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Unreal Modder's Haven => Unreal Engine 2 General Modding Chat => Projects => Topic started by: VodeAn on April 30, 2007, 06:55:01 PM

Title: Project RC II
Post by: VodeAn on April 30, 2007, 06:55:01 PM
Here is a summery right now...

ok so my host is an idiot.  I think they closed so ill have to remake a site.  now, down to business, I have 14 total maps done which is about 1.3 chapters, 12% of what I want.  THE GAME HAS NEXT-GEN GRAPHICS!  I detailed the textues and fixed every thing I could (hard is auctially hard). I'm testing all the maps in 1080x1920 so I will notice a problem.  I have 2 computers that I run and map on the better one uses an ATI 1950 Pro, and the other one uses a 1350 XT and is hooked up to my 1080p TV (60"). one setup is 5.1 and the other is 7.2 w/ bi-amp front l+r.
Anyway as you can see I'm testing the gave under rigorous conditions.  The voices are played by ppl I know, and we will tlk to LA when we are done.
I need textures! I have made some but I don't have enough time to make them all, any legally useable textues will do.  I prefer in .utx but .pcx will do fine. any shaders or water gaphics are welcome, basically any sort of texture.  My warning... You may or may not be credited for your work depending on how be work this with LA, thankyou.
                  Sincerely, the one and only VodeAn.

(PS yes, I made saving private cyan ep 3)
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Post by: VodeAn on April 30, 2007, 06:56:51 PM
Oh and please detail all textures! don't forget for it to work right I need 2 have both the new texture and the detail texture!
thx
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Post by: VodeAn on April 30, 2007, 07:11:35 PM
I need one other team member to confirm tht I can show u the pics
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Post by: Shockjaw on May 01, 2007, 04:17:48 AM
my goddness this is a VERY big project you have here
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Post by: DooFi on May 01, 2007, 05:54:12 AM
i wanna see some screens before i believe in this project. :wink:
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Post by: Shockjaw on May 01, 2007, 01:15:54 PM
ok I can tell you are a person that needs to see it to believe it
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Post by: Hybrid_Soldier196 on May 01, 2007, 01:17:52 PM
sounds awesome but yeah...need pics if you have the time.
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Post by: VodeAn on May 01, 2007, 05:33:31 PM
ok we all agreed pics of teh graphics are ok, I'm going to use 1020x1280 my other computer wasn't updated recently.
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Post by: VodeAn on May 02, 2007, 04:13:15 AM
here... Enjoy!   :D
(//http://upload8.postimage.org/157291/ss3_3.jpg) (//http://upload8.postimage.org/157291/photo_hosting.html)
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Post by: VodeAn on May 02, 2007, 04:14:34 AM
Another...
(//http://upload8.postimage.org/157397/ss3_2.jpg) (//http://upload8.postimage.org/157397/photo_hosting.html)
and
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Post by: VodeAn on May 02, 2007, 04:15:42 AM
another
(//http://upload8.postimage.org/157408/ss3_5.jpg) (//http://upload8.postimage.org/157408/photo_hosting.html)
ok, one more
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Post by: VodeAn on May 02, 2007, 04:21:51 AM
(//http://upload8.postimage.org/157479/SS23.jpg) (//http://upload8.postimage.org/157479/photo_hosting.html)

this one is a bit older, the ship has detailing on it in a later version
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Post by: VodeAn on May 02, 2007, 04:31:53 AM
ok so here is a later version of the above photo see the detailing in the ceiling, and its overall dimmer feel, sry its not the same angle, and i still need to detail the window

