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Messages - Dark_Phantom

#526
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.
#527
Generally, if you have a more recent Nvidia graphics card, it could be the source of the issue.  However, if it is the same machine, maybe a setting is wrong?
#528
Welcome Center / Re: Hi New Member!
August 03, 2018, 04:34:14 AM
Welcome to the Front!  Hope you enjoy it here!
#529
We've talked about it several times but there really wasn't enough interest in building one even though it would be extremely convenient
#530
Welcome Center / Re: Doing Battlefront Research
August 01, 2018, 11:15:29 AM
Well, a great place to look is the files that are in the modding toolkits.
A direct answer to your questions can be found in there.  For BF1 and 2 the source .lua files and .odf files would be great to look at, and observe.  If you have questions about a line or section of code, most likely someone here can answer them.  For example, Critical Hit locations in BF2 are defined in /Sides/sidename/ODF/vehicle.odf, and correspond to a bone (not sure if correct term) on the .msh file (the model).  When Thrak Gorshun hits the neck of the AT-AT with his missile launcher, it does more damage because it is defined as a critical hit location.

Slightly sidetracked, I found that Tow Cable attach points are actually done the same way using their own .odf command.  I did not know this and now really want to see how hard it would be to use tow cables on AT-TEs.
;)
#531
The mechanics of snowspeeders and ATAT takedowns are marvelous.  Always impressed at how well they pulled that off, even though it showed up in other games.
#532
Quote from: Dark_Phantom on July 12, 2018, 04:44:21 AM
It would almost have to be like an "AnimatedBuilding" class with an EffectRegion property.  I'm not totally sure how you would set that to move around the map (and how the region would react), but in theory, Regions can move because we have the "CommandWalker/CommandHover" class that moves supposedly static spawn paths.
I am wrong on this count.  Some research into it shows me that CommandWalker/CommandHover have a special situation called SpawnPointCount and SpawnPointLocation that depend on the location of the CP.  EffectRegion = "" is bizarre because it ties to a "powerupstation" class and then only uses radius from the droid as a reference.  My idea would be this:

ClassLabel = "powerupstation"

PowerupDelay    =   "180.0" //throw the kill switch every 3 minutes
SoldierHealth       =  "-1000.0"  //everyone dies at -1000
Powerupsound     =   "maniacally laughing voice" //this is cruel

EffectRegion = "gigantic circle inside map"


However, it seems to me that RepComm's idea is the correct way to go.  I think you should be able to use the "animatedbuilding" class and create an animation with it that makes it go across the battlefield.  With collisions correct, if it hits you fast enough you should die (?).  Almost like a door except on a much larger scale.  Then if you'd make a bunch of them to crisscross the battlefield at random times you can watch as your teammates get mercilessly taken down one by one as they accidentally walk into a crazy trap.

Wow that took a whole turn I didn't expect.
#533
It would almost have to be like an "AnimatedBuilding" class with an EffectRegion property.  I'm not totally sure how you would set that to move around the map (and how the region would react), but in theory, Regions can move because we have the "CommandWalker/CommandHover" class that moves supposedly static spawn paths.
#534
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!
#535
Yeah, let me know which way you guys want to go and we can get a test up and running - it definitely is possible according to my research to do it straight from the MS or through something like Discord.
#536
I believe it is also possible to set Windowed mode resolution right after /windowed in the shortcut
#537
HOSTS file edit should work the same on Mac as it does on PC - I believe I've done it on Linux before and it's the same idea. 
http://www.swbfgamers.com/index.php?topic=7840.0
If you ping swbfspy.com it will give you the IP address.

This page is exactly what I've done on Linux except I've never done the DNS flush before.  https://www.imore.com/how-edit-your-macs-hosts-file-and-why-you-would-want

edit: Transgaming may have an issue running modified exes?  I'm not sure why it wouldn't start up at all.  That's very strange.
#538
You'll probably need to fix tfushell.req and imp_inf_marine.req as well.  I'm not as familiar with BF2 but it looks like you are missing shell.req as well, which could be the overall req for the level.
#539
Welcome to SWBFGamers!
#540
Videos and Screen Shots / Re: Farewell SWBF
June 01, 2018, 02:44:12 PM
Thanks SP, and farewell!  I enjoyed playing with you and watching your videos - they were well done.