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Messages - 1ИCΘ6И17Θ

#1
SWBF1 Modding / Re: [WIP] "Coronet Luxury Spaceliner"
December 29, 2018, 09:40:38 PM
This Stormtrooper just looks like he's chilling around an empty ship, or playing hide&seek  :P
#2
SWBF1 Modding / Re: Incognito's Ferocious Battlefront
December 29, 2018, 08:10:17 AM
They are normally inside the downloaded archive itself, however, its release was a true hell so I didn't had the time to write a proper article on the page, I'm working on this issue right now, but the install is incredibly straightforward and is pretty much the process you described.

The structure of the mod is exactly the same as the one from the original game so there shouldn't be any crash, just make sure you got the proper permissions (as this is a problem on copy pasted games/DRMfree games) and if it doesn't work, try to run it the first time as an administrator
#3
Erh, I'm not complicating my life further more, my mod is stable and I upload it tonight, Battlefront's perfect and balanced as it is, and I'd rather keep my mod KISS, was just curious and therefore asked.  :P
#4
SWBF1 Modding / Re: Incognito's Ferocious Battlefront
December 18, 2018, 02:56:38 AM
BUMP
Was borderline publicly mute about my work this year, instead preferring to focus on private invitation beta testing sessions, 2018 saw the deepest changes made to Fero or Battlefront kind of ever made, I'm reaching the end of the development process for this year's version, so stay tuned.
Far too much changes were made for a detailed changelog, I have one somewhere and will upload it to my Moddb alongside the mod and trailer in a bit but as of now I'm focusing myself on the last changes.
#5
SWBF1 Modding / Re: Pushed sounds to the limit.
December 18, 2018, 02:51:29 AM
Now that I come to think of it, solved, it was and wasn't a .sfx issue, it was due to maps loading too many groups of sounds because of em wookiees.
#6
Now a question, would this work in multiplayer ?
#7
Art Gallery and Creative Endeavors / Re: Music Thread
December 18, 2018, 02:43:10 AM
FL heh, I know a bunch of guys that have mixed feelings about either the way to get or simply the way to use it, so far tho, heard it is anything but practical :D
#8
Art Gallery and Creative Endeavors / Re: Music Thread
December 17, 2018, 11:47:12 AM
Wasn't aware musicing was another of your skills ! What program do you use for this ?

Also, posting this old one to stay on topic, hope you enjoyed "Drive"

https://m.youtube.com/watch?reload=9&v=V2xF4DvLPu8
#9
Munge a new shell.lvl for a custom loading screen, for the rest you're either gonna need to make a builder from scratch or find one.
#10
Blast. I might be stuck on the Release Candidate state of my work for a significant amount of time then.... It is really the last thing that prevents me from forcing all of my stuff inside the game for good.
#11
The original streams I do not really care about besides imperials as I redub all the game,  but yeah I see.
(Although that's effin strange, I have implemented unit voices as effects and yet they work).
Hmmmm.
#12
Goodness. What you have done is essentially inhuman and amazing. A bit more and the totality of this game will be literally open source.

It works like a dream.

Btw I gotta ask, do you have any gcw.lvl builders I could use a bit like this one ? It would be infinitely useful to me to test something on it and overall finish the last part of my mod
#13
SWBF1 Modding / Re: Pushed sounds to the limit.
October 20, 2018, 07:30:47 AM
I bet it is that, I removed over 30 "unused" sound from the alpha and bat versions of the game and went as far as reducing the music from 44khz to 22khz, (reducing the mod size by half) and it made nothing, it ain't about the size nor the numbers either, since I optimized the older's architecture as far as I could.

I noticed it happens whenever a third side is loaded Alongside Vehicles, such as Dune See, and Plains, and the issue showed itself on the Sereja maps I managed to make work with my mod.
Now I wonder what can trigger that. I did so much in a week that I forgot to deeply test each and every feature I added during the course of this week and I cannot roll back my changes. I suspect it has something with the amount of music files as it is the biggest change I can think of that I added over the course of the last two weeks, although the maps the problem manifests itself one are maps that I sadly rarely use for tests, so I can't tell since when this issue has been overlying in my work.
But I heavily suspect the last two weeks and what I have done in that time.
I think I have managed to think of a way to fix it And at the same time get a rid of the shall I say inconveniences caused by the weight of my modifications.
I'll keep you guys updated on the matter from PMs or Discord, if my thoughts are right and the solution I found good, I'll post my results here.

Also @Giftheck I don't think there's a true limit on the amount of sound effects you can add or modify, but it is all about the way the tasks are attributed and sorted by the game.
#14
SWBF1 Modding / [SOLVED]Pushed sounds to the limit.
October 19, 2018, 08:28:17 AM
Hey, this week I've been furiously working on my mod, constantly adding in new sounds and I stumbled upon some wierd issue, maps with 3 sides and vehicles will load either my custom sound file or the game's common sounds, but for some really odd reason, the music is still loaded from the file. Changing the sound loading order in the mission.lvl file switches from one sound bank to another, but won't load both.

My mod adds over 200 sounds and 37 music tracks in the custom file as of now, could it come from a limit I shouldn't have crossed ?
#15
SWBF1 Modding / Re: Calling stock sounds not working
October 18, 2018, 01:08:19 PM
Hmmmm. So that's where it was coming from, I was quite surprised to see that on some maps such as Dune See the sounds seemed to conflict with my custom loaded ones.