(//http://upload8.postimage.org/157625/ss4_1.jpg) (//http://upload8.postimage.org/157625/photo_hosting.html)
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Post by: Shockjaw on May 02, 2007, 04:33:50 AM
that looks very good
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Post by: Hybrid_Soldier196 on May 02, 2007, 01:08:23 PM
holy crap.....thats wicked cool!!!
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Post by: VodeAn on May 02, 2007, 05:11:17 PM
I'm hopeing for the graphics to be next gen, so how am I doing?
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Post by: Shockjaw on May 02, 2007, 05:52:04 PM
Quote from: "VodeAn"I'm hopeing for the graphics to be next gen, so how am I doing?
OMG that is amazing I am now drooling on my keyboard [omg my keyboard is getting messed up)
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Post by: explode on May 02, 2007, 06:58:20 PM
Hmm, nice, but you should maybe invest in some slightly higer-poly models..
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Post by: DooFi on May 03, 2007, 08:40:24 AM
First of all the screens look pretty good! Congrats.
But:
You are wanting too much. Its NOT next gen. How do you define next gen?! The UEngine2 is NOT next gen. It has great possibilities and you can certainly modify it until it's pretty next gen, but you can NOT make a next gen game out of RC by putting in some new textures, trust me.

Stop the Ultra-HD-Next-Gen-Kiddie crap and start working on good maps! What you have there are probably maps far beyond the avarage quality on this forums, but (though the screens don't show too much a map ;)) it's neither "next gen", nor commercial RC quality. And thats no offense... You just simply cannot make commercial quality maps in this time. Let alone SP maps! Dude, take your time when you're making maps. Look at maps from the UT community. They sometimes suit months one one good looking, sound Map with well thought out gameplay. And these maps happen to be for Multiplayer! And what are you doing? You're trying to pump out SP stuff like hell with custom everything, script stuff, new voices even! And in the end it turns out like 99.5 percent of all mods:
Unfinished crap that falls into oblivion sooner or later. That is because most mod-teams obviously do not know what they are facing. Modding is hard work and its much work. And its work you need talented, specialised people for. There's a broad range of different tasks to be done and you're lucky if you find one who's good at 2 of them at the same time. It's modding, not professional development at an EA studio, where are only people hired who can model, texture and animate at one go. In the modding scene you very often have one or more people to do each of these tasks. Because modding scene does not (in most cases) consist of professional teams, but of passionate amateurs who have real jobs too....

Quote from: "Shockjaw"ok I can tell you are a person that needs to see it to believe it
How useful was that posting, huh? You repeated exactly what I said, nothing more, nothing less. o_O
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Post by: Hybrid_Soldier196 on May 03, 2007, 04:50:49 PM
nice arramus  :wink:
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Post by: VodeAn on May 03, 2007, 05:28:22 PM
You are absolutely right DooFi, I cannot expect to make a game all by myself, I have a team about 25 people of whom I converse with face-to-face on daily basis, I'm the lead mapper, I have everybody but animators, they are training as we speak. oh and we are working on better models possibly 2000+ triangles average.
btw, next gen is not officialy unreal 2 but in the end next gen is what the game looks like, not what the editor is.
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Post by: explode on May 03, 2007, 07:01:06 PM
Quote from: "VodeAn"oh and we are working on better models possibly 2000+ triangles average.
.
Only 2000? The average player model in RC now has about 4000, and the average next-gen game has about oh, 1,000,000 plus (UT 2007)
I like the idea of a mod that would extend RC, just don't call it "next gen" when people are going to get the mod and realize that you just spent time making High-poly and High-detail textures, but that your maps are a random jumble that either dosen't support gameplay, or that they cause serious FPS problems on lower-end computers and make them explode....
Also pushing it may expose the limits of the engine, and make it look bad to some people and turn them off to mapping and modding.  
     I do love the idea of an RC 2, but maybe just call this a mod, then see if it entices LA to make a real RC 2.  I hope to see this mod succeed, as my mod isn't really doing too well with just me working on it...
     Anyway, what I am saying is that you may be a little to big for your britches, and you have good ideas, you just need to put your innate sense of detail into maps, rather than just Graphics.
     Just look at Halo, It came out, what 6 years ago?  It's still a good game, because of the storyline and well thought out game play.
Good luck!
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Post by: DooFi on May 04, 2007, 06:05:23 AM
Quote from: "explode"the average next-gen game has about oh, 1,000,000 plus (UT 2007)
lol, do you really believe your pc could handle so many? xD
What you're probably talking of is normalmapping. A technique that is used to make models appear highly detailled, even if they are just simplified low poly game meshes. Artists create one HiPoly mesh with 1,000,000 tris and much more and a lowpoly version for ingame use <10,000 tris. A playermodel in UT3 has about 4- to 7,000 tris. Then they unwrap the low poly mesh and generate a normalmap onto thelow poly UVs. The normalmap is just a simple texture channel. Like an alpha map or a specular map, only colored. The colors then indicate how light is reflected by the texture, or rather in which angle.
The hi-poly model then rides into oblivion and is no longer used. You could use it for render scenes or something, but that needs the mesh to be unwrapped and textured.
Quote from someone who must know:
"Our larger scenes typically peak at 500,000 to 1,500,000 rendered triangles."


