Menu

Show posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Show posts Menu

Topics - RC-1266

#1
Star Wars Republic Commando Chat / Republic Commando Font
November 05, 2012, 03:55:13 PM
So... For years I've been looking for the in-game Republic Commando font (the one used for menus, objectives, number of grenades, chat, names of squadmates and players etc.).

Who's been browsing through UnrealEd's texture folders may have found the texture named OrbitBold24_PageA already, which is the first picture.
The name suggests that it's based off a font named Orbit Bold, and guess what, it is.
I found this out a few years ago already, and the Orbit Bold font was up for sale at Thirstype.com, a site selling fonts. Unfortunately, they wanted $50 for the font or $100 for the font "family", which included the Light, Medium, Bold and Stencil version from Orbit, which was slightly out of my price range.

However, I always liked the font. Thirstype.com no longer exists and the site you'll be redirected to, Vllg.com, no longer sells the font.

Therefore I don't feel bad for announcing I've recreated the font using the High Logic Font Creator evaluation version, an old PDF-file announcing the and giving examples of the Orbit fonts and the UnrealEd texture for reference.
Cost me a few hours, but it's pretty complete.

Here you go, have fun :D
#2
I've recently been thinking about starting to make a few RC-maps that can be played as co-operative in Deathmatch-mode again.

I've been experimenting with it before (coop_crater: https://www.youtube.com/watch?v=Lq4yzu_zt2c) but the main issue for me was not being able to find a way to make enemies move and respawn properly.

The only way of making enemies respawn that I'm familiar with, is creating droid dispensers.
However, when putting AI in deathmatch mode, I always set bValidEnemy to False to prevent all the AI from killing eachother (yet, it would count as a kill when you shot them).
This method has it's downsides though, since the enemies literally won't see eachother;
- when there's an enemy between you and another enemy, this first enemy will be shot because the other won't see him (and won't cease firing or side-step);
- when adding path nodes, the enemies will run into eachother and get stuck;
- as far as I know it can't be applied to AI spawning from droid dispensers (and as a result, they'll be too bothered killing eachother to notice you).

So my main questions are:
1. Are there alternative ways to make enemies not kill eachother in DM-maps than switching bValidEnemy to False?
-> Which is important to me because it would make it possible to let them move more freely and not kill eachother accidentally when they obstruct their line of fire.

2. Is there a way to switch bValidEnemy to False for AI spawning from dispensers?

3. What other ways are there to respawn enemies and what can I do to prevent these guys from killing eachother in Deathmatch mode?
#3
Probably a dumb question, but I was just looking through some settings and noticed this setting:



I take it that ticking this thing to True will allow people to download maps other people are playing? Probably not, but if no-one has ever checked this before it might at least be worth the effort to check.
#4
I've seen many loose threads about issues for both Republic Commando itself and UnrealEd, but I thought it might be useful to put them all together in one thread.
The issues that came up to me thus far are listed below.

REPUBLIC COMMANDO
Make sure to download and install the 1.00 patch first, unless you have the Best of PC or Steam version of Republic Commando, because in that case the fixes are installed along with the game.
Download it from:
ftp://ftp.lucasarts.com/patches/pc/RepComm1_00.exe

When I startup Republic Commando, the game crashes and shows the following error:
Microsoft Visual C++ Runtime Library
Runtime Error!
Program: ...RepublicCommando\GameData\System\SWRepublicCommando.exe
abnormal program termination


Your issue can be solved with an updated executable.

Please perform these steps:
1. Open the folder 'C:\Program Files\LucasArts\Star Wars Republic
Commando\GameData\System\'
2. Rename the 'swrepubliccommando.exe' to 'swrepubliccommando.exe.OLD' in the
folder above (Right-click on this executable and go down to 'rename')
3. Download this zip-archive:
http://download.securom.com/support/000219/swrepubl.zip
4. Extract the new 'swrepubliccommando.exe' from the downloaded zip-archive
into the folder 'C:\Program Files\LucasArts\Star Wars Republic
Commando\GameData\System\'
5. Start the new 'swrepubliccommando.exe'

Republic Commando itself starts up fine, but as soon as I start a campaign mission or an online game, my game crashes
Start up Republic Commando, go to Options --> Graphics and set Bumpmapping to Low. Apply the settings, the game should be running fine now.

