Star Wars: Chibi Rebellion 6.1

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Re: Star Wars: Chibi Rebellion 4.9

Postby ReX » Mon Apr 12, 2010 7:16 am

LWM, I know I asked you this a couple of years ago, but have you considered creating a version that uses models instead of sprites? After all, you already have the models.
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Re: Star Wars: Chibi Rebellion 4.9

Postby LilWhiteMouse » Mon Apr 12, 2010 10:47 am

ReX wrote:LWM, I know I asked you this a couple of years ago, but have you considered creating a version that uses models instead of sprites? After all, you already have the models.


DoGA doesn't produce export'able models (ones that are useable at least). Too much cleanup would be needed, and by then, it'd be easier to start from scratch in another program. I'm happy with ZDoom, so why switch to GZDoom anyhow?
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Re: Star Wars: Chibi Rebellion 4.9

Postby Amuscaria » Mon Apr 12, 2010 11:39 am

LilWhiteMouse wrote:why switch to GZDoom anyhow?


3D floors! :D
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Re: Star Wars: Chibi Rebellion 4.9

Postby ReX » Mon Apr 12, 2010 11:51 am

LilWhiteMouse wrote:DoGA doesn't produce export'able models (ones that are useable at least). Too much cleanup would be needed, and by then, it'd be easier to start from scratch in another program.

That answers my question.

Still, seeing little Chibi models running around would be a blast.
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Re: Star Wars: Chibi Rebellion 4.9

Postby LilWhiteMouse » Mon Apr 12, 2010 12:25 pm

V5.0 is up on the Doomworld IDGames database.
http://www.doomworld.com/idgames/index.php?id=16054

[EDIT] Redesigned/re-rendered the Imperial sentry, recon, and Viper probe droids.
[EDIT2] Replaced the Imperial cargo handler with a canon CLL8 binary loadlifter.
Imperial Scout can now deploy a single recon droid.
[EDIT3] It's been brought to my attention that Map57 is missing from the official 5.0 release.
[EDIT4] Replaced the DL-44 carried by Imperial officers with a proper DH-17. Haven't re-rendered the sprites yet, probably won't until I have other reason to/or out of boredom. For now I'm just going to leave the DL-44s the other Imperials carry alone. It's similar enough to the SE-14 I'd replace it with.
Redesigned & re-rendered the outcast Ithorian to better match the newer models.
I've reached a point where I'm not comfortable adding any new enemies. If this was a personal project like Shades I wouldn't care, but I need to consider upload times. If I had my own personal server, I'd just upload the individual wads as needed, with something that would group them all together for a single download. Alas, a girl can dream.
[EDIT5] Kitbashed Kyle Katarn and Jan Ors npc sprites. I'm happy with Kyle, not so much with Jan. Also modeled a SD Raven's Claw.
Added a new map. Three more to make eight episodes.
[EDIT6] Working on a new map utilizing the Raven's Claw & crew. A few of the maps have dialog, but I never really did anything with it. I've got a WIP script to handle all the dialog now, that shows the speaking character's icon and waits for the player to 'USE' to advance. It should be simple enough for me to use in all the respective maps.
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Re: Star Wars: Chibi Rebellion 5.0

Postby LilWhiteMouse » Tue Apr 27, 2010 5:02 pm

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Re: Star Wars: Chibi Rebellion 5.1

Postby Project Dark Fox » Wed Apr 28, 2010 9:19 am

I would have gotten to this sooner, but I was kind of battling my own problems.
Anyway, Treadhead mirror is up: http://www.prdarkfox.com/doomstuff/cr_51.zip
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Re: Star Wars: Chibi Rebellion 5.1

Postby LilWhiteMouse » Wed Apr 28, 2010 5:59 pm

Has anyone ever had a map repeat within a couple episodes? The scripts are supposed to prevent that, but I just had Map83 "Forest" used in the first two episodes. It's the first time I'm aware of it ever failing since I implemented no repeats.

Work update:
RNNAA0.png
zeeoa0.png
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Re: Star Wars: Chibi Rebellion 5.1

Postby Project Dark Fox » Wed Apr 28, 2010 6:24 pm

I haven't had a chance to play since the 4.9 update. :(
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Re: Star Wars: Chibi Rebellion 5.1

Postby LilWhiteMouse » Wed Apr 28, 2010 10:18 pm

Project Dark Fox wrote:I haven't had a chance to play since the 4.9 update. :(


Look at this way, more new stuff for when you do next get a chance. AFAIK I haven't altered the map selection code since around 3.5, only added maps to the pools. So I expect this bug would have turned up long before now.

Revisions for 5.2:
Seeing as I never was able to integrate the TIE enemies into the maps, I've gone a different route. The Probe droid can now call a TIE bomber run against the player, which acts similar to the player's speeder airstrike/Power DoLLS Longtom attacks.
Filled in some missing characters in the fonts.
[EDIT] Special NPCs that have been encountered in previous episodes can now appear at Chibi Base.
[EDIT2] Always bugged me that you looked the same during the Star Destroyer infiltration mission, so I've fixed it. When you've met the defector, you revert back to "you". Hope to improve upon it, but it works for now.
[EDIT3] Added a user friendly sprite based laser fence. Drop a post at each end, give one a TID, feed the TID to the other, and it auto generates the field in between. Used it to replace all the bars left over from version 1 & 2.0 that never got replaced with linedef fields.
[EDIT4] Finally got around to updating the Chibi Base armory a bit. You can no longer buy weapons, only ammo. It will prevent you from purchasing ammo that you are already full of as well now.
[EDIT5] Tweaked the shield converter to give 4 shields units instead of 2 per "charge". Can still only recover 100 points total though.
Added a return character at the end of dialog texts to indicate you're supposed to hit 'USE' to continue.
Replaced a few textures/sprites with better rips from Yoda Stories.
I'm still two maps short of 8 episodes. I have ideas, but no layout concepts yet. Should add some more start maps as well.
[EDIT6] Cleaned the library scripts a little. Found half a dozen or so that are not even used any more.
Fixed the repeating damage comment when re-entering a map.
Finally implemented the taunt for destroying droids.
Modified Mydia so she'll fire uninterrupted for 16 shots, then stop and reload her blasters.
The view will wander a little when firing the T-21. Not so much to be annoying, but enough to be noticeable.
Modified the Imperial Warden on the Detention map to use the EWeb2 Crew's shield sprite, and set her to always be invulnerable & reflective.
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Re: Star Wars: Chibi Rebellion 5.1

Postby LilWhiteMouse » Mon May 03, 2010 11:57 am

I've been playing with the textures a little, and gave a try at redoing the door textures. Should I use my new ones, or stick to the old scaled versions?
I'm not a pixel artist, this was the best I could do.
WOLF10.png

The original version I simply scaled up and blurred:
WOLF10O.png
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Re: Star Wars: Chibi Rebellion 5.1

Postby Xaser » Mon May 03, 2010 1:31 pm

It looks good to me, I say. Cartoony, but fitting as a result. :P

Actually, considering the new direction that the sprites have gone, I think maybe the textures would work well scaled up without blur so as to match the sprites. It's worth a shot, at least.
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Re: Star Wars: Chibi Rebellion 5.1

Postby UltimateLorenzo » Wed May 05, 2010 1:52 pm

I'm playing it (i'm in the third hub) and i think it is very funny.

Very interesting wad.

But... how do i defeart the jawa shamaness?
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Re: Star Wars: Chibi Rebellion 5.1

Postby LilWhiteMouse » Wed May 05, 2010 3:02 pm

UltimateLorenzo wrote:But... how do i defeart the jawa shamaness?


Spoiler:
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