map, with a Jawa Shamaness guarding it. She's not difficult to beat, once you figure it out. Jawas can now drop light blaster batteries.
I'm going to add a universally present map, the main Rebel base. There you can go to heal, buy weapons, and some other stuff you'll have to figure out. Just not sure how I'm going to connect it to the hub.
[EDIT10] Added the rebel base. A speeder bike parked outside your home will transport you there and back. I'll place the bike in a few other maps where it's appropriate.
[EDIT11] Fixed a bug with the drivers spawned by AT-STs. Replaced the SMALLFONT, makes the game menus a bit annoying to navigate, but no alternative AFAIK.
[EDIT12] Fixed some missing player sounds, added some new ones. Removed a few AT-STs, and increased their HPs a bit.
[EDIT13] Trying to get around the random() issues. You now have to go to the rebel base to receive your mission. Not sure how effective this will be on random().
[EDIT14] Added a new map, a blizzard. Bounty hunters drop a few more credits now. Speeder strikes are more readily available, to deal with AT-STs easier. Strikes can no longer be used in-doors now. Fixed the R2 movement sound. Light repeating blasters over-heat a bit faster. Assorted tweaks to existing levels.
[EDIT15] Replaced the cargo loader graphics with a design based off the TIE Crawler. Modified it's behavior a bit as well, giving it a blaster attack, and increasing the self-damage done by exploding crates. I've also added a shield reflection effect.
[EDIT16]http://home.midmaine.com/~lilwhitemo/cr_346.zip
[EDIT17] Fixed(?) a bug with the TIE cargo handler, and the Warehouse level. I've enabled level swapping for the link maps, to make hubs a little more random. Gonna try and make the key & gate maps swappable as well.
[EDIT18] Key and gate maps can now be swapped. Need to go through and disable the re-populating scripts for when a map is swapped. Modified the light repeating blaster so you can't chaingun snipe with it.
[EDIT19] Woohoo! Maps will no longer repeat until their entire pool has been used up. Either something changed in ZDoom along the way, or I wasn't doing it right the first time I tried this (Though Graf seemed inclined that ZDoom couldn't handle it at the time).
Just streamlined the map selection code. Multidimensional arrays and functions are your friends. :) Went from a few pages of code to a dozen lines.
[EDIT20] Re-enabled the bonus awards and quick play. Quick play is now toggled by a switch from the rebel base.
[EDIT21] Added a SnowTrooper speeder bike enemy. The droid bonus now gives you an orbiting remote that takes shots at enemies around you. Only lasts for the hub following the award.
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LilWhiteMouse
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Re: Chibi Rebellion 4.0

Post by LilWhiteMouse »

Star Wars: Chibi Rebellion 4.0
http://home.midmaine.com/~lilwhitemo/cr_40.zip

It's not 100%, but getting there.

Notable bugs/errors:
I forgot to remove Quick Play from the episode selection menu, as it no longer works. If you want to play Quick Play, there's a switch at the Rebel base (it will prompt for confirmation when you hit it) to select it. Quick Play isn't guaranteed for more then a couple runs at most.

Um, that's it?

[EDIT]
http://home.midmaine.com/~lilwhitemo/cr_401patch.zip If anyone cares, replace the two wads (cr_01.wad & cr_base.wad) in cr_40.zip with the those from cr_401patch.zip to hopefully fix a few glitches, specifically map selection in both Quick Play and normal modes.
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Enjay
 
 
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Re: Chibi Rebellion 4.0

Post by Enjay »

If anyone cares?

[Luke Skywalker] I care! [/Luke Skywalker]

I just played 3 missions and had an absolute blast. I can't believe how much more sophisticated the mod has got since I last played it. I would start listing things that blew me away, but there would be too many. Great fun.

BTW, I know that GZdoom is not your target engine but that's what I played it in. If 2 sprites are in exactly the same place, they start "z fighting" because the engine doesn't know which one to draw in front (it merely looks a little ugly but doesn't break anything). I occasionally noticed this with multi-part enemies and I don't suppose that there is much that can be done there. However, some pine trees also showed zfighting and I wasn't sure why two sprites were put in the same place for them.

Also, minor point, not sure which map number but I was in an AT-AT hangar and in the middle was a large (you guessed it) AT-AT. One of the textures used to make the hinge on one of his knees was misaligned.
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Enjay
 
 
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Re: Chibi Rebellion 4.0

Post by Enjay »

Here's the bit that shows the zfighting. It isn't too obvious in this pic, but in game it moves and flickers between the two sprites that it tries to draw. Is this fixable or is it just a case of "don't use GZdoom"?

Image
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LilWhiteMouse
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Re: Chibi Rebellion 4.0

Post by LilWhiteMouse »

Fixed the AT-AT, both of them actually. Another map used the same structure.
Enjay wrote:Is this fixable or is it just a case of "don't use GZdoom"?
Case of don't use GZDoom I guess. Pine trees are randomly built using smaller pieces, so that no two trees look the same. Rocks will suffer the same problem too.

