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Will the turrets rotate? The lack of turret rotation in the base game (and most mods I see) is not good for my OCD. lol
The Keldabe Battleship by itself can wipe out a small fleet.
Looks like a high-tech version of the Trandoshan LMG from Republic Commando.
Well,that sucks. I wonder if Petroglyph's willingness to address the problem would be different now that Lucas Arts no longer exists. After LA shut down, Raven Software released the source code for Jedi Outcast and Jedi Academy, so one could hope Petro might have at least a tenth of that generosity now that they are free from restrictions regarding EAW.
On the topic of game performance that someone else brought up, is there any way to force the game to use my CPU and GPU to their full potential? My AMD 8-core and GeForce 680 seem to be massively underutilized by EAW which ends in less-than 30FPS space battles most of the time. :(
I am assuming this is a (optional?) replacement for the Onyx armor, and not a separate armor, correct?
I think I remember him posting that he got married.
You need to defeat his wife in ritual hand-to-hand combat.
It looks a bit thin...
Well, it is a Star Wars mod for a Star Wars game. Having Star Wars music, especially that of the Old Republic era of which this mod is based upon, just keeps it consistent.
...Not that your choices in music are bad, but they simply don't *feeeeel* right. Its like watching The Matrix with music from Halo or Mass Effect: not completely terrible, but still off-putting.
Perhaps... but the AI does often use bunkers. Since this system is based on bunkers, the AI would technically use it, albeit unintentionally.
What if the terrain on the border of the building (that which is covered by the building, but not flat roof) is set to impassible with the roof space infantry only? Shouldn't the AI mostly ignore it then?
As long as there is invisible terrain at the top of the building, I don't see how it would not work.
From how I have seen bunkers and transports work, infantry exits from the exact center of the model. However, I don't think they need to go to that center point to enter it. (although it is hard to tell) I also think disembarking infantry will 'spawn' on top of the terrain that they are under when they exit something under terrain.
If this is the case, the 'bunker' on the bottom would have its center under the invisible terrain on the top of the building. Then, the 'bunker' on the top of the building would have its center over where the lower bunker is.
Obviously this is all hypothetical and I am thinking about it far too much.
Just looking at this gave me an idea:
Would it be possible to have something at the bottom of the building that acts as a garrison bunker (it can hold infantry), but it deploys infantry at the top of the building (invisible terrain) where there is another garrison thing that deploys them at the bottom? (autistic elevators?)
Please, no. Those things are simply revolting...
Then again, a lot of things in Halo 4 were...
Could the Shortsword or Broadsword be useable aircraft?
This is a great way to keep the game going. You should release something similar for public use that works with the base game and can be integrated into other mods. That should really help keep the community alive.
Looks great! I always thought incinerate was a bit more dull than it should be. Shield pickups are interesting too.
BTW, I am still working on that one thing. School work has just been a pain in the *** the past few weeks, so my free time has been limited to taking a few minutes to check the news and this stuff. :(
Just a wild thought, but does MEexplorer allow someone to go deep enough into the game to find things related to lighting effects in specific areas of the game?
I ask this because, if so, would there be a way to replace whatever lighting effect is causing black-blob textures on AMD CPUs with something from another part of the game that won't cause it?
The turn off all lighting 'fix' is far too overrated.
Transparent ice with a clone of the map's model flipped over under it?
Will the grass/other plants 'props' be getting updated as well? I don't think I've ever seen a mod that has changed them beyond making different variants with the same quality.
"Oh yeah, and this music will definitly be in all future releases of ORAW and Re"
Problem described in previous comment fixed with another re-install of the mod.
Apparently if you install the 0.02 patch after installing this mod, Garrus' head texture goes to ****. I tried re-installing the mod after that, but then Garrus' head texture switched to that of the Turian Councillor and later his whole head disappeared and never came back.
Needless to say, that made things a bit awkward.
A Virmire map with the nuke location, Kirrahe's hold out location, and everything in between would be cool.
Although I seem to recall there being an elevator... but that can be easily bypassed by an incredibly convenient piece of fallen debris that forms a ramp.
Those lights seem to be just a texture with a minor bloom effect.
The prime/juggernaut eyes would need to have some sort of lens flare to actually look like they do in the ME games.
I have never seen a Battlefront mod with lens flare not belonging to a star, so I would assume that such a thing is not possible.
Whether you guys go with SweetFX or ENB, I think you should set the bloom setting slightly higher and maybe adjust the contrast and saturation a bit.
This does look pretty good by itself, though.
ummm... SweetFX and ENB are two different things... it seems like you have confused them as being the same.