I create maps and mods for the "Star Wars: Battlefront II (2005)" game.

Comment History  (0 - 30 of 123)
AQTOutrider
AQTOutrider - - 123 comments @ 2024 Revival and Updates

Thanks for making it. ;)

Good karma+3 votes
AQTOutrider
AQTOutrider - - 123 comments @ Republic Commando: Battlefront v1.0

Thanks. It has now been fixed for the next update.

Good karma+1 vote
AQTOutrider
AQTOutrider - - 123 comments @ Return to Jinglin' Town

Possibly ;)

Good karma+1 vote
AQTOutrider
AQTOutrider - - 123 comments @ Imperial Commando Teaser

Glad you like it! Yeah, I heard about it. I don't own either device, but it's still cool nonetheless. :)

Good karma+3 votes
AQTOutrider
AQTOutrider - - 123 comments @ Preview of new HUD

Looks great!

Good karma+5 votes
AQTOutrider
AQTOutrider - - 123 comments @ Republic Commando: Battlefront

That is correct. The other commandos shouldn't have Delta Squad markings.

Good karma+1 vote
AQTOutrider
AQTOutrider - - 123 comments @ Republic Commando: Battlefront v1.0

Is there an RCM folder in the addon folder?

Good karma+1 vote
AQTOutrider
AQTOutrider - - 123 comments @ Republic Commando: Battlefront v1.0

It goes installs to the addon folder and replaces the stock ingame.mvs file for the custom video.

Good karma+1 vote
AQTOutrider
AQTOutrider - - 123 comments @ Return to Jinglin' Town

Glad you enjoyed the campaign! This is the song used for that part: Youtube.com

Good karma+1 vote
AQTOutrider
AQTOutrider - - 123 comments @ Republic Commando: Battlefront v1.0

There's no galactic conquest in this mod.

Good karma+1 vote
AQTOutrider
AQTOutrider - - 123 comments @ Republic Commando: Battlefront

Yeah, it should be.

Good karma+1 vote
AQTOutrider
AQTOutrider - - 123 comments @ Battlefront: Halation

Just based on what I can see that you're still using: DarthD.UC.K. for the muzzle flash effect and the needler round model, Lephenix for the Covenant CP icon, and me for various trail and impact effects of both UNSC and Covenant weapons. Also, the pistol zoom-in scope texture. And the weapon ODFs for the weapons from Halo CE. Those seem to behave the same way. Please use your best judgement for the credits if you're not exactly sure. Thank you.

Good karma+1 vote
AQTOutrider
AQTOutrider - - 123 comments @ Battlefront: Halation

Hi. If you're still using the various weapon ODFs and effects that I gave you awhile back, even as a base, I would really appreciate it if you either properly credit the proper authors or remove/remake them. There was also the custom Covenant command post icon.

Good karma+2 votes
AQTOutrider
AQTOutrider - - 123 comments @ Battlefront II: Expanded - The Post-Endor Era

Glad to see you've finally made a Mod DB page for this mod. Everything looks and sounds great so far!

Good karma+3 votes
AQTOutrider
AQTOutrider - - 123 comments @ Republic Commando: Battlefront

Currently, there are not, but the plan is to have more in the future.

Good karma+2 votes
AQTOutrider
AQTOutrider - - 123 comments @ Republic Commando: Battlefront v1.0

Which map are you trying to load? Do you have any other mods installed?

Good karma+1 vote
AQTOutrider
AQTOutrider - - 123 comments @ Republic Commando: Battlefront v1.0

There's a console from the campaign mode that brings the AA turrets online. The console is also present in survival mode. That'll allow you to use the four AA turret chairs.

Good karma+1 vote
AQTOutrider
AQTOutrider - - 123 comments @ Republic Commando: Battlefront

No. When would that be?

Good karma+1 vote
AQTOutrider
AQTOutrider - - 123 comments @ Republic Commando: Battlefront

Which other mods do you have installed? Try removing them one at a time.

Good karma+1 vote
AQTOutrider
AQTOutrider - - 123 comments @ Republic Commando: Battlefront v1.0

What fix are you referring to? Everything that is included for this version of the release is listed under the Features section of the file description.

Good karma+1 vote
AQTOutrider
AQTOutrider - - 123 comments @ Republic Commando: Battlefront

I will definitely consider it for the next release!