As to the new features, I long since accomplished my goals for 3.0. As such, I stepped up to a 4.0 label to reflect the improvements/additions. Hard to imagine that v1.0 of Chibi Rebellion was almost vanilla compatible. Only ZDoom feature I used was the hub. Come a long way since.

In case you didn't guess, Quick Play misses out on a lot of the good stuff.

I still need to finish the TIE cargo handler, and some other misc stuff before I'm satisfied enough to send it to the archive.

[EDIT] Problem with random setups, makes testing for bugs difficult. >:( There's a problem with the 9x series maps, they send you to the wrong map. Yay, another patch. Why do these things only appear *AFTER* I've spent an hour and a half+ uploading. ::grr:: I'll post a link when it's uploaded.
http://home.midmaine.com/~lilwhitemo/cr_402patch.zip
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LilWhiteMouse
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Re: Chibi Rebellion 4.0

Post by LilWhiteMouse »

Something very wrong is going on. Among other phantom glitches that have appeared since uploading 4.0 that shouldn't/couldn't be there, now items have stopped working. I can summon "AllianceBonus", but it doesn't appear, and when I walk over where it should be, I get the pickup flash and "You got a pickup".

Code: Select all

ACTOR AllianceBonus : Health 20211
{
	inventory.pickupmessage "Alliance Bonus"
	Inventory.PickupSound "ItemPickup"
	inventory.amount 25
	inventory.maxamount 200
	+COUNTITEM
	+INVENTORY.ALWAYSPICKUP
	Scale 0.50
	States
	{
	Spawn:
		REBB ABCDEF 5
		Loop
	}
}
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Xaser
 
 
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Re: Chibi Rebellion 4.0

Post by Xaser »

Whatever the problem is, it's probably not with the code you posted. I copied+pasted it into a DECORATE, loaded it, and picked up the (albeit invisible) AllianceBonus without any trouble.

Are you running a recent SVN? I'm using 2.3.1, for reference, so maybe something got busted since?
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LilWhiteMouse
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Re: Chibi Rebellion 4.0

Post by LilWhiteMouse »

I've tried a few different versions, going back to 2.3.0 (r1455 I think it is) and get the same behavior. I'm inclined to believe that it's not a problem with ZDoom, but something with my wads. This problem occurs in both my copy, and the one I uploaded. I just can't find a reason.
[EDIT] For anyone who wants to poke around, the item in question in contained in INV.WAD, the first DECORATE lump.
Last edited by LilWhiteMouse on Mon Mar 30, 2009 1:28 am, edited 1 time in total.
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Tormentor667
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Re: Chibi Rebellion 4.0

Post by Tormentor667 »

None of the images are working for me :(
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LilWhiteMouse
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Re: Chibi Rebellion 4.0

Post by LilWhiteMouse »

Found the problem, I had two items named AllianceBonus (didn't think that was even possible?). ZDoom was reporting it in the log, but it wasn't color coded as an error. Should this be reported as a bug?

[EDIT] Speeder bikes now have a death spiral. Rendered the TIE cargo handler base with 16 rotations. Finally updated the full screen HUD. Everything seems to be working again. Give me 5 minutes, I'll remedy that. :/ To do:
Complete Narglatch animation and behavior
Complete Giant Wampa behavior
Find/make a suitable HP bar for AT-STs
Trim unused content
Mine Empire at War for more sounds (AT-ATs and AT-STs mostly)
OGG bigger sounds
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David Ferstat
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Re: Chibi Rebellion 4.0

Post by David Ferstat »

I'm sorry, Mouse, but your hosting service continues to, well, suck. :(

I've been unable to get anything for the project, including the screenshots, for the last four hours.

Ah, well, I'll try again when I get up in the morning. :)
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LilWhiteMouse
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Re: Chibi Rebellion 4.0

Post by LilWhiteMouse »

It's not really my ISPs fault. Verizon recently handed the reins of Maine's telecommunications infrastructure to a new company, Fairpoint Communication. Fairpoint has had a less then smooth transition (people have been waiting for months to have a domestic land line installed), and I suspect the problems people are having connecting to MidMaine's server is tied to that. Given Fairpoint's reputation so far, I wouldn't expect this to be remedied for months, assuming the whole system doesn't come crashing down.

I have no alternatives though. I need FTP access, as my <56k connection tends to stall on large HTTP connections.
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Re: Chibi Rebellion 4.0

Post by Project Shadowcat »

I can at least provide a mirror with my new webspace.

EDIT: Done. Chibi Rebellion 4.02 in full is up on my site.

http://www.prdarkfox.com/doomstuff/cr_402.zip
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LilWhiteMouse
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Re: Chibi Rebellion 4.0

Post by LilWhiteMouse »

Project Dark Fox wrote:I can at least provide a mirror with my new webspace.
Appreciated, but what really needs to happen is get the bugs fixed so I can send it to the archives.

Speaking of bugs...
Both the Wampa and Droid bonuses don't work. I tested to make sure they'd pass, didn't think to check if they'd fail....
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