This guy right here for instance has 5,287 triangles (<-triangles, not polys!)
(//http://www.unrealtechnology.com/clean/images/ue3_char3-s.jpg) (//http://www.unrealtechnology.com/screens/character_creation3.jpg)
It's all about the materials, man.


Quote from: "VodeAn"You are absolutely right DooFi, I cannot expect to make a game all by myself, I have a team about 25 people of whom I converse with face-to-face on daily basis, I'm the lead mapper, I have everybody but animators, they are training as we speak. oh and we are working on better models possibly 2000+ triangles average.
btw, next gen is not officialy unreal 2 but in the end next gen is what the game looks like, not what the editor is.
Next-Gen is using an Engine (not editor) that is Next-Gen (not last-gen). Next-Gen means feeding it with Next-Gen content and with expertise. Next-Gen means materials. Next-Gen means pixel-lighting. Next-Gen means post-effects. Next-Gen means possibilities.
Next-Gen does not mean RC. And it does not mean RC2 or any other "mod" based on RC. Infact, you cant even mod RC truly. You can "edit" it and force everyone to override their retail stuff.

Again: Stop wanting too much and trying to achieve things that beat you. Just deliver a good mod. Nobody expects anything more. Stick to 1024² and 512² maps. Work with a poly limit under 10,000 tris (for something huge. divide it if possible/necessary...) Keep your mind on good and fun game play and movement. Keep your mind on atmosphere. Keep your mind on some small details here and there that makes your world easy on the eyes and enjoyable to look at. Keep your mind on good atmospheric lighting. Keep your mind on continuity (design wise). Keep your mind on not promising what you cannot hold. Keep your mind on getting down to the nitty-gritty.





(I hate "long" postings like this one because i know nobody ready them anyway. I dont do either...)
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Post by: explode on May 04, 2007, 12:48:27 PM
Hmm, wikipedia does suck....
Any...uhh..yeah..
do what doofi says!
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Post by: VodeAn on May 05, 2007, 12:02:41 PM
thanks for the advice i will focus more on gameplay, oh and the 1mil mesh u found was probably put on wikipedia from UDN's unreall 3 information page where their going to list thin as high as possible, so they might say triangles but they just leave out the part where they tell you how it is converted to be alot lower. advertisements a bitch ain't it?
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Post by: explode on May 06, 2007, 02:07:42 PM
Yeah...
I just found that out cause I was doing a report for school about the unreal engine (It was the UE2 engine, so I didn't put the 1 million triangles thing in..)
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Post by: CLONECOMMANDER501 on May 18, 2007, 06:46:33 PM
HOLY ______________________________________________________!


edit: Is that supposed to mean anything or are you just spamming for the hell of it?
//DooFi
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Post by: VodeAn on July 14, 2007, 09:19:22 AM
new websites are done, woot! //http://veamon.atwebpages.com join the fourms
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Post by: VodeAn on December 16, 2007, 06:01:59 PM
ok two things, first, how does everybody like Veamon's new site? second, this is going to sound retarted but I frogot to tell everybody that the mod is available for download sorry about that its been out for a while now, ya oops. The new site is still being updated so click old at the bottom of the homepage to get to the old site + link.
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Post by: JanDeis on December 16, 2007, 09:06:47 PM
Why does it have to be Megaupload?!  Now I have to wait till tomorrow to get the other two parts of the download!
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Post by: VodeAn on December 17, 2007, 05:03:35 PM
ya you can download the mod now or wait a day or two to download a newer version, and does anyone know where I can host a 2 gig rar for free?
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Post by: JanDeis on December 17, 2007, 07:46:36 PM
Quote from: "VodeAn"does anyone know where I can host a 2 gig rar for free?

