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#5491
Can you tell us what your operating system is?  XP or win 7, etc.

Also, can you find your mission file that was installed and tell us the date on the file?

Lastly, do you know what version of SWBF that you use?
CD version (oldest)
BestofPC version
DVD version

thanks
#5492
Released Maps and Mods / Re: DAGOBAH: SWAMPS
January 04, 2012, 12:35:19 PM
You will not find too many SWBF2 fans here :)

And to Unit 33, it is possible to do player side modifications of the lighting schemes, for example, taking away the dark clouds and rain in kamino (for SWBF).  Let me know if you want to try this :)

#5493
Hi Dbiz,

Thanks for the bug reports.  I noticed those things too, and I know the jumping issue is fixable.  I can look into the victory timer issue.

When the full release comes out, there will be many many more options than in the beta release.  The popularity of the beta release lets me know if this is worth continuing (I think it is) and what issues there are before we make it a full release.

Please note that if you have this beta release, the full release will not be anywhere as big of a download :)
#5494
Quote from: Christmas Sy' on January 04, 2012, 06:03:39 AM
   Oah, interesting!
Juste a question:
- Can we still play online with this update?

Yes.  It will not affect any on-line or single player games.!
#5495
Welcome Center / Re: Hey im new here!
January 03, 2012, 05:30:24 PM
Hi JR56,

Welcome to SWBFgamers.com

If you want to start modding, please read this post
http://www.swbfgamers.com/index.php?topic=8.0

after you make it through that, we can help. 

The main idea is to start simple.


Let us know if we can help.
#5496
Please note that this is a BETA release.  There will be changes!
(but if you download this, the next download will be much much smaller :)  )


SWBFgamersUpdate 1.0 is now prepared for public release.
http://www.swbfgamers.com/index.php?action=downloads;sa=view;down=410

Only one stock file (mission.lvl) will be changed in your game installation.  No other files are modified.  It will not affect any standard on-line or single player games in any way.

What it does:
provides new maps, new units, new game play modes.

It must be installed correctly to run.  Nothing goes into Addon, so there is no map limit, and nothing
needs to be un-installed (unless you need room on your hard drive).

-----------------------------------------
To Install:


After you extract the file:

STEP 1)

Drag the folder called  "SWBFgamersUpdate1.0"

into this location
C:\Program Files\LucasArts\Star Wars Battlefront\GameData\Data\_LVL_PC\

so that it looks like this:
C:\Program Files\LucasArts\Star Wars Battlefront\GameData\Data\_LVL_PC\SWBFgamersUpdate1.0

NOTE:  Windows Vista or Windows 7 may look different, like:
C:\Program Files (x86)\LucasArts\Star Wars Battlefront\GameData\Data\_LVL_PC\


STEP 2)

go into this folder
C:\Program Files\LucasArts\Star Wars Battlefront\GameData\Data\_LVL_PC\SWBFgamersUpdate1.0\001-modified mission.lvl file for SWBFupdate 1.0

and click on

InstallMission.bat
  (note: some people report that the batch file does not work for them; if this is the case, use the manual install method below)

OR you can manually copy and paste the mission.lvl file from
C:\Program Files\LucasArts\Star Wars Battlefront\GameData\Data\_LVL_PC\SWBFgamersUpdate1.0\001-modified mission.lvl file for SWBFupdate 1.0\
to
C:\Program Files\LucasArts\Star Wars Battlefront\GameData\Data\_LVL_PC\

Now you can join the SWBFGamersUpdate Servers for the public Beta test.


to go back to your game like is was,
click on UseOriginalMission.bat located
C:\Program Files\LucasArts\Star Wars Battlefront\GameData\Data\_LVL_PC\Copy of SWBFgamersUpdate1.0\002-Backup of original mission.lvl file\

OR you can manually copy and paste the mission.lvl file from
C:\Program Files\LucasArts\Star Wars Battlefront\GameData\Data\_LVL_PC\SWBFgamersUpdate1.0\002-Backup of original mission.lvl file\
to
C:\Program Files\LucasArts\Star Wars Battlefront\GameData\Data\_LVL_PC\

------------------------

Then, look on-line for a SWBFgamers.com server that has "x" as the era.

It will say you are missing the file, but join anyway, if you have the update installed.




