Star Wars: Chibi Rebellion 6.1

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David Ferstat
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Re: Chibi Rebellion 4.0

Post by David Ferstat »

Project Dark Fox wrote: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
Thanks, PDF. Downloaded now.

However, did you consider including Mouse's docs (assumimg there were any)? Not having been able to downoad her original v4 release, I don't now how I'm supposed to run this.
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LilWhiteMouse
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Re: Chibi Rebellion 4.0

Post by LilWhiteMouse »

David Ferstat wrote:I don't now how I'm supposed to run this.
There aren't any instructions other then what I've written in posts here. Just drag the zip to play.

[EDIT] Fixed an inventory bug that would appear on multiple play-throughs. I had to set some items up as inventory so you could get more then one, but forgot to remove them at the end/beginning of a play. Also fixed a missing helmet sprite (sorry!).
[EDIT2] Added a new start map. Star Wars fans should appreciate it, non fans won't get it, though they're probably not playing anyway.
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LilWhiteMouse
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Re: Chibi Rebellion 4.0

Post by LilWhiteMouse »

Let's see what I managed to screw up this time.
http://home.midmaine.com/~lilwhitemo/cr_41.zip
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Osiris Kalev
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Re: Chibi Rebellion 4.0

Post by Osiris Kalev »

Strange. I can't seem to access files on your site at all. I thought it was just my ISP being stupid, but I can never seem to get any files you upload. I keep getting a connection interrupted error or some such.

I have been playing 4.02 however and it's been loads of fun. I especially liked the maps where you fight off an AT-ST. (I think I got that right)
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Project Shadowcat
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Re: Chibi Rebellion 4.0

Post by Project Shadowcat »

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LilWhiteMouse
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Re: Chibi Rebellion 4.0

Post by LilWhiteMouse »

Project Dark Fox wrote:Mirror provided for v4.1:
Thank you.
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Project Shadowcat
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Re: Chibi Rebellion 4.0

Post by Project Shadowcat »

I like to support cool projects. Don't sweat it. :)
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LilWhiteMouse
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Re: Chibi Rebellion 4.0

Post by LilWhiteMouse »

I've doubled the chances of secret bonuses, thinking of adding Bacta Fluid to the pool. It would only spawn if you don't already have one (same as the secrets).
I just had a hub fail. Map92, "Imperial Landing Platform", sent me to the wrong map. I just can't figure out why. Anyone else had a problem? I had six episodes play just fine before this one.
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Osiris Kalev
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Re: Chibi Rebellion 4.0

Post by Osiris Kalev »

Heh, funny you should post that now. I was just coming to post a similar problem, that originated from Map92.

Basically, I warped across using the Shuttle and left the map on the other side. It sent me to another map (Crash site), which was okay. However, upon returning to go back to Map92, I instead got sent to a totally different area. Eventually I was taken back to the maps I was in originally. I tried going through Map92 and upon leaving that map I was sent to a totally different map again (Imperial Checkpoint). I should have written down what maps I was sent to, but it seemed too random at the time.
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LilWhiteMouse
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Re: Chibi Rebellion 4.0

Post by LilWhiteMouse »

Found the problem. Open up the SCRIPTS lump in map92 (cr_92.wad), in the last script remove the line "KeyPattern = 1;" and recompile the script. Or, download this fixed wad and replace the one in cr_41.zip.
http://home.midmaine.com/~lilwhitemo/cr_92.zip

That line should have been removed during 4.0.
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Project Shadowcat
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Re: Chibi Rebellion 4.0

Post by Project Shadowcat »

Mirror is updating the "full v4.1 package" with the new map now. Should be ready in a minute.

... Done.
http://www.prdarkfox.com/doomstuff/cr_41.zip
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LilWhiteMouse
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Re: Chibi Rebellion 4.0

Post by LilWhiteMouse »

Status update:
Squadron is up to five now.
Wampas now have a ranged attack, the dreaded snowball.
Thinking of changing the airstrike beacon to something more Power DoLLS LTADS like, using the range finder sprite for a pickup.
Still not happy with the cargo handler, need to come up with something more SD.
Fixed the AT-AT AI, so it doesn't attack random TIDs when friendly Rebels are not present.
Weapons now revert to their held position when exiting a map, so they don't jump during level transitions.
I'm going to change the wampa and droid bonuses. Instead of automatically getting them, you have to opt for them at the rebel base. The giant wampa will be accessed from a locked door at the base, ala the cut wampa/C3PO scene from ESB. The guardian remote will have to be picked up from the armory to be enabled.

Secretly, I wish I could convert my tachikoma into a 'droid to replace the remote, but her AI and size just isn't suited for Chibi Rebellion's maps. :( Time for a structural analysis?
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Captain Proof
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Re: Chibi Rebellion 4.0

Post by Captain Proof »

I ran into a problem at the Imperial Checkpoint map.It requires a blue key to activate the door.The problem is that I find the blue key and get to the switch and can't activate it even though I have the required key.
This was on the version before this one.

EDIT:Nix that last comment,the problem has been fixed.
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LilWhiteMouse
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Re: Chibi Rebellion 4.0

Post by LilWhiteMouse »

Captain Proof wrote:EDIT:Nix that last comment,the problem has been fixed.
Actually, no it hasn't in the current release. The problem arises from mistakes that have plagued Chibi Rebellion since I started converting it to ZDoom fully years ago, repeatable use flags. The offending line has been fixed however.

Status update:
The bonuses have been changed, they're no longer forced upon the player. Both are accepted from the rebel base.
The Chibi Squadron bays are now explorable.
I upped the damage on the Light Repeating Blaster. I noticed that the rifle could do more damage per second then the LRB.
The airstrike beacon is now a range finder. It functions similar to Power DoLLS' LTADS. Select the range finder and press and hold fire to bring them up. A marker will appear on the ground where the speeders will attack. Release the fire button to order the attack. While up, the range finder even show the range, among other useless information. :P I also swapped it's slot# with the locator so WeaponDown won't select this from the locator.
Updated the armorery to be a bit more efficient. Instead of the Gunsmith Cats/HQuest style crude shop, it has a Power DoLLS like interface. Walk up to the armorery counter and press use. Then you just point to the object you want, and press fire to purchase. To exit, just walk away from the counter.
The "destroy facility" mission map have been altered. At first, I didn't know how to do anything else, so I simply you had find and hit a switch in those missions to end them. Now, you need to actually place demolition charges at certain (obvious) points. You won't need to find/pick up the charges, just place them. An onscreen indicator shows how many you need to place.
Some misc improvements/fixes to various maps.
[EDIT] Tweaked the odds on the random SnowTroopers so regular SnowTroopers appear more often.
Updated the TIE pilot model to have the imperial logo.
Rendered the Mouse & dome droids at an increased resolution.
Fixed a hiccup in the AT-AT's animation.
Added some more clutter decorations.
Removed one of the royal guards from map101.
Finally added the Chibi DeathStar mission. During this mission's hub, the DeathStar will take shots are you when you're in the open.
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LilWhiteMouse
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Re: Chibi Rebellion 4.0

Post by LilWhiteMouse »

http://home.midmaine.com/~lilwhitemo/cr_43.zip

Never got around to uploading 4.2 because of my issues with the X-Wings. 4.3 contains all the above changes. There's no point in the Giant Wampa map ATM, don't know what I want to reward for beating it yet.
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