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Topics - Snake

#21
Well, I played fine last night but when I tried to get on SWBF online when I press the Join button it freezes for a while. It eventually shows the server selection screen with no maps on it. Refreshing has the same result as clicking Join. I have no idea what could cause this..
#22
Tech Support / "res is empty" on xfire
May 12, 2015, 04:27:27 PM
Ever since xfire made a second site and changed to this weird tournament thing, the classic xfire has gone berserk. I can log in to my account occasionally, but most of the time it loads for about 5 minutes and then says "res is empty." Does anyone know a way around this?
#23
Released Maps and Mods / SWBF1 Museum 2.0
May 10, 2015, 11:53:14 AM
After all of the confusion with the SWBF Museum, I decided to download the mod tools and SWBF Museum assets to fix a few things and make sure there were no crashes. I was unable to add any info, although I would certainly like to. I did however, fix some errors and tweak a few things. In this version there will be none of SK's awesome edits, which may have been causing some to crash. There will be set units like originally planned and no extra effects or anything. I also forgot to mention some things about the map, which I will mention below.

-Fixed any possibility of crashing when heroes are on
-Fixed any possibility of crashing from Sleepkiller's edits
-Fixed a few incorrectly scaled bilboards
-Fixed the rotating center swbf/pandemic cube
-Fixed Phobos' unit

SWBF1 Museum Trailer by 411Remnant

Development Stories:
[spoiler]
http://www.swbfgamers.com/index.php?topic=6438.msg75077#msg75077
http://www.swbfgamers.com/index.php?topic=6438.msg75220#msg75220
http://www.swbfgamers.com/index.php?topic=6438.msg83133#msg83133
http://www.swbfgamers.com/index.php?topic=6438.msg83285#msg83285
[/spoiler]

Tips:

Capturable CP's would be annoying for a map like this, but what do you do when you want to restart or go to the next map? Well, look for these pillars: [spoiler][/spoiler] They will be floating above every CP (or on top of the Museum in the case of those particular CP's) so just fly up and stand on the pillar to capture the CP!

You can sit in most chairs in the map by pressing the "E" key like you were entering a vehicle.

Pics:
[spoiler]












[/spoiler]
Battlefrontians inhabit the SWBF1 Museum. Some are good and some are bad!
-Royal Temple Scribes
-Royal Temple Guards
-Noobs
-Oddbots
-Security Bots
-Archive Bots

Activities
There is a lot to do besides look at the Museum. There's paintball, laser tag, a deathmatch arena, Noobs to fight, and cars to race. Not to mention the hidden world underneath. (If you can find the holographic doorway) So I hope you all enjoy the thrills and sadness of the map. Remember all that SWBF has meant to us. There's been rivalries and arguments but in the end we all share a common bond, because of how few of us there are. Hopefully that will carry over to SWBF3. (I may see you guys there!)

Download:
v2.0
(Mediafire)
(SWBFGamers)

v1.0
(Mediafire)
(SWBFGamers)


v0.5
(Mediafire)
(SWBFGamers)


I apologize for all the confusion. This will be the version used in the mod map night tonight.
#24
I finally got GameMaster installed but now I can't join any high ping servers, even after using the ping trick. Is this just a side effect of GameMaster? I hope there's a way around it.
#25
SWBF1 Modding / Model Tester Needed
April 30, 2015, 08:04:51 PM
Hello, I need some help from someone who can place models in ZE and test them out ingame for me. I am unable to play SWBF or use ZeroEditor so I need someone to tryout my models and screenshot any collision or other errors in them. Let me know and I will PM you the models when I finish them. I'm extremely bored while I wait for finals, so I'm modeling during study breaks. :P
#26
Hey guys, as a sort of cheers to the bringing back of AaTc, we are going to have our first Mod Map Night on GameMaster on May 10 at 7 PM CST. It will be a lot of fun, and everyone is invited. We will be playing on Hyperion: Ancient Excavations, Tatooine: Defiance at Janus, and [http://www.mediafire.com/download/vkivvs42otl349n/SWBF_Museum_Unfinished.rar]The SWBF1 Museum[/url]. We may also play on some stock SWBF maps too.