Here is the patch 1 for playing in jetdroid server:
http://www.swbfgamers.com/index.php?action=downloads;sa=view;down=419



Edit:  Thanks for the beta testing. 

Fixed Items:
There are some issues that I have been able to fix already.  Players could not jump on Mygeeto.  I have fixed that.

There was an issue with clones vs empire that made it not playable.  Fixed it.


-------------------

Items that won't be fixed:
-issue with maps such as out of bounds issue on Felucia and various collision issues on maps, AI pathing, etc.
Since we are using converted SWBF2 and user made maps (credits are included in the download), there is nothing I can do to fix these things.

(There is also a lack of victory timer in Mygeeto, but tickets still drain.)

----------------------
Items that will be worked on:

-I have ideas for about 100 more missions, and some more sides.  If anyone wants to help, let me know.
-Sleepkiller will see if he can localize map names for us.

















#5498
Thanks! 

I will work on it.  (Time constraint kept me from digging into this sooner.)
#5499
SWBF1 Modding / Re: 6-Teams
January 03, 2012, 01:36:16 PM
Try my 6 - teams cloud city map with your mission file.  That can help pinpoint the issue.

Also, be sure that player and server both have the new mission file.
#5500
This is a WIP tutorial.  If anyone knows of a better one, please let me know.
If anyone finds errors, please let me know.



Unit types are organized by class, e.g. basic infantry for CIS is sniper, pilot, rocket, etc.


Example:  We want to and a jetdroid class with multiple jet units.


-you will need the jetdroid ODF files and associated weapon files.
see this post:  http://www.swbfgamers.com/index.php?topic=4073.msg41439#msg41439


-in the root of the CIS side folder, modify the CIS.REQ file to include the cis_inf_jetdroid class:


ucft
{
REQN
{
"lvl"
"cis_inf_basic"
"cis_inf_basic_battledroids"
"cis_inf_countdooku"
"cis_inf_droideka"
                "cis_inf_jetdroid"
"cis_tread_hailfire"
}
}



-inside the CIS REQ folder, edit the cis_inf_jetdroid.req file that defines  the elements of the class.  Each unit will have its own line.  Here, there is jetdroid and jetdroid1 units.


ucft
{
REQN
{
"class"
"cis_inf_jetdroid"   
    "cis_inf_jetdroid1"
}
}




-in the ODF folder, make your units called cis_inf_jetdroid and cis_inf_jetdroid1, etc.
note that the items defined in the ODF must exist and be in the right spots.  See ODF tutorials for more information about this.


-in your map LUA file, load  the class using this line (note, the location will change depending on where your side is at):


ReadDataFile("SWBFgamersUpdate1.0\\sides\\11-SleepKiller\\jetdroid\\side\\cis.lvl",
   "cis_inf_jetdroid");


this loads all the units in the jetdroid class


and, also in the lua, load the particular unit (in this case, jetdroid1)
by this line
--  CIS Stats
    SetTeamName(CIS, "CIS");
    SetTeamIcon(CIS, "cis_icon");
    AddUnitClass(CIS, "cis_inf_battledroid",11)
    AddUnitClass(CIS, "cis_inf_assault",3)
    AddUnitClass(CIS, "cis_inf_pilotdroid",4)
    AddUnitClass(CIS, "cis_inf_assassindroid",4)
    AddUnitClass(CIS, "cis_inf_jetdroid1",3)
    SetHeroClass(CIS, "cis_inf_countdooku")


































#5501
Released Maps and Mods / Re: JetDroidSides.zip
January 03, 2012, 11:44:20 AM
thanks.  operator error on my part.

fixed
#5502
Here is a link to his (tentative) ODF files with the jetdroid model and effects by sky_216.


http://www.swbfgamers.com/index.php?topic=4073.msg41439;topicseen#new

Phobos, if you could tweak the battledroid, we can include that in the update too.  (and anything else you want to contribute, too.)


I would like to release the 1.0 update by the end of January for players, then have a mission update by mid-summer 2012.  Even if we don't use all the assets at this time, we can call on them in later mission files.


EDIT: I have tweaked the unit a bit and given the rocket launcher the same geometry as the mortar launcher.
I still have no sounds for the jet though.  Can someone give me a link to a sounds tutorial?  Or help explain them to me?  (also, I changed the name so its spelled "droid" :P )

The autolock rocket is a little bit powerful, but the unit has relatively low health and takes fall damage.  If I can get the req files correct, I will make a bunch of variants.