 :o You're kidding right!?
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Post by: RC-1266 on December 18, 2007, 01:43:58 AM
whats the difference between version 1 and 2?
if there are no big differences i dont want to download it again  :wink:
besides, you can split up you 2 gig rar
just use google and search for the program "the file splitter"
i dont remember how it works exactly, but you can find it out easily
you get one additional file, dont remove it 'cause without it you wont be able to make it one file again
besides i dont know if its possible to split files with that size, but you might give it a try
(peepz who want to download will need that prog too)
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Post by: JanDeis on December 18, 2007, 04:01:30 PM
It lagged terribly for me.  I couldn't run into more than two Trandos without getting gutted.  But I would like to know how the recon commando from multiplayer was able to replace Scorch.
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Post by: RC-1266 on December 19, 2007, 03:25:06 AM
btw VodeAn can you tell what you have to do in a part of your old version?
you have some planet filled with plants, you have to snipe some of the guards in the towers and get inside sort of an underground temple (?). the temple is a maze and thats where im stuck; i dont know what to do next  :P
plz tell what you have to do coz i like your mod but after spending 3 hours in the maze i havent played it; i just didnt know what to do next
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Post by: VodeAn on December 19, 2007, 06:51:57 PM
lmfao that's it that's where I left off in that release, lol, what do u think so far?
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Post by: VodeAn on December 19, 2007, 07:05:20 PM
that tempel is the back entrance to the merc base in gamemap10. I never finished the cutscene so I understand your confusion, and dude! you got all the way through in that release?! wow I am seriously impressed,  their like 15 navpoints in the whole thing lmao! To anyone who enjoyed that release your going to find the next one incredible, everything is improved and I mean everything, weapons, audio, the ability to play the orinigal game, graphics, multiplayer levels (not from me),  voices, artificial intelligence, hidden stuff, and lag issues addressed (especially on gamemap12, but rember you still need a good system).
If anyone has time look at A-Ship and Stranglehold, my multiplayer levels, then compare them to my next release, you will see an incredible difference (i hope).
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Post by: JanDeis on December 19, 2007, 08:45:48 PM
I wasn't able to play past the part where you run into the Trandos for the first time.  It lagged sooooo badly there.  I am running 1.5 gigs of RAM, a decent graphics card, and I really don't know any other specs on my system. :?

Should the next release be more friendly to me?  Also, is it like a sequel, or is it the same thing reworked?
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Post by: RC-1266 on December 19, 2007, 10:23:07 PM
well first a walked a while and when i had all ways i tried them again with a higher speed so the walking would take less time. pretty good mod, though i hoped it would be with delta squad looking for sev.
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Post by: VodeAn on December 20, 2007, 12:24:56 PM
sorry about the lag on gamemap4, 5, and 12 its all improved in the next release, which continues this release and also improves on it. oh and ill hopefully have the next release done soon, i want to pack as many improvements in as possible, the version your playing is really crappy compared to the current version.
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Post by: JanDeis on December 20, 2007, 02:15:44 PM
Cool, I'll have to check out the next release.  Gives me ideas on what I can do for some of my mods...
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Post by: VodeAn on December 20, 2007, 04:08:14 PM
sure but start your own topic or pm id like to keep this thread on topic, by the way what did you think of the mod? Note: questions from RC1 will be answered, but in a slightly creative way.
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Post by: RC-1266 on December 21, 2007, 12:35:44 AM
o if you make a new release, i have a hint:
get rid of the KotOR music on that green planet!
i think it's quite annoying music
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Post by: RC-1266 on December 21, 2007, 12:40:12 AM
btw my favo part in your mod was the part in the republic assault ship when you have to go back and run into sort of a trando-trap; when you kill them all the whole floor is filled with trando's^
(^_^)/  lol  (^_^)/
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Post by: JanDeis on December 21, 2007, 09:37:53 AM
Quote from: "RC-1266"o if you make a new release, i have a hint:
get rid of the KotOR music on that green planet!
i think it's quite annoying music

I like the sound tracks from KoTOR...

