Star Wars: Chibi Rebellion 6.1
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The Projects forums are only for projects. If you are asking questions about a project, either find that project's thread, or start a thread in the General section instead.
Got a cool project idea but nothing else? Put it in the project ideas thread instead!
Projects for any Doom-based engine (especially 3DGE) are perfectly acceptable here too.
Please read the full rules for more details.
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Re: Chibi Rebellion 3.0b
i do, but im too busy to play it sadly... ive been wanting to play this mod, but ive been doing all sorts of painting and woodwork for my aunt, freakin 12 hour days... slavedriver...
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Re: Chibi Rebellion 3.0b
http://home.midmaine.com/~lilwhitemo/cr_31.zip
[EDIT] Forgot one of the wads, didn't notice it was missing at first.
http://home.midmaine.com/~lilwhitemo/atat.zip
[EDIT] Forgot one of the wads, didn't notice it was missing at first.
http://home.midmaine.com/~lilwhitemo/atat.zip
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Re: Chibi Rebellion 3.0b
I just downloaded the most recent version (v3.1) + ATAT.wad.
Is there any documentation to go along with the files?
I played through the first few maps, and I have a few questions:
1. How do I use the thermal detonators? I cycled through the available weapon slots and couldn't find the detonators I had picked up.
2. In Map35 there are 2 rock slides, and there are 2 sequence charges that I picked up. One of the rock slides gets cleared up, but the second rock slide doesn't - it tells me I need a sequence charge. Is this a problem or am I missing something?
3. In Map53 (Tie Interceptor Hangar), what is the purpose of opening the hangar doors?
4. Some of the maps that I've played have multiple exits. I am afraid that by choosing one exit I will miss out on the opportunity to explore the map(s) to which the other exit leads. Does it matter which exit I choose? Do all maps eventually get played, no matter which exit I take?
5. I was able to take out one of those walkers (AT-ST?) in Map53 with just my "cattle prod" (Weapon 1), as they don't seem to attack. Am I missing something?
I'm sure I'll have more questions as I go along, but the whole thing is nicely done.
Is there any documentation to go along with the files?
I played through the first few maps, and I have a few questions:
1. How do I use the thermal detonators? I cycled through the available weapon slots and couldn't find the detonators I had picked up.
2. In Map35 there are 2 rock slides, and there are 2 sequence charges that I picked up. One of the rock slides gets cleared up, but the second rock slide doesn't - it tells me I need a sequence charge. Is this a problem or am I missing something?
3. In Map53 (Tie Interceptor Hangar), what is the purpose of opening the hangar doors?
4. Some of the maps that I've played have multiple exits. I am afraid that by choosing one exit I will miss out on the opportunity to explore the map(s) to which the other exit leads. Does it matter which exit I choose? Do all maps eventually get played, no matter which exit I take?
5. I was able to take out one of those walkers (AT-ST?) in Map53 with just my "cattle prod" (Weapon 1), as they don't seem to attack. Am I missing something?
I'm sure I'll have more questions as I go along, but the whole thing is nicely done.
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Re: Chibi Rebellion 3.0b
Altfire on all weapons to toss a TD.ReX wrote:1. How do I use the thermal detonators?
It's a bug on my part. I defined the sequence charges as keys, so only one shows up in your inventory even if you pick up another. I'll have to define it differently.2. In Map35 there are 2 rock slides, and there are 2 sequence charges that I picked up. One of the rock slides gets cleared up, but the second rock slide doesn't - it tells me I need a sequence charge. Is this a problem or am I missing something?
The hangar door gives you access to the other exit on the map.3. In Map53 (Tie Interceptor Hangar), what is the purpose of opening the hangar doors?
I assume you've never played Chibi Rebellion before? While there are almost 60 maps, only ten get used at a time. Chibi Rebellion is a hub, with each level in the hub randomly selected from a pool. IE: Red key maps, blue key maps, blue gate maps, etc... Every level included in the hub is required to finish your objective. When you finish your objective and begin a new one, it selects a new random set of levels and you proceed again.4. Some of the maps that I've played have multiple exits.
AT-STs attack just fine for me. Ignoring range, the fusion cutter is probably the most damaging weapon the player has though.5. I was able to take out one of those walkers (AT-ST?) in Map53 with just my "cattle prod" (Weapon 1), as they don't seem to attack. Am I missing something?
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Re: Chibi Rebellion 3.0b
Inventory Items. ... But you probably already knew that. *is therefore only serving to save LWM a few brain cycles*LilWhiteMouse wrote:It's a bug on my part. I defined the sequence charges as keys, so only one shows up in your inventory even if you pick up another. I'll have to define it differently.
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Re: Chibi Rebellion 3.0b
Cool, how do you do that? Random teleporters or something? Could make a nice community wad for Hexen or something, people make a few areas each and they are all bundled togetherI assume you've never played Chibi Rebellion before? While there are almost 60 maps, only ten get used at a time. Chibi Rebellion is a hub, with each level in the hub randomly selected from a pool. IE: Red key maps, blue key maps, blue gate maps, etc... Every level included in the hub is required to finish your objective. When you finish your objective and begin a new one, it selects a new random set of levels and you proceed again.

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Re: Chibi Rebellion 3.0b
The selected map #s are stored as world variables that each map references to find out what map each exit should send the player to. This is what I was going to do with HQuest 2, but I couldn't come up with enough maps so I simply made it what it was, hence the generic exits in some of the maps.CaptainToenail wrote:Cool, how do you do that? Random teleporters or something?
