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#51
Projects / Re: Republic Commando 2 Order ...
Last post by RyuzakiL.Lawliet - April 11, 2013, 03:58:44 AM
After a long time of hard work, some resumption etc... I'm here to show you guys : Republic Commando Order 66: Kamino Campaign.
As the title says, it's a campaign which takes place on Kamino. It's working at 99 % even if it's not the final version but more a preview of what it will be. In fact, need to be worked again, a few details corrected, lighting improved etc etc...
However it still contains 5 playable maps (PRO, Kam_01A, Kam_01B, Kam_01C and Kam_01D) where you play as Viper, the Sev's replacer.
















Here is the download link: Here

And for all the updates about the mod, it'shere

Hope, you'll like it ! And tell me how i can improve it, what I can change etc...


Oh and a little tutorial to how to install the mod:


1)You make a copy of your vanilla RC (vanilla RC is RC without any mod installed)


2)You paste it wherever you want and rename it as you want (as soon as it's clear in your mind)


3)You extract the downloaded archive on your Desktop


4)You copy the contents of the Animations folder from the archive and paster it in the Animations folder from your copy of RC (sif it asks you to replace anything, just say yes (You don't care, it's just a copy of your original RC so your original RC is protected (as soon as you don't touch it) (Or you won't be able to play MP anymore)

5)You make the same thing for every folder (PS: Folder are in the GameData folder)

When it's done, open your game (GameData/System/SWRepublicCommando.exe (the icon with the Commando head) and start a new campaign. It will automatically start the custom maps  :)
#52
Completed Maps / Re: Fleet Battle
Last post by Dark Lord - March 25, 2013, 11:39:59 AM
for those interested, a friend made a video for the map here: http://www.youtube.com/watch?v=uk4kpbqcskE
#53
Completed Maps / [RC] Fleet Battle
Last post by Dark Lord - March 20, 2013, 08:10:32 PM
as has been requested of me several times over the years, i finally decided to do a fleet battle map.
there are 6 ships (3 for each side), with teleporters to move you in between each of them

however, due to limitations with the RC engine, i was unable to put this map out as desired - the massive amount of movers creates network lag, therefore i had to create two versions of the map:

RP - the fully decorated version with movers and all, for the full role-playing experience (yet not good for combat - NOTE: there is a delay when joining a server before you can start chatting or see the scoreboard)
this means you get fighters, lasers, missiles, turrets, moving asteroids, debris, and ship flybys with just enough functionality to interact with other players

normal - minimal movers in the map for a smooth combat experience
this means you get ship flybys, lasers, turrets, and missiles only but with the ability to actually fight people without them lag-teleporting

obviously, two versions is not how i wanted to do this map...but you do what you can sometimes i guess. i had prepared all the movers before we client tested and i noticed the problem, but i still wanted everyone to see what this map was intended to be - even if they couldn't fight well

as always, let me know what you guys think

download and screenshots:
http://umh.sandcrawler.net/index.php?page=downloads&command=view&id=273
#54
Completed Maps / Re: [RC] DLHQ
Last post by frazscotland - February 12, 2013, 10:58:02 AM
Awesome Darklord Thanks man,,,  8)
#55
Completed Maps / [RC] DLHQ
Last post by Dark Lord - February 07, 2013, 05:04:10 PM
this map is meant to serve as a "replacement" to my former DTS HQ map. for those who played that map back in the day, it was faily popular and has served as a great place for roleplay over the years. however, i grew disatisfied with some of the design features, and desired to re-create them, even if DTS itself is no longer around

in other words, this map serves as a sort of capital to the "empire" i have been creating with my maps. it has a focus on luxury, which hopefully is quite noticeable in the design. it also contains all the features of the former DTSHQ map, however, for those who knew DTSHQ, you may rejoice - this map DOES have working elevators  8)

screenshots and download here
http://umh.sandcrawler.net/index.php?page=downloads&command=view&id=272
if you want more screenshots, look here: http://steamcommunity.com/profiles/76561198019042567/screenshots/
(note some screenshots are from early versions of the map)

feedback welcome!
#56
General / Re: Community
Last post by frazscotland - February 05, 2013, 11:43:00 AM
ya im still here 2 ! just been slowly slugging away with my rc wep xpansion mod. Im always late and as such this is also .
Just been testing things and remaking things. just like a mapper i guess changing parts in their maps . 8)
#57
General / Re: Community
Last post by Dark Lord - February 02, 2013, 08:17:06 PM
i still build maps and intend on continuing, but you are right that this community doesnt have much life anymore. however, i have seen some pretty lively modding on random places, usually associated with clans. i think TX and TAG are the big ones right now, but i really don't know because i havent been involved in the actual RC community, just the modding stuff. that is to say, anyways, that we modders are still out there, im just not sure where the best place to go is...keep it up though!
#58
General / Community
Last post by Slaughter - February 02, 2013, 04:38:43 PM
I have not posted on here in atleast a year but today I was going through my computer and found all the old work me and Frazscotland had done in order to release a Republic Commando II mod a couple years ago. We have lots of notes, concept art, music, models, and begginings to what could have been one of the best mods for this game. I am just dissapointed because I feel like this community is dying. We are losing members, there are never posts, and the game itself is outdated for useful modding. Putting in the work for others to enjoy is a good feeling, but I feel like I must move on to other things. Most of you have probably forgotten me, but I want to thank you all for what has been put into this community!

Slaughter
#59
Star Wars Republic Commando Chat / Re: SWRC WEAPON EXPANSION PAK
Last post by frazscotland - December 04, 2012, 05:01:26 PM
Thanks darklord for encouragement i will do so .  ;D
Well im trying to appeal to the full gamut of players from those just starting to the more experienced but ultimately the weps choices in maps will be to the mappers..
Gonna try finish this for xmas time.  :)
#60
Star Wars Republic Commando Chat / Re: SWRC WEAPON EXPANSION PAK
Last post by Dark Lord - December 04, 2012, 12:51:28 PM
very nice. very nooby, but nice lol
the smoke grenade should have some nice applications. also, i believe there are a few effects that distort what is seen (or maybe they are just textures). did you ever try some kind of distortion grenade? would be great for a quick assassin style getaway or just a more advanced smoke grenade
also, feel free to use the plasma grenades in a launcher :)