Galactic Conquest Redux 0.96

Full Game Conversions and Custom maps
Post Reply
Django
Posts: 29
Joined: Mon Dec 10, 2012 2:58 pm

Galactic Conquest Redux 0.96

Post by Django »

GC_Redux 0.96

14 September 2015 by [GCDev]Django

******************************
This is my final task on a nearly solo funproject I started 3 years ago.
I started as a GCDev in 2004 and I could never let my fingers from it till today.
Cause of the lack of players over the last years I started to implement Dnamro's GCX addon to original GC5.3 to make a standalone mod including the old modes plus full bot support.
A main reason was for me to have fun with my new Maps from the 2011 Mappack. But on that way I ended up doing and overworking the bot support on all Maps plus a few new ones.
But now I feel it is time to put an end to modding. One reason is the lack of freetime, the other is for sure the release of battlefront3 this november ;).
Maybe you have fun to give this baby a try!

GC_Redux V0.96 a standalone GCmod with full bot support

What you will get are new features like
-bot supported objective mode on a revised GC_Deathstar, GC_Taskforce, GC_Tanaab (beta)
-revised GC_Hoth with new features
-GC_YavinIV : a pure Jedi Map

Installation notes:

!!!Please move all versions of GC you got to a sav location in order to run this mod without errors !!!!!
(You may sav the original GC 5.3 and the GC 8.1 (worth to play! from Kurosaji and team))

-Place the GC_Redux folder within your mod folder

This Version of GC_Redux0.96 as a standalone mod isnt related to a (leaked) GC_Redux ( 1.0) version you might have found earlier around in the net.
If you meet anyone that calls himself an "Execute Producer" of Galactic Conquest please ignore him! Because as a original GCDev I should really know if my mod has a Leader!
********************************

Tips

-additional keys for cinematic feeling: NumBlock 2 enables freecam
NumBlock 1 Hud On/Off
Jedis: ( on YavinIV and who knows where else..)
1. Lightsaber, 2. Throwing Lightsaber, 3.Flash, 4.Use the force(Push), 5. Heal, 6.Repair
- the best I was able to get from the old bfengine
you can catapult others and yourself up in the air by the UseTheForceWeapon
-use the invisible parachute („9“) to land save
zoom in/out on the right mouse button at 2 and 4Use Button = boost sprint
Kessel:
-leave the uplifts near the LargeTurbolasers via Pos2
Alaris Prime: coop/conquest mode/objective mode without bots
-The Generator in the basement of the Building Complex is destroyable and powers the Ioncannon
shield
Deathstar: objective mode with bots!
Taskforce: objective mode with bots!
Tanaab: objective mode with bots!
Podrace: sorry, only conquest mode (Press altfire for turbo and fire for repair)
Bonusrace: sorry, only conquest mode
Mini_Hoth: a very nice Map from Kurosaji ( Dev from GC8.1)
ExtremePrejudice: tuned
Redemption:coop
Swamps of Dagobah: revised (original Map by Dnamro)
infantry only
Jaksonia: a fun Map by Jackson (BF-games community)
Kessel: revised
Endor: revised, maybe you like to destroy the shield generator? First you will need R2D2x to open the bunkerdoor!

WIP Maps (conquest/coop):

Balmorra: new world, new statics
- Statics/Textures are beta
YavinIV:
-Jedi infantry battle
BalmorraRace: Podrace!
-play in conquest mode! The CP's are moving targets. You will get the idea!
Mustafar: this thing is strange!
- testmap for the IASP Wip

plus an endless list of tweaks in all kind of files, Maps, Vehicles, including some new models, Textures, biks and sounds...
Impossible to list it here.
I am sure you will find and notice new features and gimmicks en masse!

PS:If you find any bugs or want to give a feedback please do it on bfmods.com
or If you are more familar with German (like me) post it on bf-games.net
Of course I like to do bug fixes and minor tweaks!

credits:

Thx to the community from:
http://bf-games.net
http://bfmods.com
http://www.battlefieldsingleplayer.com

Special Thx to:
- Dnamro for his original GCX and support
- ApacheThunder for his ragdoll animations and cloud system and other stuff and tips!
- Kurosaji for his GC_MiniHoth
- DerNachbar for his superb AlarisPrime Statics
- HC83 for his great textures on AlarisPrime
- the original GCDevs

have fun !

Django

http://www.mediafire.com/download/dw312 ... ux_096.rar
User avatar
buschhans
Posts: 338
Joined: Wed Jul 18, 2012 12:50 pm

Re: Galactic Conquest Redux 0.96

Post by buschhans »

Wow DJANGO, tolle arbeit!

Wer braucht da schon Battlefront? DLC Wahnsinn lässt grüßen.
If do you like the BF 1942 Mods or search a Download please visit: http://hg-clan.blogspot.de/
Diamondback
Posts: 589
Joined: Mon Oct 01, 2012 3:13 pm
Location: Canada
Contact:

Re: Galactic Conquest Redux 0.96

Post by Diamondback »

Well that's very interesting and sad at the same time. I hope you stick around longer! BF1942 is a game full of possibilities and lives on through it's mods.
See my Strasbourg map project here.
User avatar
Swaffy
Posts: 1715
Joined: Sun Aug 29, 2010 9:25 pm
Location: Cibolo, Texas

Re: Galactic Conquest Redux 0.96

Post by Swaffy »

Bots! Yes, I love bots! I will play it!

o7

Galactic Conquest is a really cool mod but without bots I just rarely play it. I very much appreciate your work and am downloading as soon as I can. :]
(Forum Thread|Download) Swaffy'sMod v0.34 | Download link to come Soon™
Django
Posts: 29
Joined: Mon Dec 10, 2012 2:58 pm

Re: Galactic Conquest Redux 0.96

Post by Django »

I've done a little patch:

GC-Redux Patch 0.96a /07.11.2015

GC_SwampsOfDagobah:
- Django_Tree7_M1 collision and texture fix (static)
pathmap fixes

GC_Endor_Speederbikes:
- CTF with bots
- tuned pathmaps

GC_Mustafar:
- revised AI
- IASP tuning

GC_Moncal:
collision fixes
-MC_dock_outside
-MC_dock_inside
-MC_Tower

YavinIV:
-staticobjects.con

JediKit improvements:
-throwing lightsaber: wider range, position correction, unlimited ammo
-use the force: wider range, new Texture, unlimited ammo

Download and just overwrite the GC_Redux folder

http://www.mediafire.com/download/7g237 ... ch_96a.rar
Kurosaji
Posts: 59
Joined: Fri Aug 22, 2014 8:01 pm

Re: Galactic Conquest Redux 0.96

Post by Kurosaji »

are the trees still the objects, or did you develop a treemesh and billboard now?
Django
Posts: 29
Joined: Mon Dec 10, 2012 2:58 pm

Re: Galactic Conquest Redux 0.96

Post by Django »

The Django_tree7 I used on Dagobah is still static. I found no way to fix that treemesh export issue. The billboard isnt the problem. The sprites export bug in the mdt is the problem. If you compare a just re exported treemesh with a original one within a HexEditor you will notice many difference., It would take an additional lifetime for me to fix it. No way!
Btw I dont notice any lag ingame, so It doesnt bother me. And my machine isnt the fastest ( an old Q6600 Quadcore, 6GB Ram, Geforce 650GTX)
Post Reply