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Re: Chibi Rebellion 3.0b
I went back and re-played it, but this time I blasted one rock slide after I picked up the first charge, then the second rock slide after I picked up the second charge. It worked fine under this sequence.LilWhiteMouse wrote:2 rock slides/2 sequence charges - It's a bug on my part. I defined the sequence charges as keys, so only one shows up in your inventory even if you pick up another. I'll have to define it differently.
I still don't get them to attack me. (Or more precisely, I don't take any damage from them.) I'm using ZDooM v2.2.0 (R748). (Just to be sure we're talking about the same thing, are AT-STs the "walking legs" - Mechs that have no body? Or are those AT-ATs?)AT-STs attack just fine for me.
Is that what you've named Weapon 1? I thought the fusion cutter was the weapon with multiple barrels (sort of like Pan's flute).Ignoring range, the fusion cutter is probably the most damaging weapon the player has though.
Now a few issues to report:
1. I get this message on some maps: P_StartScript: Unknown Script 101.
2. On Map92 I get this message: P_StartScript: Unknown Script 119. (I noticed this after picking up the Lambda Navigation Card.)
3. I have played 8 maps but can't proceed further because I don't have the requisite keys or access. Here is a sketchy layout:
a. Start on Map02, enter Map20, enter Map35, enter Map42, need the Shuttle's Navigation Card to proceed.
b. Return to Map 20, enter Map53, enter Map 61, need the Blue Key Card to proceed.
c. Return to Map 53, enter Map84, enter Map92, need the Red Key Card to proceed.
I believe I have used every possible exit on each map. (Maps 35 and 84 only appear to have one exit each. Map35 leads to Map42, and Map84 leads to Map92.) If I get desperate enough I may extract those maps from the zip and view them in an editor. But that would be cheating, wouldn't it?
4. Some of the maps could use a bit more health.
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Re: Chibi Rebellion 3.0b
Scripts 1xx are contained in ATAT.zip. Are you loading it with CR_31.zip?ReX wrote:1. I get this message on some maps: P_StartScript: Unknown Script 101.
2. On Map92 I get this message: P_StartScript: Unknown Script 119. (I noticed this after picking up the Lambda Navigation Card.)
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Re: Chibi Rebellion 3.0b
No, but I didn't realize that I needed to. Could this be the source of the other problems I'm having?LilWhiteMouse wrote:Scripts 1xx are contained in ATAT.zip. Are you loading it with CR_31.zip?
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Re: Chibi Rebellion 3.0b
Not loading the ATAT.zip explains some of it. The rest I think you just need to explore more.
Concerning the fusion cutter, what you described is one of the fusion cutters, but I'm basing my design on the Star Wars:Battlefront versions. http://starwars.wikia.com/wiki/Image:RS_weapons_2.jpg
Update note, one new objective map not included in the current version.
[EDIT] Just added another blue gate map, "AT-AT Derelict". One more map and there will be sixty playable maps.
[EDIT2] Is it just my imagination, or does ZDoom seem to get into a rut and use the same random number over and over?
Concerning the fusion cutter, what you described is one of the fusion cutters, but I'm basing my design on the Star Wars:Battlefront versions. http://starwars.wikia.com/wiki/Image:RS_weapons_2.jpg
Update note, one new objective map not included in the current version.
[EDIT] Just added another blue gate map, "AT-AT Derelict". One more map and there will be sixty playable maps.
[EDIT2] Is it just my imagination, or does ZDoom seem to get into a rut and use the same random number over and over?
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Re: Chibi Rebellion 3.0b
Got it. In the map with the Hoth Ice "Beast" I was running low on ammo and I decided to try Weapon 1. It worked so well that I kept using it on the other Ice Beasts, but I always wondered if things were somehow not altogether right - Weapon 1 against such a formidable enemy.LilWhiteMouse wrote:Concerning the fusion cutter, what you described is one of the fusion cutters, but I'm basing my design on the Star Wars:Battlefront versions.
Links?Update note, one new objective map not included in the current version..... Just added another blue gate map, "AT-AT Derelict". One more map and there will be sixty playable maps.
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Re: Chibi Rebellion 3.0b
Not until a new version. The new objective map uses resources not in the current release.Links?
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Re: Chibi Rebellion 3.0b
OK. I restarted the game with ATAT.zip, and things seem to be working fine. I still can't find the red key for Map92, but I'll keep looking. I did find the Lambda Navigation Card, but I can't figure out where it's used. Again, I'll keep looking.
Incidentally, it's possible to by-pass the red key door in Map92 by jumping on the lamps outside the blue blocks, then onto the wall around the blue blocks, then into the compound behind the red key door.
Incidentally, it's possible to by-pass the red key door in Map92 by jumping on the lamps outside the blue blocks, then onto the wall around the blue blocks, then into the compound behind the red key door.
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Re: Chibi Rebellion 3.0b
Fixed the shortcut in Map92. The navigation card is required on some maps to use the lambda shuttle transport. The card is map specific though, meaning you need to find the card in the same level as the shuttle.
Semi spoiler:
Semi spoiler:
Spoiler:[EDIT] I get the impression some people are having trouble with health. Are you picking up the shield generator at the beginning?