UNREAL EDITOR

I can't find UnrealEd, where is it?
Make sure to download and install the 1.00 patch first, unless you have the Best of PC or Steam version of Republic Commando, because in that case UnrealEd is installed along with the game.
Download it from:
ftp://ftp.lucasarts.com/patches/pc/RepComm1_00.exe
Unrealed.exe is located in the C:\Program Files\Lucasarts\Star Wars Republic Commando\GameData\System\ folder.

My UnrealEd crashes when I start up
1. There might be an error in one of the UnrealEd files.
- Move the 'Unrealed.ini' and 'Unreal.int' to your desktop and restart UnrealEd. If everything works fine, it should recreate these two files, but in case UnrealEd doesn't, you still have both files.

2. When running Vista or Windows 7, high or medium bumpmapping settings might be the issue.
- Start up Republic Commando, go to Options --> Graphics and set Bumpmapping to Low. Apply the settings, exit Republic Commando and restart UnrealEd.
- Or, go into the default Republic Commando folder --> GameData --> System
(C:\Program Files\LucasArts\Star Wars Republic Commando\GameData\System)

Open the file 'system.ini'.

Look for the following lines:
[WinDrv.WindowsClient]
BloomQuality=2
Bloom=255
BloomFilter=230
BlurEnabled=True
FilmGrain=5
NoDistort=True
Bumpmapping=true
BumpmappingQuality=2
Shadows=True
ShadowLength=350
ShadowsPerFrame=2


Then replace them with these lines:
[WinDrv.WindowsClient]
BloomQuality=2
Bloom=255
BloomFilter=230
BlurEnabled=True
FilmGrain=5
NoDistort=True
Bumpmapping=false
BumpmappingQuality=0
Shadows=True
ShadowLength=350
ShadowsPerFrame=2

After UnrealEd started up, all my viewports show up blank/white
To make the viewports appear again, click on "View -> Viewports -> Configure..." and select a new viewport-layout.

When I scroll/browse through the textures browser, UnrealEd crashes.
Go to the textures browser, go to Filter and uncheck 'Textures'. This will decrease the amount of textures you can use, but UnrealEd won't crash because of this.

Sources/Thanks to: Arramus, Dark Clone Volo, Darktrooper, Sandcrawler, SecuRom and {CCP}VI
#5
I don't have any idea why, but when I'm browsing through the textures browser it crashes the whole program.
I need one of the trando shaders so I go to the CloneTextures -> TrandoshanTextures but as soon as I get closer to the bottom of the list my editor crashes.... >:o
I tried switching my texture quality from higherst to medium, but it's still messing around :
#6
It's just an esthetic question, but is it possible to type in a string of text to give the hudarms from your multiplayer commando the right texture; because no matter what kind of commando you usually choose, he will have white hands and wrists.
There are textures for the right hudarms, but I don't know the right code you'd have to type in.
#7
Hey, I've been away for a while, but I decided to pick up mapping again since I'm doing a game design study now.

After finally getting UnrealEd started up without crashing, I encountered another problem; all my viewports are black, instead of the usual 3 grey grids with topdown, side and frontview, and one with a blue grid. Or purple maybe, who cares, I'm a little colorblind.
I tried numerous things to fix, but none of them helped; it's not the same white screen error you can have, so it can't be fixed by resetting the viewports.
I have no grid, no ortographic projections.

Because I got a little rusty I re-read the tutorial about movement xD, but moving forward and upwards doesn't work anymore. I can still turn left, right up and down and rotate my view.
When I click my left mouse button and drag it forward, I wont move, nor I'll move up or down when pressing both mouse buttons with dragging.
I'm not able to find some sort of configuration interface, though I looked for one.

Does someone here know how to fix these problems? I would be very pleased :D
#8
Maps in Progress / Open Office
January 21, 2009, 07:58:14 AM
Yay currently I am working on a new map, named dm_openoffice
Right now I am experimenting a bit with karma props. Progress can be seen here:
http://www.xfire.com/video/64df0/

I made the karma props en normal props visible for clients (by setting the bClient-stuff in Hidden to True), but the transistion effects can't be seen by clients, which is quite a problem. Switching the role to ROLE_SimulatedProxy only makes them undestroyable.

Also I need some help with the doors: about 50% rotates via the wrong direction.