It was a really good mod, but it is a shame I couldn't finish it because of the terrible lag.  It needs zoning...
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Post by: VodeAn on December 21, 2007, 07:09:35 PM
ok I have a lag sloution, first, I filtered out redicluous things, second, I am going to release in 3 or 4 files...
2-3 essential mod rar's
1 update for slower machines
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Post by: RC-1266 on December 30, 2007, 11:50:49 PM
so if i understand correctly;
the mod from VodeAn is finished, but he cant post it cause its too big
the mod from JanDeis is not finished (and will it be?)
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Post by: JanDeis on December 31, 2007, 12:50:42 AM
Quote from: "RC-1266"the mod from JanDeis is not finished (and will it be?)

It is in the works.  I have ideas (but then again, who doesn't) for how the storyline will go.  The only trouble I'm running into is making my trenches for Kashyyyk.
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Post by: VodeAn on December 31, 2007, 12:47:01 PM
no my mod is NOT FINISHED, the next release will include improvements but no new levels, then the release after that will include both improvements and new levels.
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Post by: JanDeis on December 31, 2007, 11:07:54 PM
You are zoning it right?
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Post by: DooFi on January 01, 2008, 12:23:33 AM
Quote from: "JanDeis"
Quote from: "RC-1266"the mod from JanDeis is not finished (and will it be?)

It is in the works.  I have ideas (but then again, who doesn't) for how the storyline will go.  The only trouble I'm running into is making my trenches for Kashyyyk.
Whats the problem with making trenches? Do you use Terrain?
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Post by: JanDeis on January 01, 2008, 12:26:41 AM
I tried terrain, but it sucked really badly.  It was way too uneven.  You would walk into the trench and fall into a hole.  I just don't have enough experience with the terrain editor.
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Post by: VodeAn on January 01, 2008, 08:22:49 AM
yes. i am working on two versions of the levels low quality and high quality, zoning will be included in both versions.
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Post by: RC-1266 on January 02, 2008, 12:38:11 PM
sorry for the stupid question...what's zoning? i probably should know but i dont :lol:
and isnt it possible to post your mod on filefront or here when the downloads section works?

Use the edit-button, please
//DooFi
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Post by: JanDeis on January 02, 2008, 07:40:03 PM
Zoning splits up your map into pieces to give your "zones" different effects (lighting, gravity, etc.) and to break up the loading needed for the game.
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Post by: RC-1266 on January 04, 2008, 05:11:35 AM
doofi what do you mean with "use edit button"?
and i stiil dont understand what zoning is  :oops:

ok, thank u for the tips and look: i edited, haha
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Post by: DooFi on January 04, 2008, 05:51:21 AM
instead of double-posting, please edit your first posting to add something. The edit-button is right next to the quote-button in the corner of your posting.
Zoning is a way to optimize your map performancewise. It divides the map into small sections which can be completely switched on/off while rendering. When a frame is rendered, the engine first checks which surfaces it has to draw and which ones are not seen by the camera. It then only draws those that can be seen. With zones set up correctly, the engine can check which zones are currently not seen by the camera, thus it does not have to check each surface in that zone, ergo it saves a hell of a lot of time, resulting in the player getting more fps.
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Post by: 1upD on January 04, 2008, 06:12:33 PM
Quote from: "RC-1266"doofi what do you mean with "use edit button"?
AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAHHHHHHHHHHHHHHHHHHHHHH

Dangit, I couldn't find that freaking lol cat in time!

lol, I just shortened your As a little, so they don't stretch the site design too much ;)
//DooFi
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Post by: JanDeis on January 04, 2008, 07:27:19 PM
Quote from: "RC-1266"and i stiil dont understand what zoning is  :oops:

There is a tutorial someplace on this site that explains zoning.  I'll find it...

