Xim's Star Wars Doom

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Re: Xim's Star Wars Doom

Postby Xim » Fri Mar 08, 2019 9:34 am

Minor update, but it was a much needed one. Lightsaber colors can now be chosen with the "Reload" function, going reverse rainbow starting at the classic blue. No more dropping sabers to keep your arsenal clean. New pickup graphic too.
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Re: Xim's Star Wars Doom

Postby Valherran » Fri Mar 08, 2019 10:51 am

Xim wrote:Minor update, but it was a much needed one. Lightsaber colors can now be chosen with the "Reload" function, going reverse rainbow starting at the classic blue. No more dropping sabers to keep your arsenal clean. New pickup graphic too.


Glad you took my suggestion.

Is the rest of the inventory and/or the battery system going to make an appearance?
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Re: Xim's Star Wars Doom

Postby Xim » Fri Mar 08, 2019 11:16 am

Perhaps. Not totally sure how I'd do the battery system.

I am contemplating making remote and sentry droid helper items. What other inventory items do you think though?
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Re: Xim's Star Wars Doom

Postby armymen12002003 » Fri Mar 08, 2019 11:22 am

Small bug when the Imperial Medic is killed the corpse disappears.
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Re: Xim's Star Wars Doom

Postby Valherran » Fri Mar 08, 2019 11:41 am

Xim wrote:Perhaps. Not totally sure how I'd do the battery system.

I am contemplating making remote and sentry droid helper items. What other inventory items do you think though?


All of the original DF equipment, such as the Headlamp, IR Goggles, and the Gas Mask would be very useful to have. Especially the Gas Mask, In Lex's MOD he converted it into an environment suit that you can toggle on and off at any time which was the best thing ever.

For the other items like the Ice Boots, you could have them make you immune to slipping on ice and pushed by wind. I'd make that a toggle at the cost of no battery power in case maps use the wind as a mechanic to get to places.
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Re: Xim's Star Wars Doom

Postby armymen12002003 » Tue Mar 12, 2019 2:39 am

Also any chance of putting the props as an addon cause i was trying to play this with epic too and it really clashed with the desert levels
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Re: Xim's Star Wars Doom

Postby Xim » Tue Mar 12, 2019 8:16 am

Hmm... good point. I might do that actually. I guess Epic 2 wouldn't be a bad map set to play with my mod.
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Re: Xim's Star Wars Doom

Postby armymen12002003 » Tue Mar 12, 2019 10:39 am

Xim wrote:Hmm... good point. I might do that actually. I guess Epic 2 wouldn't be a bad map set to play with my mod.


yea it was kind of weird seeing tech stuff in desert lol
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Re: Xim's Star Wars Doom

Postby Xim » Tue Mar 12, 2019 3:55 pm

For now, you can remove the props easily using SLADE. Open the pk3, go to the sprites folder and then remove the props folder. It might not be a bad idea to either make a back-up copy of the pk3, or save the props folder in a zip file.

I kind of want to experiment using CVARs to make some things optional. Maybe even choose what enemies spawn where.

And my friend keeps bugging me to make force powers. I was thinking of at least having a few, that you can do with the user keys while using the lightsaber. I'm no Xaser so I don't think I can do something like Psychic (but that would be cool).
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Re: Xim's Star Wars Doom

Postby Xim » Fri Mar 15, 2019 10:32 am

New updated, this one is a bit bigger than the last one. Main featured is I redid the carbine, it's not an ion gun anymore. We now have an actual Ion gun, which is kind of like the DEMP2 from outcast, but more like the Jawa's blaster.

Spoiler:


I might do a battery system for items later, but I gotta figure out how to do that first.
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Re: Xim's Star Wars Doom

Postby armymen12002003 » Fri Mar 15, 2019 10:41 am

Great update but i still noticed the medic's corpse still disappears after he is killed.
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Re: Xim's Star Wars Doom

Postby Xim » Fri Mar 15, 2019 11:33 am

Oh, I must have missed that. Should be fixed now.

EDIT: I fixed another potentially bad error too. Two ammo types had the same spawn ID.
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Re: Xim's Star Wars Doom

Postby armymen12002003 » Fri Mar 15, 2019 1:47 pm

Also i noticed the shadowtrooper and the elite blaster rifle is nowhere to be found any reason for this?
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Re: Xim's Star Wars Doom

Postby Xim » Sat Mar 16, 2019 8:38 am

Just didn't feel like they were needed anymore. I might re add them, but they'd be different.
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Re: Xim's Star Wars Doom

Postby armymen12002003 » Sun Mar 17, 2019 5:09 am

Oh ok i was just wondering cause i really did love using the elite rifle when i picked it up in the old versions of the mod so i hoping you re add them in a later point in time.
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