So come join us for paintball, laser tag, car racing, zombie slaughtering, and poorly piloting aircraft on May 10 @ 7 PM CST. Set yourself a reminder! I will post again the day of the game.

--

The SWBF Museum link has been fixed. If you downloaded the newer version, download the fixed link instead.
#27
Welcome to the campfire! Tell us one of your favorite memories from SWBF1. It can be from anything, and can even be accompanied with screenshots, if you have any. Try to think as far back as you can! It can be about your clans, glitches, certain games or tournaments, or anything.

---

I think my favorite memory would have to be GGW2. For those of you that don't know, it's one of the biggest SWBF tournaments I've ever seen. Clans form alliances and fight battles across the galaxy on different maps. I made some of my best friends during that tourney. I was in =AaTc= and we allied with _(VS)_ and -DssR-, so we made our collective abbreviation "D-VAS" pronounced "divas," which was hilarious at the time. My memory of way back then has gotten foggier as time has passed, but I think the very last battle was on Coruscant: Streets, where we finally beat the opposing alliance of RLcT, WUSI, and Hero.

I also remember a battle where we had about 5 people and they had somewhere between 6 and 8 players. I can't remember exactly, but I remember we were outnumbered. It was on the Yavin IV temple map. Anyway, we ended up winning and it was probably the most excited I had been on SWBF.  :P I think we had like an after party or something. So, that's my old war story. I had lots of great memories of SWBF but GGW2 definitely stands out as one of my favorite. Unfortunately, I think I'm the last active former =AaTc= member from that era. Here's the tribute video made by Skywagger:

Share your story!
#28
It's time for you to pick your top ten favorite mod maps of all time. Think hard on it! I will compile a list of the maps stated after a few people have cast their vote, then add to it as more top tens are added. It would be a good start for new SWBF players.

Some resources to help you choose
http://www.swbfgamers.com/index.php?action=downloads;cat=1
http://www.swbfgamers.com/index.php?topic=310.0

My Top Ten (These are usually the ones I play when I come home or that I've had immense fun on in the past, yes I love playing my own zombie maps. :P):
1. JMMC Undergroud (Just for old times sake)
2. SWBF Museum
3. Otoh Gunga
4. Battle Royale
5. Polar Express
6. Kohlma Moon Of The Dead
7. GGW Cantina
8. Coruscant City
9. Hyperion: Ancient Excavations
10. Tatooine: Boonta Eve
#29
Hey guys, I just thought I'd share some knowledge I forgot to share a long time ago. A lot of people think you can't do contrails in SWBF1 (those are the long trails at wing tips in SWBF2 that look pretty cool). Well, they're wrong. It's actually very simple but also pretty difficult. All you do is:

1. open the vehicle odf
2. look at the exhaust section
3. copy and paste a new exhaust like this one:

ThrustEffect            = "exhaust_xwing"
ThrustAttachPoint       = "xwing_bl_hatch3"
ThrustAttachOffset      = "0.7501 0.3673 -2.5559"
ThrustEffectMinScale        = "0.95"
ThrustEffectMaxScale        = "1.5"
ThrustEffectScaleStart      = "0.85"
(Thank you oldsnake for the xwing odf)

4. change the effect (ThrustEffect            = "exhaust_xwing") to the name of the contrail effect
5. adjust offset (ThrustAttachOffset      = "0.7501 0.3673 -2.5559") as needed in order to place the effect on the wing tips

-It would probably be easier to have special hardpoints on the wing tips, but that would require XSI
-Also, I think this can be done with pretty much any effect (including swbf2 effect such as the contrail)

#30
Requests / Xwing odf
March 11, 2015, 05:09:23 PM
Hey guys, could anyone who has the mod tools copy and paste the stock x wing odf for me?
#31
Released Assets / SWBF1 Museum Assets
January 09, 2015, 02:24:00 PM
Well, here's the assets from the map. I may make a second version of it to add a few things and fix a few problems I missed. I found these sitting in my mediafire account, so I must have forgotten to post them. Please credit everyone appropriately if you use things from the map. It didn't turn out exactly as planned but the circle of modders attached to this map put a ton of work into it. If you would like to make spinoff's or new versions please ask me first, thanks!

