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Topics - Dark_Phantom

#61
Released Maps and Mods / BFBuilderPro 2.01.hta
October 09, 2019, 06:51:23 PM
BFBuilderPro 2.01.hta

http://www.swbfgamers.com/index.php?action=downloads;sa=view;down=1519

This is an unofficial release of BFBuilder with various fixes that I meant to release a while ago.

  • Added support for importing stock maps and automatically fixing permissions
  • Better error handling on some VBscript functions (ReadAllData is pretty bad)
  • Less likelihood of projects breaking when files are removed


Just put this in the same folder as your current BFBuilder application and you can use it.

Credits to Pandemic Studios for SWBF1 and the mod tools, and myself for creating the extra content.

Edit:
I made a video about this a long time ago:
https://www.youtu.be/fWgy46tiaN8
#62
This is part of a larger project I am working on to extract all sounds and videos from the game files.  As most of you know, the tutorial videos do not exist for PC version, but the code is in there to work with them.  If you are interested (this is a big download, FYI, almost 500 MB), you can download tuteng.mvs and place it in your Data\_LVL_PC\Movies\ folder
http://www.mediafire.com/file/temkp9x6jgou0jk/tuteng.mvs/file

To save download space and time, I separated the shell.lvl needed for this.  This should be an almost stock shell with the exception of two things:

ifs_main - disable two instances of tutorials where hidden on PC (just comment the code)
ifs_tutorials - change movie_width to 620 and movie height to 480 (don't judge me, I know it's not a proper resolution)

You have to hit escape to back out of the tutorials screen.  The back button does not work for any reason that I can discern.
http://www.mediafire.com/file/bd22720qim5coxg/shell.lvl/file

Now, I give a caveat to the first file - I spent a lot of time converting them because of their PS2 format being goofy.  My extractor did not really do a great job because I didn't quite have all the information to rip everything perfectly (in fact it totally crapped out on tutorial03, which I had to do manually, and one of them has flickering at one point which I didn't notice until ingame testing).  I think I know where my issues lie but I didn't find them until after I made this.  I do plan to release my source for this, but not until I actually have the videos exactly as they should be.  They sound great though - I was pleased with the sound quality.
When all the files are in "perfect" condition and I fix the tutorial screen, I will release a final version of this.  As of now, consider it 90% complete.

Edit: I forgot that I added two ancillary videos in here that can't be accessed by normal means.  You can access them by adding another button (or replacing another) on the tutorial screen.  They are "tutorial01cw" and "pandemic_logo"

-updated links:
https://www.mediafire.com/file/y8j37cn84t6vjar/shell.mvs/file
https://www.mediafire.com/file/mhngjc8m4c5fu45/shellcommonwithfeatures.zip/file
#63
Localization Changer v 1.0

http://www.swbfgamers.com/index.php?action=downloads;sa=view;down=1487

This program can be used to change the localization language of your core.lvl file.  The choices are English, Spanish, Italian, French, German, and UK English.
What does this mean?  Since the Steam/GOG versions only released in English, people cannot play in their preferred languages.  What this program does is asks you to select a language, then hit change.  Find your core.lvl (if your Steam/GOG is in a standard folder, then it will start in a standard folder, otherwise just the C:\ drive), and then select it.  The program will come up with a Success if it runs correctly and then close.

Please note:
This will not work correctly if your core.lvl has been modified.  There are not a large number of checks, so if you are using a custom team chat mod, you do NOT want to use this.  Your core.lvl will not load.  It uses static offsets from the stock core.lvl (which is the same on physical and Steam versions).
All the localizations in the core.lvl are accessible here.  There are no other languages contained within.
This does NOT change or modify sounds. I believe the English sounds are the only ones included with the English version.
Images in English (Copyright screen, Victory/Defeat, etc) will still be in English.
UK English is included, however, there is some localization missing.  This is not a problem with this program.  I did not notice localization missing from the other languages, however, what you see is what you get.
A typical folder structure is "C:\Program Files (x86)\Steam\steamapps\common\Star Wars Battlefront (Classic 2004)\GameData\Data\_LVL_PC\" or "C:\Program Files (x86)\GOG Galaxy\Games\Star Wars - Battlefront\GameData\Data\_LVL_PC\".  If you do not have your program set up this way or are using the physical disk, you still need to get to GameData\Data\_LVL_PC

I have included a stock core.lvl file intended to be used as a backup in case warnings were not heeded.  This was tested by myself on the Steam version.