Good karma+1 vote
AQTOutrider
AQTOutrider - - 123 comments @ Endor: Death Watch Bunker 3.0

Over a decade ago, a modder by the name of RSL had an idea to recreate the Death Watch Bunker from Star Wars Galaxies in a map for SWBF2. He needed help, so I helped him. Having not played the SWG myself, I was able to create a map based on the general premise of that location. To create the campaign, I was inspired by Dark Forces, Shadows of the Empire, and Republic Commando.

Good karma+1 vote
AQTOutrider
AQTOutrider - - 123 comments @ Republic Commando: Battlefront

95%+ models used in this mod are either shipped with the SWBF2 mod tools or community-made. Since the map you mentioned uses assets mostly ripped from the original RC game, it won't be added.

Good karma+1 vote
AQTOutrider
AQTOutrider - - 123 comments @ Republic Commando: Battlefront v1.0

You just run the installer.

Good karma+1 vote
AQTOutrider
AQTOutrider - - 123 comments @ Republic Commando: Battlefront

It's an installer.

Good karma+1 vote
AQTOutrider
AQTOutrider - - 123 comments @ Republic Commando: Battlefront v1.0

The links are in the description.

Good karma+1 vote
AQTOutrider
AQTOutrider - - 123 comments @ Republic Commando: Battlefront v1.0

This is what you wrote originally:

"And because every member of DELTA is excactly the same (except their painting) there is not any variety there either."

Even after everything you wrote right now, that's still not true. If you think the three grenade types are the same, you haven't played the mod (not just the campaign) long enough to know: Thermal detonators are sufficient against everything but only stick to vehicles and turrets. EC detonators are highly effective against shielding and Droidekas but only stick to droids. They also gradually drain the health of infantry and don't do anything to vehicles or turrets. Sonic detonators are highly effective against vehicles or turrets and stick to everything. They usually send infantry flying or knock them down but don't kill them right away. The differences are major, and you don't have to be me to know. How obvious they are depends on how much time you spent to be familiar with them. This is what I mean by backing up your feedback by pointing out things that are false: Your feedback isn't as helpful as it could be. I'm not going to even get into the functionality of mines versus detpacks.

That being said:

"The main difference (apart from maybe slightly variyng stats) are their GFXs. To make some of them explode by contact or making them stick to surfaces or enemys would already mix it up a little (which is also true for the multiplayer classes btw) ... but I don't know if it was a deliberat descision, to make them the way they are because of truthfulness to the original RC game. I unfortunately don't remember how the throwables behaved in the original game because I played RC years ago last time. Regardless of authenticity some variation would be welcome here ... but it's absolutely no must. If you value "realism" that much, it's also fine. ;)"

I know that your feedback is subjective and based on your perceptions and preferences. I get that, and that's fine. But goodness, are you really going to suggest things like making some grenades stick when they already do and use perception as your defense? This isn't the first time you have suggested something that is already in the mod based on perception. That paragraph right up there based on the number of unnecessary assumptions and exaggerations were made is the epiphany that there needs to be changes in the way you provide your feedback. This is my feedback to you.

Look, you seem like a nice guy, and I know you were trying to be helpful, but at this point it's just patronizing: You don't have to explain how feedback works to me, nor do you have to keep encouraging me as if I'm on my last drop of motivation.

Using your analogy, you're a casual driver who took the sports car out for a 5 minute test drive and then proceeded to make a bunch of uninformed assumptions about the car's features. This isn't feedback anymore. It's a lengthy argument about how objectively wrong I am about my own mod when it is your perception that is flawed.

Thank you for your time.

Good karma+1 vote
AQTOutrider
AQTOutrider - - 123 comments @ Republic Commando: Battlefront

1. The HUD is fine.
2. No super exploding Magnaguards.
3. Geonosian Elite Beam Weapon has a warm-up period. Not a glitch.
4. The old mod isn't going anywhere, so you can keep playing it.

Good karma+1 vote
AQTOutrider
AQTOutrider - - 123 comments @ Republic Commando: Battlefront

They should.

Good karma+1 vote
AQTOutrider
AQTOutrider - - 123 comments @ Republic Commando: Battlefront v1.0

Do you have the 1.3 patch installed?

Good karma+1 vote