WIP Thread

Download
#32
Here's my submission for the modding contest. It's a simple map with lot's of custom models I made. It's sort of a futuristic western town up in the mountains.

I wasn't originally going to make it an old western town but it just sort of became it. I didn't bother with weather regions due to time so it snows inside buildings, but it's still a pretty fun map.

The Story:
Santa Claus and his elves came to this town to deliver presents, unfortunately it was exactly when some bandits attacked the town. Well, first a cowboy shot a bandit, then a bandit shot an elf, and an elf shot a cowboy.. Anyway, it became a big deal so Santa decided these guys were naughty and so everyone's fighting everyone. See if you can take the town as the bandits or Santa and the Elves!

Pics

Creds:
-Sereja for Texas Limo, Umbaran Gun, Revolver, Santa, indiana jones model
-RepublicCommando for shotgun
-Tirpider for Santa
-Unit 33 for Cowboy skins, Santa skin, Elf skin, being up for whatever
-Lando for the bull
-All other custom models and the map were made by me (Snake)

SWBFGamers.com
TheSnakeSite.webs.com


Don't have a happy new year, nothing gets done when you're happy. Make things happen this year.

DOWNLOAD:
Mediafire
SWBFGamers
#33
Scummies / Finally Gone..
August 07, 2014, 04:08:50 PM
Well, my retirement has finally arrived. The museum took far longer than I expected but I think this is a fitting end to my SWBF life. It's hard to believe so many years have gone by since I first watched the Pandemic logo come up on the screen.. I have always been a very sentimental person. I don't cope well with big changes in my life. Probably because of how much I moved around as a kid. So now I have to go through another big change that everyone has to go through. I'm looking forward to going to college but I will definitely miss all of you. I've made a lot of friends along the way and I'm glad you guys put up with me for all this time, especially the ones I've known for several years.. I got as close, if not closer, to some of you on this game as I would if we knew eachother in real life. It's crazy isn't it? Well, I'm sure I will check up on the site every now and then but pretty soon I'll be busy fighting for the good ol' US of A. So think of me fondly and enjoy the maps I've been able to get out over the years. I especially hope the Museum gives you all a little nostalgia, as it has given me every time I test it. Sleepkiller will post the release thread since it was such a large file.

Well, I leave for college Saturday morning.. Goodbye guys! Keep God close to you in these crazy times! :bye:
#34
Here's the entire Data file from Tatooine: DAJ as seen HERE There are several custom tatooine props I made including several buildings, the underground tunnel building, and the water jar things. Enjoy!

Download
#35
Requests / SWBF2 Coruscant Archive model
July 01, 2014, 09:32:49 PM
Does anyone have the SWBF2 Mod Tools handy? I need the archive model from the SWBF2 Jedi Temple map. Thanks in advance!
#36
I figured I would take a break from the Museum to deliver you all a nice warm plate of awesome as a suprise summer present. Since I am retiring after the Museum, I wanted to sort of wrap up the story me and Unit started with Miranda. Hopefully, this is the best one I've made yet. The story behind the map is actually placed in 2 buildings as journal entries but I think I will give you the full journal entry anyway.

[spoiler]
19 Years after the first Pax infection at Miranda. Miranda brought a wave of fear across the galaxy. The Empire likes striking fear into the hearts of citizens, but this was causing mass panic, especially when the virus somehow spread to Hyperion. They sent in their best soldiers to "sterilize" the people there but even they succumbed to the intensity and sheer numbers of the infected. Even after weeks of orbital bombardment they could not reach the horde that had taken refuge in underground tunnels on Hyperion. Somehow the infection managed to get onto the orbiting Star Destroyers and it all went downhill from there. The infected somehow managed to use the ships to get to other planets. Some say they figured it out themselves, others say that infected pilots inadvertently did it, whilst trying to escape. They usually crash landed but they managed to infect entire planets. The entire Sol system was conquered first, then it spread like a wild fire. Coruscant was the worst.. The carnage was awful. I was there, as a member of the Emperor's own division of Storm Troopers. I watched my friends get savagely torn apart. I even saw one turn.. I had to put him out of his misery. I'd want him to do the same for me. After Coruscant was taken, the galaxy lost it. Everyone started preparing for their planets to be invaded. It didn't help. The only planets that lasted more than a few months were planets with extreme climate conditions like Hoth, Tatooine, and Ilum. I am in one of the last uninfected cities on Tatooine. The infected have adapted by only traveling at night, and raiding unsuspecting villages while they sleep. Even the Tuskens are scared. One morning we found a Tusken camp right next to the city, with their leader, Tirpider, begging for a type of alliance. We were all amazed but it only scared us more that the infected even scared the Tuskens. So now, with our several hundred refugees, we wait. We have rigged every person with chips that give a tiny lethal explosion in the brain upon death, because none of us want to turn.. Even the kids have them. Scouts have reported seeing the horde... Thousands of them. One of our scout posts hasn't communicated for 4 days. It is only a matter of time now. I am willing to fight to the death against these monsters, I just hope it means something.
[/spoiler]