Dark_Phantom
SWBFGamers.com
#64
General / Peter Mayhew
May 02, 2019, 08:26:51 PM
#65
Forum News and Forum Rules / Server List
February 13, 2019, 07:47:23 PM
I have added the server list to the home page.  Please take a look at it and judge it harshly.
Sometimes it doesn't load in the iframe.  You can go to https://stats.swbfgamers.net to see it in its full glory.

If you want to see expanded functionality, go ahead and ask.  I'm not afraid to try stuff, considering I have a different version of this page on my personal server.
#66
General / Copyright - Using Apeiron as an example
February 01, 2019, 06:11:21 AM

This is a great video to explain the limits of Fair Use and copyright when it comes to video games, and is relevant to our community here.  I gained a lot of useful information from this video (I watched the original SidAlpha video too, but this one is better backed up)

Note that this should not discourage modding here - it is the reason, however, that we should be mindful of using other assets.  Or creating a standalone or recreating the game in another engine.  Lucasarts does have legal rights to order us to take down any of our mods, but we have had discussions here about how they encourage modding, so that is not a big fear.  For greater discussion, see here: http://www.swbfgamers.com/index.php?topic=12474.0

Once again, not to incite fear, just informational.  If you've read the 2nd link, you can see the EULA that Disney has actually broadened as compared to the original mod tools EULA.
#67
Well I released a video a long time ago that it was possible, and now I'm going the tutorial route with it.  This does require modification of the .exe file, which may leave some of you wary, but all it does is change a hard-coded spawn screen limit from 5 to 6.  If you haven't seen it:
https://youtu.be/jopdQhFSHYY

The three things you have to do are this:
You need a common.lvl builder. (local link needed)
1.) Edit the ifs_pc_spawnselect.lua file and raise numslots accordingly.  If you want one extra unit (6) you raise it by one (to 5, lua generally starts at 1 but in this case starts at 0).  Replace the common.lvl in your game's folder.  Oh yeah and you probably want to do some scripting like above because your units will run off the screen.

2.) Edit/create a mission file for the level you want to use.  Mission.lvl builder here: http://www.swbfgamers.com/index.php?action=downloads;sa=view;down=319
--------->You're going to add a 6th AddUnitClass line to one or both of the teams.

3.)  Have a hex editor, I use PSPad (http://www.pspad.com/).  Find these offsets in the Battlefront.exe:  1A9985 and 1A94B2.  Change the 05 to 06 (or whatever, just remember that 0A in hex is 10, not 10) at both offsets.  If you do not wish to edit your .exe, you can do the same thing in Cheat Engine (Battlefront.exe+offset) and it will only adjust the value while the game is running.

It should work in your game now.  This is online and offline compatible as far as I know.

Notes that you need to read:

  • You NEED Auto Assign for this to work properly.  Units 6 and 7 will be assigned to switching teams and you won't be able to select your unit.
  • The max BF1 can support is 12 units (13 with hero).  However, unless testing, I recommend you limit yourself to 10.  You won't be able to spawn if you do (same cause as above).  Buttons seem to be based on indexing and the spawn screen was never meant for more than 5 units
  • Always make a backup of your .exe
  • Never actually could fix the loadout and unit name mismatch
  • There are other notes I wanted to make but don't remember them.
#68
Released Maps and Mods / Endor Demo Maps recompiled
September 20, 2018, 07:50:27 PM
Endor Demo Maps recompiled

http://www.swbfgamers.com/index.php?action=downloads;sa=view;down=1470

Swap with your current Endor.  Please backup!

This isn't really a big deal - just for curious modders.  I have not fixed these up to the best of my ability.  I copied the files that were compatible with the munger and pulled the rest from stock Endor's asset folder.  As such, all textures and objects are the files that came at the game's release/BFBuilder tools.  Someone much more talented than me would have to get those objects into a PC-ready form.

The XBOX version has the most changes.  With this: the generator did not have a CP included and the Shield Bunker is not there.  Also, the beloved log trap is there.    The PS2 version is pretty close to the same and could honestly be passed off as the real map with some small exceptions and different tree placement.  In both, I believe that there is a higher focus on connecting the catwalks for the Ewok village, unlike in the released game.  I didn't check to make sure, though.

The Pandemic devs left almost everything they used in the BFBuilder tools.  Therefore, all objects should be present, however, due to development changes, some stuff doesn't line up (like the tree catwalks).  The minimap is stock BF1, as I didn't see a map in DylanRocket's files that i remember.  This makes it so that especially on the XBOX version, nothing lines up correctly.