EDIT:  Here you go: //http://sandcrawler.net/rcmod/tutorials/8.html  <--Zoning Tutorial
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Post by: VodeAn on January 05, 2008, 07:39:42 PM
yes you will see zoneing especially on gamemap12 (the forest level).
the main problem with the level you lagged on was actually a hidden glitch in one of the towers, somebody didn't do a very good job on the quantity of fog emiters (umm... sorry)
if filefront allows huge files (500mb) then I could upload split archives their.
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Post by: RC-1266 on January 06, 2008, 03:21:34 AM
well that would be cool, cause im VERY curious now what your mod is now  :D  :D  :D
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Post by: VodeAn on January 07, 2008, 06:56:58 PM
sinse your so curious ill fill everybody in with a little information, which my or my not have been released yet... ready...
-you start on your ship, over 3000 years after nuclear war (anw) on earth
-ok some background, yavin appeared about .25 lightyears away from earth in about 2100 AD, our technology shot over 3000 years forward and we were pretty much in the star wars universe. unfortunately humans find that we are relitavely close to merc controled planets and as soon as we make contact (app. 2900 AD) the war starts.
-you as the main character and your squad are given weapons and armor based of the commando's
-your first mission in the mod is to board a buried republic assult ship in ancient geneosis and rescue the engineers being held hostage
-your second mission is an offense on the mercs
you're welcome.
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Post by: RC-1266 on January 07, 2008, 10:25:20 PM
is that the whole idea of the RC2-mod? the (not entirely) the same mod as i had before? geee....i wouldnt have recognised it in the game :P
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Post by: VodeAn on January 08, 2008, 06:26:18 PM
ya well the lack of dialogue can be misleading which I hope I can fix
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Post by: RC-1266 on January 08, 2008, 10:28:34 PM
o what you also should do is fixing the voices, which are very silent; i can barely hear what they say. if you could, id also delete the audio files using the names from the old squaddies ("62, getting in position")
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Post by: VodeAn on January 14, 2008, 03:56:01 PM
I should be able to get the voices in, soon, I can record from the bedroom now, so if I have a genuinely genius idea, I can easily record it immediately.
until the next release... sincerely VodeAn
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Post by: JanDeis on January 14, 2008, 07:33:32 PM
Are you replacing all the voices, or only the ones that mention old things like RC-1266 said?
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Post by: VodeAn on January 22, 2008, 02:23:54 PM
id like to but i don't think i have time to replace them all.
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Post by: JanDeis on January 22, 2008, 03:29:44 PM
If you want, I could record stuff.  I can do voices, and I could do sound effects as needed.
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Post by: RC-1266 on January 23, 2008, 12:34:53 PM
do soundeffects?
"boom, bang bang bang....BOOM"?  :wink:
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Post by: VodeAn on January 23, 2008, 05:28:00 PM
Sure, as long as their mono wav files with the right encoding.  If some of the squad commands could be replaced that would be great, so i guess thats the first thing i need, and idealy we should have multiple people for each squad member, so if two other people can do some recording too id be set.
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Post by: RC-1266 on January 24, 2008, 12:57:05 PM
well i dont wanna be arrogant but i can do a voice as well
ive access to the recording-devices of a radio-studio, because i have a small radio-program with some of my friendz
after coming tuesday i could send you a sample so you can decide whether you like it or not
(and now i hope i dont forget :wink: )
but if you dont want me anyway, im not offended  :evil:
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Post by: JanDeis on January 24, 2008, 05:08:38 PM
Exactly how do you need the file set up?  I can convert to almost any audio format at many different sampling rates and choose mono or stereo.
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Post by: RC-1266 on January 24, 2008, 10:33:39 PM
same 4 me
or if i cant, ill find a way  :wink:
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Post by: VodeAn on January 28, 2008, 05:43:13 PM
the best format would be wav, mono, 16 bit, 44100 Hz
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Post by: RC-1266 on January 30, 2008, 01:39:19 AM
Ok ill give it a try
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Post by: JanDeis on February 01, 2008, 09:07:53 PM
Quote from: "VodeAn"the best format would be wav, mono, 16 bit, 44100 Hz