There's a few little things missing like locolization for weapons and stuff but I don't care enough to fix them. :P I also tried to put in a stunt course but the speeders would never spawn. However there are some xwings and ywings for your zombie slaughtering pleasure. I was also going to include a special device that killed all the zombies but I couldn't figure out how to make it hard to get to, but not too hard, so you will just have to fight to the death.  :shrug:

PICS:
[spoiler]










[/spoiler]

I didn't realize I got so many pics that look really open. But actually there are many corridors and buildings with interiors to increase the difficulty. Watch your corners!

This map features many new zombies. Since it has been so long, the infection has really grown visibly on the zombies who have been infected since the beginning, they've got huge growths like the Flood from Halo.
Here's a crash course in the new zombies:

The "Popper"
The Poppers fling a poisonous green projectile at uninfected, which causes massive damage and can stun the potential host long enough for other infected to attack. Do NOT get too close to the Popper or you will find out why it is called so. The Poppers are literally walking bags of Pax poison and will cause themselves to explode when in close proximity to potential hosts.


The "Tank"
In the several attempts by the Empire to stop the Pax, EVO troopers have been killed and turned. With heavy armor and tough muscle, this thing is extremely hard to stop. The best defense is the lock on Neural Targeter or an EMP Launcher to disrupt the virus' control of the brain.

Download Get it while it's hot!

Oh, I forgot to include the CHALLENGES
1. Win (trust me, it's a challenge)
2. Win with only the sniper unit
3. Win with only the Ywing
4. Hold one spawn area as long as you can
5. Save as many friendlies as you can
6. Find all 3 poster easter eggs (in 3 buildings)
7. Find the dead dewback
8. Win while never getting on a rooftop
9. Win while never getting on a rooftop with only the sniper unit
10. Win while not letting the Tusken camp get captured
11. Find the sniping range
12. Find Tirpider (His tunic is a different color and he is stronger)

Here's a map of the map to help you out since I didn't include a minimap:
[spoiler]

[/spoiler]

Also, you will encounter zombies everywhere, but here's a map showing the most dangerous areas from my observations (brighter red=more dangerous)
[spoiler]

[/spoiler]

-A lot of credit goes to Unit 33 for coming up with the original idea, doing all the zombie skins, and several other skins along the way. I couldn't have done it without him.
-Also a lot of thanks to Rends for various Tatooine assets.
-There are also several neat buildings I made with interiors.
-And Deviss for several of the local units

Well, this is my last map, besides the Museum, I hope you all enjoy it.

-Snake

SWBFGamers.com
TheSnakeSite.webs.com

Video:
https://youtu.be/ylVWhnSRaZQ
#37
SWBF1 Modding / Holograms
May 10, 2014, 01:36:25 PM
Well, I've been trying to get holograms to work. I got a hologram to work pretty easily but weird things happen... For one, it is always white, even though I defined the color in the odf. I also tried to give it an image but it refuses to show up. I began by using a control zone odf but that never showed the image, plus it caused people to spawn there, so I used a regular prop with a hardpoint that had a hologram attached. Well, here's my odf's. I don't think anyone has done anything with holograms before so you guys will probably be as well off as me, but I figured someone might know what to do!