Credits:
Pandemic Studios - for Battlefront 1
George Lucas - Star Wars!
DylanRocket for finding and extracting, thread here: http://www.swbfgamers.com/index.php?topic=4241.msg118585#msg118585
Me, for making an effort to PC compile them.
#69
Hello SWBFGamers,

We are working on a documentation/video of the glitches of SWBF1 - we think it would be a fun thing to write down and then video.  If you can think of any, please post!

Bespin: Platforms
--
Bespin: Cloud City

  • Above the chamber glitch -- includes "super jet jump" to top of building
  • Droideka clip through wall
  • 2 person jump through ceiling
  • Ammo droid courtyard clip
--
Endor: Bunker

  • Shield Generator Clip (Led)
--
Geonosis: Spire

  • Wall clip behind spire (I've seen AI get in it - how does a human?)
--
Hoth: Echo Base

  • Tauntaun Echo Base wall glitch
  • Control room wall clip
--
Kamino: Tipoca City

  • Cloning Center Droid Clip
--
Kashyyyk: Islands
--
Kashyyyk: Docks
--
Naboo: Plains
--
Naboo: Theed

  • Ammo droid clip (Led)
  • Rolling Person with water vehicle
  • tilt after getting hit with a grenade near rotunda while prone
--
Rhen Var: Citadel

  • Glitch above observatory (get behind the wall)
  • Ruins (?) CP tower glitch
--
Rhen Var: Harbor

  • Ice caves broken wall
  • scale the cliffs with a vehicle (not quite a glitch but area is slightly OOB)
--
Tatooine: Dune Sea
--
Tatooine: Mos Eisley

  • Cantina Glitch (lay down)
  • Sideways Walk glitch
  • Several building door clips
  • Hangar Roof teleport (gdh)
--
Yavin IV: Arena
--
Yavin IV: Temple

  • Out of Bounds speeder bike clip (near outpost)
  • Bounce down temple
--
Tatooine: Jabba's Palace

  • Rancor Camera Glitch (Led)
  • Explore the "real" outside! (see Kelle post)
--

Thanks for your help!
#70
Hello SWBFgamers,

I have told a couple of you this, but I figured I'd post it to the public.  I have started speedrunning and just general streaming of Battlefront 1.  I got up enough nerve to stream for the first time today and actually quite enjoyed it.  If you wish to check out my past streams (as of this moment, 0 because archiving and local recording were not enabled  :slap:) or catch future ones, you can try here:


I have previously posted speedruns on my Youtube channel (HERE), and will continue to do so for runs I think are worthy.  If you want to see the current records, go to www.speedrun.com/swbf

Thanks for watching!
#71
SWBF1 Modding / Local Vehicles
February 25, 2018, 06:11:11 PM
Hey everyone - I know this is probably a silly question, but I'm stuck.  I'm trying to get a vehicle to spawn for a local team, specifically a command vehicle.  I'm having issues getting it to spawn on the field though.  I have the fields filled in ZE like this:

Team(3)
ClassLocATK("tat_vehicle_cp");
ClassLocDEF("tat_vehicle_cp");

I have tried to change it to Rebels (1, and put the code in ClassRebATK, etc.), and it worked and spawned on the field with no issues.  ZE does not give any error code related to that spawn.  Any ideas?
#72
SWBF1 Modding / Bonus Descriptions
January 16, 2018, 08:32:47 PM
Here are the list of ingame Bonuses for BF1 according to PsychoFred (on secretsociety.com).  I have added descriptions.  These can be used in Single Player and theoretically online (only tried self-hosted with no joining players) by using the command ScriptCB_SetMetagameRulesOn(1) then the codes below.

ActivateBonus(ALL, "HERO")
--This is self-explanatory: in this the hero for the Rebellion will be called, which is generally Luke Skywalker.  This is on Tatooine in Galactic Conquest.

ActivateBonus(ALL, "MEDICAL_SUPPLIES")
--Otherwise known as Bacta Tanks, this bonus will give your team small dosages of health continuously throughout the battle.  This is on Naboo in Galactic Conquest.

ActivateBonus(ALL, "SENSOR_BOOST")
--This bonus jams the other teams sensors while boosting your own (can see all enemies on minimap at spawn, and then while spawned in whatever direction you are looking).  This is found on Rhen Var in GC. (does not do anything if called by server)

ActivateBonus(ALL, "RESERVES")
--When reinforcements reach a certain amount (40? Still testing), more reinforcements will be added to the team (20?).  This is on Kashyyyk in GC.

ActivateBonus(ALL, "SABOTAGE")
--Enemy team vehicles come in with about 10% of their health.  This is found on Bespin in GC.

ActivateBonus(ALL, "TRAINING")
--Seems to increase AI accuracy ingame.  This is found on Yavin in GC.