Ok.  Any lines you would prefer to have, or am I allowed to be completely creative for that?
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Post by: RC-1266 on February 02, 2008, 11:47:44 AM
ehm... i said id give it a try, but i still havent got your permission (just for sure) for me to do a voice
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Post by: VodeAn on February 03, 2008, 08:21:15 AM
be as creative as possible, you have read my outline for the story so do whatever you think would be useful to the story.  oh, you may also do generic lines, such as "forming up" "yes sir" "no sir" "thats not possible sir" or anything else that comes to mind and to answer RC-1266's question, ah am (clears throat) It is hereby granted the licenses for RC-1266 and JanDeis to create unfinalized audio under the copyright of what Vode An has created for the mod of Republic Commando to Republic Commando 2. their, its official lol
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Post by: RC-1266 on February 03, 2008, 10:36:37 PM
wheeheeeee! thanks you :wink:

ehm...which trooper do i get? (if i may suggest, do me the sev remodeled one hehe)
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Post by: VodeAn on February 04, 2008, 01:36:27 PM
ok sure you get spark (old sev),
ill do the player,
and JanDeis can do Jon or Tucker (Jon is a piolet and Tucker is the funny one)

don't forget to address each squad member for your character
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Post by: RC-1266 on February 07, 2008, 12:29:07 AM
what you mean with "adress each squadmember"?
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Post by: VodeAn on February 09, 2008, 05:53:31 AM
so spark says things to jon and tucker, and they say things back. you'll have to work with each other to match certain responses.
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Post by: JanDeis on February 13, 2008, 10:20:42 AM
Well, I seemed to have gotten grounded recently, so my posts will be few.  So that means communication between myself and anyone else will be slow.  I can still do sounds, but I won't be able to post them as quickly as I would like...
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Post by: RC-1266 on February 14, 2008, 12:14:45 AM
"I seemed to have gotten grounded recently"? lol
how long are you grounded?
i may be able to record about two weeks, then i go to the radiostation again so i can record
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Post by: JanDeis on February 14, 2008, 12:15:41 PM
Home sick again today  :wink:

I'm grounded until I prove my grades are better.  So I just need to get a grade check here sometime soon after I raise my damn history grade.

I will be recording though!
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Post by: VodeAn on February 15, 2008, 07:08:19 PM
lol
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Post by: RC-1266 on February 16, 2008, 02:32:23 AM
hmm... try this:
say that you will only to be able to improve your grades when you are motivated enough, and that you have to remain practising your hobbies like mapping and maybe some other stuff to be happy and motivated....