[spoiler]
[GameObjectClass]      

ClassLabel      =   "prop"
GeometryName  =     "muse_prop_lampdisk.msh"
//GeometryName   =   "HOTH_prop_corridor_lamp.msh"

[Properties]      

GeometryName   =  "muse_prop_lampdisk"
//GeometryName   =   "HOTH_prop_corridor_lamp"
FoleyFXGroup    = "metal_foley"

OrdnanceCollision =   "none"
VehicleCollision = "none"
SoldierCollision = "none"

VehicleCollision = "CLEAR"
SoldierCollision = "CLEAR"

AttachOdf = "snk_holo_holoprojector"

AttachToHardPoint = "hp_light"
[/spoiler]

[spoiler]
[GameObjectClass]
ClassLabel = "hologram"

[Properties]
Color             = "92 136 250"
HoloType          = "aligned"
HoloImageGeometry    = "foxlady"
HoloVisibleDistance = 200.0
HoloHeight          = 1.0
HoloSize          = 1.0
HoloBeamIntensity    = 1.0
HoloLightIntensity    = 1.0
HoloImageIntensity    = 1.0
HoloFlareIntensity    = 1.0
HoloLightRadius    = 8.0
HoloRotateRate       = 0.0
HoloPopRate       = 0.0
HoloFlickerRate    = 0.0
HoloFlickerAlphaMin = 0.4
HoloFlickerAlphaMax = 0.8
HoloFadeInTime       = 2.0

[/spoiler]

It looks exactly the same as a regular wight light ingame.

----

After looking at other holo odf's I found a difference between others and the one based on the controlzone:
HoloType          = "aligned"
vs
HoloType          = "build"

Hmm.. clues, clues.
#38
Well, I have finally figured it out..

Here are the things required for lock on ability:

ClassLabel       = "launcher"

LockOnRange      = "85.0"
LockOnAngle      = "6.0"
LockOffAngle      = "10.0"
LockTime       = "0.2"

TargetEnemy      = "1"
TargetNeutral      = "0"
TargetFriendly      = "0"

TargetPerson      = "1"
TargetAnimal      = "1"
TargetDroid      = "1"
TargetVehicle      = "0"
TargetBuilding      = "0"

Since it is a launcher, it must also have an ord and exp file. Here are my working spyrifle odf's:

[WeaponClass]

ClassLabel = "launcher"

[Properties]
IconTexture = "IMP_blasterrifle_icon"


MuzzleFlash = "small_muzzle_flash"
FlashColor = "255 80 80 255"
FlashLength = 0.025
FlashLightColor = "255 192 192 175"
FlashLightRadius = "2.0"
FlashLightDuration = "0.25"
Discharge = "small_smoke_effect"
GeometryName = "all_weap_inf_seeker"
HighResGeometry         = "all_1st_weap_inf_seeker"

RoundsPerClip = "30"
ReloadTime = "1.5"

HeatPerShot = "0.0"
HeatRecoverRate = "0.2"
HeatThreshold = "0.0"

ZoomMin = "2.5"
ZoomMax = "2.5"
ZoomRate = "0.0"

AnimationBank = "rifle"

FirePointName = "hp_fire_ALL_INF_BlasterRifle"

WEAPONSECTION = 1

ModeTexture = "HUD_weap_scope"
ReticuleTexture = "reticule_rifle"
OrdnanceName = "imp_weap_inf_spyrifle_ord1"

ShotDelay = "0.15"
TriggerSingle = "0"
//HeatPerShot = "0.005"

PitchSpread = "1.0"
YawSpread = "1.0"


SpreadPerShot = "1.2"//1.2
SpreadRecoverRate = "4.8"//0.08
SpreadThreshold = "1.6"//0.03
SpreadLimit = "6.0"

StandStillSpread = "0.0"//0.4
StandMoveSpread = "0.0"//0.9
CrouchStillSpread = "0.0"//0.1
CrouchMoveSpread = "0.0"//0.6
ProneStillSpread = "0.0"
ProneMoveSpread = "0.0"

MinRange = "0"
OptimalRange = "50"
MaxRange = "100"

LockOnRange = "85.0"
LockOnAngle = "6.0"
LockOffAngle = "10.0"
LockTime = "0.2"