More of my comments about this map can be read at the xfire video page.
#9
Well I made some doors by making a static mesh and making a mover out of that, but now I've a bit a problem; All the doors are copied from the same one, and the open/close angle is about 140°.
One half opens and closes correctly, the other half takes the other way around by making a 220° rotation and going right through a wall.  :shock:
Does somebody know how I can make ALL the doors rotating the 140°? :roll:
#10
Unreal Engine 2 General Modding Chat / Elevator Timing
January 05, 2009, 10:10:48 AM
I want to make an elevator that does this:

1. Doors are open downstairs, doors are closed upstairs, elevator is downstairs.
2. Player gets in and presses 'f'.
3. Doors downstairs close.
4. Elevator goes upstairs.
5. Doors upstairs open.
6. Player presses 'f'.
7. Doors upstairs close.
8. Elevator goes down.
9. Doors downstairs open.

All the movements should endure 2 seconds. With movements I mean the opening and closing of the doors and the movement of the elevator itself.
The elevator should manouver between two levels (the 'upstairs' and the 'downstairs').

The problem is not the mover's animation itself, and the problem is not adding Navigation Point Triggers. I also made the elevator and the doors.
The problem is definately InitialState (which one do I have to select), maybe the MoveTimes and probably/maybe DelayTime, OtherTime, ReturnLoopTime and StayOpenTime.
Maybe it's something else.
I hope someone here understands enough about movers to help me making this bleeping elevator work, because I have been trying many things, but it just won't work.
:mrgreen:
#11
I am experimenting a little bit with karma props for singleplayer missions now, and i wonder if it's possible to make for example a chair move when you walk against it.
I hope someone can help me on this one....?

EDIT: so what i mean is make the karma props player-bump-interactive or something. if anyone could post a direct link to a tutorial for that i would be pretty pleased as well.
#12
Unreal Engine 2 General Modding Chat / Shattering glass?
December 27, 2008, 12:23:41 PM
Does anybody know how you can make glass shatter when you melee-hit or shoot it?
#13
Completed Maps / Alaaf
July 07, 2008, 11:13:30 AM
just a small 1 vs 1 map i made on school having nothing better to do :D
#14
Completed Maps / Crater
July 04, 2008, 03:37:01 AM
Danny came a while ago with an idea for my newest project; a co-op level in an outpost, loosely based on this game:
http://www.youtube.com/watch?v=US7vmRdJ ... re=related
So i made an outpost, filled with geo's that have to be killed, which can be done with multiple persons in multiplayer deathmatch.
I also enclosed two empty versions (without geo's) for regular dm and ctf.

NOTE: switch the kill limit setting for coop to none, or you "win the match" after the number of kills you've set  :wink:
#15
Completed Maps / Lava
June 04, 2008, 07:23:55 AM
Another map by me: DM_Lava
as far as i know its finished, unless someone comes up with a spectaculair idea i can add. As you can see, a lot of lava and a lot of ramps. :wink:
#16
Completed Maps / Windows 95 Hover
June 04, 2008, 07:19:32 AM
This is my remake of the sort of ctf-game Hover from Windows 95.
Left is RC, right is Hover (in case you didn't notice)
I'm working onthe missing meshes, i hope its finished soon.
#17
Modeling / Convert a Pawn to a Static Mesh?
June 03, 2008, 11:40:48 AM
I need for a new map I'm working on a clonecommando with spread arms as a static mesh, so I don't want him to move or think, just stand there the same way as you place him in the editor.
BUT.....I can't find out how to do that, so can someone help me on this?
#18
I asked a while ago something about static meshes, if it was possible.
Soon after that I learned that you could walk right through them.
To not make that happen I had to add a blocking volume.

Now I'm experimenting with movers; I want to put some selfmade static meshes in a new map of mine as a mover. Problem is that I can't make the blocking volumes move, or make the meshes solid.
Can someone help me with this issue?
#19
A new map by me.
It's called "Kaminoan Training Center" because I used some Kamino textures and i couldn't come up with something better :wink:.

Originally it was only going to be a DeathMatch, but later I thought that it was way more funny in Capture the Flag.
The maps are called DM_KTC and CTF_KTC.

Some screenies are posted here:
http://www.postimage.org/image.php?v=aV2sVRlA
http://www.postimage.org/image.php?v=aV2sWzf9
http://www.postimage.org/image.php?v=aV2sY90S
http://www.postimage.org/image.php?v=aV2sYsZ0
http://www.postimage.org/image.php?v=Pq12oRf0
#20
Is it possible to save a group of cubes and cylinders and add it as a static mesh?