Star Wars: Chibi Rebellion 6.1

Projects that alter game functions but do not include new maps belong here.
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Captain Proof
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Re: Chibi Rebellion 4.0

Post by Captain Proof »

Have you considered expanding the campaigns to maybe Tatooine,Endor,Kashyyyk,maybe even Coruscant?Just a thought...
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LilWhiteMouse
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Re: Chibi Rebellion 4.0

Post by LilWhiteMouse »

Considered, yes. Would I do it, no. Setting aside the premise of Jaiyl's involvement with the rebellion, it'd simply be too much work to add new worlds.
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Captain Proof
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Re: Chibi Rebellion 4.0

Post by Captain Proof »

Aw...oh well.The projects really solid.I find myself losing track of time when I'm playing it :)
I'm looking forward to the future releases of new missions,weapons,episodes,etc.
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LilWhiteMouse
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Re: Chibi Rebellion 4.0

Post by LilWhiteMouse »

Captain Proof wrote:I'm looking forward to the future releases of new missions,weapons,episodes,etc.
To be honest, I haven't done anything with the project in the past week or two. My annual birthday depression hit and I migrated over to Shades of War to dig myself out, been working on that since.
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Captain Proof
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Re: Chibi Rebellion 4.0

Post by Captain Proof »

:( damn that sucks,well I hope you start feeling better.I can vouch that B-day depression is tough since I started going through it here recently.
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Project Shadowcat
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Re: Chibi Rebellion 4.0

Post by Project Shadowcat »

Found another one, and this one's interesting; I'm not sure if you've fixed it yet. If you have the droid remote, and are killed, the droid goes fucking berserk and lays waste to everything. Think of all the lasers that pour out of that thing...
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LilWhiteMouse
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Re: Chibi Rebellion 4.0

Post by LilWhiteMouse »

Project Dark Fox wrote: Map 22's Snow crawler interior flat alignment is a bit off. It's mostly noticeable in the blue crates.
Map 41, where you pick up a key card, the flat alignment is off.
If you have the droid remote, and are killed, the droid goes fraking berserk and lays waste to everything.
Fixed.

Defeating the giant wampa now rewards you with a bacta fluid canister. I've also upped their limit so you can carry four of them.
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Project Shadowcat
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Re: Chibi Rebellion 4.0

Post by Project Shadowcat »

Very nice. I always wondered what kind of reward there was to knocking out that giant SOB. :P
Also, good to see you're working on this again. Feeling better from a week ago, I hope?
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LilWhiteMouse
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Re: Chibi Rebellion 4.0

Post by LilWhiteMouse »

http://home.midmaine.com/~lilwhitemo/cr_44.zip

The new maps are kinda bleh...
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Project Shadowcat
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Re: Chibi Rebellion 4.0

Post by Project Shadowcat »

Dropping mirrors for older versions (it's not like I'm worried about hard drive space, but it can get a little confusing in the FTP...).
Mirror for Chibi Rebellion 4.4 is now available HERE.
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Project Shadowcat
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Re: Chibi Rebellion 4.0

Post by Project Shadowcat »

Uh oh. Map 80 was where I found the problem, but those bird walkers (AT-ST?) can't be shot. Obviously if I can't damage it (shots go through it!), I can't progress that certain map.
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LilWhiteMouse
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Re: Chibi Rebellion 4.0

Post by LilWhiteMouse »

That's left over from an experiment with the AT-ST. I thought I "fixed" it when I restored a backup, guess not. It's just a matter of removing a +NONSHOOTABLE flag from the ATST actor in ATST.WAD. I'll post a fix later on, don't have enough time ATM.
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LilWhiteMouse
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Re: Chibi Rebellion 4.0

Post by LilWhiteMouse »

Replace ATST.WAD in CR_44.ZIP with the one in this zip.
http://home.midmaine.com/~lilwhitemo/atst.zip
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Project Shadowcat
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Re: Chibi Rebellion 4.0

Post by Project Shadowcat »

Mirror for the patch is up at http://www.prdarkfox.com/doomstuff/atst.zip
The patch will be applied to 4.4 here shortly.
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LilWhiteMouse
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Re: Chibi Rebellion 4.0

Post by LilWhiteMouse »

http://home.midmaine.com/~lilwhitemo/cr_45.7z
Drag and drop the archive over a newer version of ZDoom to run.

I don't remember what revisions where made after 4.4, so this is just what I've done recently. The only thing I can remember doing after 4.4 was released was the inclusion of the whack-a-mole minigame. Damaged generators are now fixed by 'USE'ing them with fusion cutter selected. Hit the indicators fast enough to fix the generator.

Added a new enemy.
Tweaked many of the maps, lengthening some of them. As a result, I removed the quickplay option as there just aren't enough viable maps.
Added a new weapon. You cannot find this weapon by normal means, it must be acquired by meeting the prerequisites.
Altered the guardian remotes weapon to have a special effect on some enemies. Also prevented it from attacking the Jawa Shamaness.

There is a known bug where duplicate X-Wing helmets will sometimes spawn. I haven't been able to find the cause, but it's not game breaking anyhow.
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