Undocumented, unused bonuses:
ActivateBonus(CIS, "SURPLUS_SUPPLIES")
--This bonus does not work as I believe as it was intended to.  The bonus, first of all, crashes the game most of the time.  I could only get it to work when I was the only one running around on Dune Sea.  When I walked into CIS command posts as a Republic trooper, health packs dropped one at a time around the CP, and when I grabbed one, another would drop shortly thereafter.  They did not drop if I was CIS (as called in the bonus).  Going near a Tusken CP as REP crashed the game.  And sometimes the game just randomly crashed.  This was the most interesting bonus to me because there is no mention of it at all anywhere and actually seemed pretty cool.

ActivateBonus(ALL, "SNEAK_ATTACK")
--This bonus automatically deducts reinforcements from the opposing team before the battle starts.  Empire reinforcements in my tests would always be at 161 instead of 200.  Did not try on other maps except Mos.  No crashing evident and worked in self-hosted LAN with just me.
#74
Videos and Screen Shots / Old Videos by Phantom
January 04, 2018, 09:01:16 AM
These are some old videos that I posted on another website - not this one.  It's almost been 5 years, so I finally made them public and re-watched them.
https://youtu.be/jJdKTqIpUek - Kamikaze Drop Trooper - this has to be my favorite of the three
https://youtu.be/-3km2Hztvvo - Log trap on a test map Battlefront 1 (this one showed up on this website one other time I believe)

https://youtu.be/c-CvvFDheks - Phantom's extra era standard maps (Endor, Hoth, Kamino)
-->Longest video by far.  I intended to do a series, but then there wasn't a whole lot of interest and I quit recording videos for a long stretch.  There is a description underneath.  And you get to listen to my not-so-beautiful voice.
-->Kamino was a dummy map for a different project and I didn't want to re-record it at the time.  That building is a munged asset from Earth: Egypt that I successfully added in place of other objects.  Bespin Sky is also included for a brighter feel (even though Kamino is supposed to be dark and dreary).
#75
SWBF1 Modding / 3 Playable Teams
December 09, 2017, 09:21:37 AM
Here is a video of 3 playable teams mostly functional in SWBF1.  I tried editing it so you could see what was happening and how it works.

https://youtube.com/v/OQV3Hztuuo4

I am using Cheat Engine to make it work, if anyone was curious.
#76
Released Maps and Mods / 6th Unit Spawner
November 25, 2017, 08:31:01 AM
6th Unit Spawner

http://www.swbfgamers.com/index.php?action=downloads;sa=view;down=1441

Hello fellow SWBFGamers,
Last time I started a topic, I showed a video of 10 units working.  This is what I was working on before I found out how to make more than 5 units work natively - so I quit working on it.

This is a very basic trainer that you start when you play SWBF1, and whenever you are at the Spawn Select screen, hit the "Insert" button on your keyboard.  A silly noise that says "6th Unit Enabled" will tell you that you have selected the hero unit to spawn as, and then you can hit the "Spawn" button.

Some notes:
1.) You must have Heroes enabled (with a SetHeroClass defined in your .lua if it is a mod map)
2.) You will die once you hit 20 units.  If you try to respawn, you will automatically die.
3.) You cannot switch teams immediately after dying as a hero.
4.) Your name will change to the hero.  So if you were "Dark_Phantom" going in, it will now say "DARTH VADER" or "LUKE SKYWALKER" or whoever when you kill someone.  This does not affect overall kills/deaths/cps.  It's more aesthetic than anything.
5.) Your character will take on whatever attributes that hero has.  Example ->Darth Vader cannot take CPs.  This needs an .odf edit to change, and has nothing to do with this.

I believe that's everything... Have fun!
#77
SWBF1 Modding / More Than 5 Units - Unlocked
November 16, 2017, 03:34:42 PM
On the eve of the "re-release" of Battlefront 2, I feel that maybe this might be a good time to show that new discoveries are still being found every day in the original Star Wars Battlefront game.  This is not a finished product - there are a few killer bugs I have documented, but you can see for yourselves in this low-quality video that it is possible to have more than 5 units in Battlefront.
https://youtube.com/v/jopdQhFSHYY
#79
General / Free 3D Models
May 05, 2016, 06:53:10 AM
Here's some good stuff for you 3d modelers out there (aka, not me).  Andrew Cramer, who helped with VFX for The Force Awakens, released them on his personal website.
http://www.videocopilot.net/blog/2016/05/free-star-wars-model-pack/
Relevant Reddit Topic:  https://www.reddit.com/r/movies/comments/4hxeei/so_a_guy_who_helped_with_the_vfx_for_the_force/