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Showing content with the highest reputation on 04/23/2026 in Posts

  1. Aye. It's been a nice trip down memory lane as it were with everyone contributing in surprisingly-chronological order for the most part. Mind you, with remembering how much progress was made, I'm actually thinking I could take some time soon (around birthday and school stuff) and finish up the missing bits for an actual SG release. Might be a few things left on the cutting room floor, but it'd be what it'd be with time as it is. I think I'm looking forward to this.
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  2. I suppose it's time to throw in my contributions and experience with Scrapyard Games. I got the files way back, though I'm pretty sure it was far after 2012. I think I got them around 2018 or afterwards, so they were already old by then. The scripts were indeed a bit of a mess, but were coherent, and I really appreciated the notes that were left behind on things that were planned, worked on, and not finished. My areas of knowledge were mainly scripting and level building (not the modelling, collisions, or texturing), so I explored each of the areas and noted the issues I'd need to address and things I could add. Most were minor tweaks here and there. Most of my work was in scripting for the arena battles, including randomized spawn locations around the arena's 8 cells around the central area, randomized enemy loading (and building several varieties of enemies to spawn in this list), and tweaking the balance to be challenging at higher levels. Especially given the power that players can wield from modded items. Eventually, I'd shared these updates with SH and we managed to wrangle Quanon back around for a spell to re-do the Scrapyard Games levels now that there'd been a few new advancements in tools that made a lot of area work pop more, along with better guides for lightmaps. After a few iterations, back-and-forths, and tweaking, we managed to get some solid re-built levels together. I think there were still some minor things I'd wanted tweaked, but I got sidetracked and then too much time had passed. I believe one of the last things I'd wanted to finish up was trying to get the level maps to line up with the player's direction and movements like the normal levels do, though the settings in the level files were archaic in this spot for me. Come to think of it, I never did check the work that was to get the party to Scrapyard Games, though I recall the idea was a projector or holocron of coordinates that would get onto the Ebon Hawk while on Nar Shaddaa... Whoops. 😅It's been a few years, but I believe I still have all of the files from our last round of level work. The installer would have been the last step.
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