Map Changes

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Re: Map Changes

Postby Corpse » Mon May 16, 2011 3:21 pm

Darth Crater wrote:Look up any of the 10 or so times we've tried a mod server and had it fail horribly within the first week...


I honestly can't believe that people actually agreed with what I was pretending to say. :roll:
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Re: Map Changes

Postby (SWGO)Kren » Mon May 16, 2011 6:42 pm

Another set of people you have strung along there Corpse :lol:
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Re: Map Changes

Postby Jdg50 » Tue May 17, 2011 2:12 am

You don't need the 1.3 patch to play mods, you need the 1.1 patch to play mods.
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Re: Map Changes

Postby (SWGO)Minas_Thirith » Tue May 17, 2011 5:39 am

Jdg50Legomaster wrote:You don't need the 1.3 patch to play mods, you need the 1.1 patch to play mods.


Sry but exept for the 123+ mod (Or individual maps) all mods i know AUTOMATICLY install the 1.3 patch.
Examples are:

-HVB mod
-the conversation pack
-Dark times rising

MT
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Re: Map Changes

Postby {JOG}Neji » Wed May 18, 2011 5:15 pm

It's even more complicated on PS2. We have to burn our disks and mod the files within it, and cancel out one of the other maps. So I would have to replace a map like... Death Star if I wanted to get my own custom map. Even then, there's a 95% chance your game would crash upon loading the map. It would probably only work offline, but if it worked on the server you would have to mod the server itself. If anybody that didn't have it joined the server, the PS2 would freeze.

Modding is a lot more complicated and limited. You can't change any of the animations. Anything to do with graphics causes the game to crash. Lol.
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Re: Map Changes

Postby (SWGO)Minas_Thirith » Wed May 18, 2011 7:09 pm

PS2 modding is indeed something i never even heared of.
PS3 should be a little easyer since the games can be installed on the consol.

SWBF2 modding is easy as well, but it requires a few minutes(wich players prefer spending on playing a normal map)
New games however are made to be modable, as they automaticly send the modded files to your PC upon entering a server.

PS. you can alwayes invest money in making a SWGO modded server that allows to play hero assult on every map
But take my advice, it will fail (as i was the last idiot that didn't listen) :lol:

MT
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Re: Map Changes

Postby {JOG}Neji » Wed May 18, 2011 7:23 pm

Yeah Ps2 modding is a lot more complicated. The most intense thing you can do is probably give Grevious force jump/force push. Or take the invisible walls off every level (like Mos Eisley) so we can run and fight out in the outskirts of the level where the game designers never intended us to be. Lol.
Retired SWBF2 (PS2) Official 1on1 matches with a record of 300-1

Once a failure, always a failure.

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Re: Map Changes

Postby (SWGO)Terminator » Wed May 18, 2011 8:00 pm

(Rogue).ltc.dan.(SWGO) wrote:This map plz Image

I agree - Alderon rules
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Re: Map Changes

Postby Corpse » Wed May 18, 2011 8:24 pm

{JOG}Neji wrote:Yeah Ps2 modding is a lot more complicated. The most intense thing you can do is probably give Grevious force jump/force push. Or take the invisible walls off every level (like Mos Eisley) so we can run and fight out in the outskirts of the level where the game designers never intended us to be. Lol.


I'm assuming you know Eyes Only. He plays/played (not sure now) PS2 as well.
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Re: Map Changes

Postby {JOG}Neji » Wed May 18, 2011 8:27 pm

Yeah I talk to him every now and then. He's the guy who pointed Mephiles the Dark (a very well known SWBF2 modder) in the right direction. He helped me a few years back with getting the hero's only mod, but other than that I talk to him rarely. Never really on the website anymore... lol.

I had some friends that were in {VA} with him too.
Retired SWBF2 (PS2) Official 1on1 matches with a record of 300-1

Once a failure, always a failure.

Do you understand now? You have no way of beating me.

Your destiny is to lose!

All this time I've been called a genius, so I cannot lose.

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