SalvoCount = "1"
ShotsPerSalvo = "1"
SalvoDelay = "0.0"
InitialSalvoDelay = "0.0"
SalvoTime = "0.0"

TargetEnemy = "1"
TargetNeutral = "0"
TargetFriendly = "0"

TargetPerson = "1"
TargetAnimal = "1"
TargetDroid = "1"
TargetVehicle = "0"
TargetBuilding = "0"

//RecoilLengthLight     = "0.2"
//RecoilLengthHeavy     = "0.1"
//RecoilStrengthLight   = "1"
//RecoilStrengthHeavy   = "1"

FireSound = "all_weap_inf_spyrifle_fire"
//FireEmptySound = "com_weap_inf_weapon_empty"
FireLoopSound = ""
ReloadSound = "all_weap_inf_reload_med"
ChargeSound = ""
//ChangeModeSound = "com_weap_inf_blaster_rifle_modechange"
WeaponChangeSound = "all_weap_inf_equip_med"
ClankLeftWalkSound  = ""
ClankRightWalkSound = ""
ClankLeftRunSound   = ""
ClankRightRunSound  = ""
JumpSound           = "all_weap_inf_spyrifle_mvt_jump"
LandSound           = "all_weap_inf_spyrifle_mvt_land"
RollSound           = "all_weap_inf_spyrifle_mvt_roll"
ProneSound          = "all_weap_inf_spyrifle_mvt_squat"
SquatSound          = "all_weap_inf_spyrifle_mvt_lie"
StandSound          = "all_weap_inf_spyrifle_mvt_getup"






[OrdnanceClass]
ClassLabel = "missile"

[Properties]
ImpactEffectWater = "watersplash_md"

LightColor              = "254 254 15 150"
LightRadius             = "4.0"

ExplosionName = "imp_weap_inf_spyrifle_exp"

GeometryName            = ""
TrailEffect = "com_sfx_weap_spyrifle_ord"

OrdnanceSound ="com_weap_inf_ord_hum_sm"

LifeSpan = "8.0"
TurnRate = "3.0"
Velocity = "45.0"
Gravity = "0.0"
Rebound = "0.0"

Damage = "500"

VehicleScale = "1.23"
PersonScale = "1.0"
DroidScale = "1.0"
BuildingScale = "0.25"
AnimalScale = "1.0"


[ExplosionClass]
ClassLabel = "explosion"

[Properties]
WaterEffect = "watersplash_lg"

Damage = "0.0"

DamageRadiusInner = "0.75"
DamageRadiusOuter = "2.5"

Push   = "1.0"
PushRadiusInner   = "0.75"
PushRadiusOuter   = "0.75"

Shake   = "0.01"
ShakeLength   = "0.60"
ShakeRadiusInner  = "1.0"
ShakeRadiusOuter  = "2.0"

Effect = "com_sfx_weap_spyrifle_exp"
LightColor = "254 254 15 150"
LightRadius = "7.0"
LightDuration = "1.0"

VehicleScale = "0.0"
PersonScale = "1.0"
DroidScale = "1.0"
BuildingScale = "0.25"
AnimalScale = "1.0"

SoundProperty = "imp_weap_ord_exp"


Have fun!
#39
Alright, so I've got the amazingly crappy Paint shop pro 8 since Photoshop was uninstalled.  :dry: I did a simple hue adjustment and on another one I did a simple painting on a tga. Well, both textures are black ingame for no apparent reason. I think it has something to do with the color depth. I tried changing it to 8 bits but when I try to save it gives an error message that says it must be 24 bit., and then forces it into 24 bit. I have no idea what to do.
#40
SWBF1 Modding / Sally Thwarted Again!
April 29, 2014, 04:50:28 PM
*sigh.. Well, it looks like Sally has decided to bless me with her presence once again. I have a map with 4 teams (2 locals) and everything works fine but for some reason, after random amounts of time, team 1 will stop attacking team 2 units. They still attack the locals but not team 2. They attacked them in the beginning but just randomly stopped. Wait, it gets better. If you respawn they will start attacking you again until some time passes, then they just stop.

My reaction:


If anyone can figure this out, you are amazing.