 :wink: IT WORKED FOR ME :wink:
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Post by: VodeAn on February 23, 2008, 08:10:03 AM
lol that does work, i used to use it
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Post by: JanDeis on February 23, 2008, 11:50:56 AM
You haven't met my parents  :(
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Post by: RC-1266 on February 24, 2008, 05:25:25 AM
nope
...but don't they have... you know... WORK?
are they like... CONTROLFREAKS? :wink:
just being busy all day with you?
Title:
Post by: VodeAn on February 26, 2008, 04:06:11 PM
UPDATED--- republic commando 2 has been updated with over 6 months worth of improvements, as always head to my website for the update
the next update should include the new voices, if we can get that put together in time
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Post by: RC-1266 on February 27, 2008, 10:29:06 PM
ok a friend of mine recently found a voicechanger, ill get that ASAP and im gonna test it a bit, and then i can (i hope) send cool voices ^^
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Post by: JanDeis on March 07, 2008, 10:30:40 PM
Ugh.  Finally got ungrounded.  I'm good now for consistency back on these forums  :|
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Post by: VodeAn on March 14, 2008, 12:50:09 PM
ok so, is anything new done?
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Post by: RC-1266 on March 16, 2008, 03:35:17 AM
ehmmm... not yet  :lol:
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Post by: VodeAn on March 22, 2008, 06:50:35 AM
seriously, can we get some of this stuff done?
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Post by: RC-1266 on March 26, 2008, 11:27:53 PM
yeah... but i just have to find some time... and i dont have that much  :wink:
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Post by: RC-1266 on May 13, 2008, 11:32:54 AM
do you need some static meshes? i could try to make some, i dont say its good, but at least i could try.  im just wanting to help you with getting progress...
Title: Re: Project RC II
Post by: VodeAn on May 22, 2008, 12:16:24 PM
sure, e-mail me a link to them.
Title: Re: Project RC II
Post by: Danny on May 22, 2008, 07:40:23 PM
Wowz :shock:
Title: Re: Project RC II
Post by: RC-1266 on May 23, 2008, 12:58:04 AM
well... say what you need first, or else i don't know what i should make
Title: Re: Project RC II
Post by: VodeAn on May 24, 2008, 07:29:57 PM
OK here goes what I need...


WARNING THIS MAY CONTAIN SMALL SPOILERS...



The following is from an early script's notes for Star Wars Republic Commando 2 the Mod...

QuoteNotes:
(takes place 3000+ years after the galactic civil war)
(geonosis, now ancient geonosis)
(the new war is being called Clone Wars... II)
Spark- mean, funny, sharpshooter.
Jon- average, heavy weapons, "extreme" pilot.
Tucker- stupid, very funny.

rc-1266 do spark, if your voice is deep enough, if not do Jon.
Title: Re: Project RC II
Post by: RC-1266 on May 26, 2008, 01:01:15 PM
yeah i mailed you they were ready but i have to convert them to the right format first :mrgreen:
ill do that coming friday
Title: Re: Project RC II
Post by: VodeAn on July 07, 2008, 07:19:44 PM
Hello again everyone. I have been reading around and from what people's expectations are of mods like this I think I can say that the next release will blow the previous one, and everyone's expectations out of the water. Welcome to good reflective bumpmaping, welcome to water world, and welcome to less stress on your system (sorry again about gamemap12).
Title: Re: Project RC II
Post by: VodeAn on April 17, 2009, 08:40:50 AM
We recently updated Republic Commando 2 the Mod, click Mods on //http://Sqon.net
Oh and sandcrawler, nice job on the site man!
Title: Re: Project RC II
Post by: Lim23 on July 01, 2009, 07:04:30 PM
Bow Chika Bow Wow!

I think that 3000 years thing is too much. just continue where the first game left off as the commandos fight against the empire, firstly by fucking pwning all clone troopers lol
Title: Re: Project RC II
Post by: VodeAn on January 01, 2010, 11:47:44 AM
You will flash back about halfway through the game and learn what happened to the commandos.
Title: Re: Project RC II
Post by: frazscotland on January 01, 2010, 01:11:32 PM
hey vode an do you plan any further extension to the swrc 2 mod or upgrading ? i played it and it was slightly laggy but all cred to you guys for doin such a major work no1 has done anything as good as yet. i thought that the bundled maps for dm should have been left out to reduce the overall pack size a bit except maybe the giant petrochemical plant map beta and a cupl of others.. have you guys got any other swrc mods planned ??  :D  :geek:
Title: Re: Project RC II
Post by: VodeAn on November 05, 2010, 11:03:31 PM
We do have some plans for the future but first we're going to finish what we started.
I have a new site (permanently this time XD) veamonstudios.com (http://veamonstudios.com)
Title: Re: Project RC II
Post by: frazscotland on November 10, 2010, 04:08:31 PM
good to see u bak . would really like to see sumthin nu. the demand is still hi.