Thanks


#5504
Released Maps and Mods / Re: Dagobah Conversion Source.
January 03, 2012, 07:02:14 AM
Quote from: Phobos Developer on January 03, 2012, 04:21:08 AM
404 - Attachment Not Found

OK, DL link is working now.  I moved it to "released assets"
#5505
Edit, I got it to work  :cheer:


A couple of issues I could use help with:
-no jet sounds
-jet is a bit "blocky" looking
-the weapon for rocket looks the same as the weapon for blaster




Note that I spelled the unit name the way the ODF file name is listed:
"cis_inf_jetdoird"


below is my working LUA
Video http://www.xfire.com/video/526ab7/



---------------------------------------------------------------------------
-- FUNCTION:    ScriptInit
-- PURPOSE:     This function is only run once
-- INPUT:
-- OUTPUT:
-- NOTES:       The name, 'ScriptInit' is a chosen convention, and each
--              mission script must contain a version of this function, as
--              it is called from C to start the mission.
---------------------------------------------------------------------------
function ScriptInit()
--  REP Attacking (attacker is always #1)
    local REP = 1;
    local CIS = 2;
--  These variables do not change
    local ATT = 1;
    local DEF = 2;

SetTeamAggressiveness(CIS, 0.95)
SetTeamAggressiveness(REP, 0.95)
SetMaxFlyHeight(100);

        AddMissionObjective(CIS, "orange", "level.bespin2.objectives.1");
    AddMissionObjective(CIS, "red", "level.bespin2.objectives.2");
    AddMissionObjective(REP, "orange", "level.bespin2.objectives.1");
    AddMissionObjective(REP, "red", "level.bespin2.objectives.2");

    ReadDataFile("sound\\bes.lvl;bes2cw");
    ReadDataFile("SIDE\\rep.lvl",
        "rep_fly_assault_dome",
        "rep_inf_basic",
        "rep_inf_jet_trooper",
        "rep_inf_macewindu");

    ReadDataFile("SIDE\\cis.lvl",
        "cis_inf_basic",
        "cis_inf_jetdoird",
        "cis_inf_countdooku",
        "cis_inf_droideka");

ReadDataFile("SWBFgamersUpdate1.0\\sides\\11-SleepKiller\\jetdroid\\side\\cis.lvl",
"cis_inf_jetdoird");


    ReadDataFile("SIDE\\cis.lvl",
        "cis_inf_basic",       
        "cis_inf_countdooku",
        "cis_inf_droideka");



--  Republic Stats
    SetTeamName(REP, "Republic");
    SetTeamIcon(REP, "rep_icon");
    AddUnitClass(REP, "rep_inf_clone_trooper",11)
    AddUnitClass(REP, "rep_inf_arc_trooper",3)
    AddUnitClass(REP, "rep_inf_clone_pilot",4)
    AddUnitClass(REP, "rep_inf_clone_sharpshooter",4)
    AddUnitClass(REP, "rep_inf_jet_trooper",3)
    SetHeroClass(REP, "rep_inf_macewindu")
    SetAttackingTeam(ATT);

--  CIS Stats
    SetTeamName(CIS, "CIS");
    SetTeamIcon(CIS, "cis_icon");
    AddUnitClass(CIS, "cis_inf_battledroid",11)
    AddUnitClass(CIS, "cis_inf_assault",3)
    AddUnitClass(CIS, "cis_inf_pilotdroid",4)
    AddUnitClass(CIS, "cis_inf_assassindroid",4)
    AddUnitClass(CIS, "cis_inf_jetdoird",3)
    SetHeroClass(CIS, "cis_inf_countdooku")

--  Attacker Stats
    SetUnitCount(ATT, 25)
    SetReinforcementCount(ATT, 200)
    AddBleedThreshold(ATT, 31, 0.0)
    AddBleedThreshold(ATT, 21, 0.75)
    AddBleedThreshold(ATT, 11, 2.25)
    AddBleedThreshold(ATT, 1, 3.0)

--  Defender Stats
    SetUnitCount(DEF, 25)
    SetReinforcementCount(DEF, 200)
    AddBleedThreshold(DEF, 31, 0.0)
    AddBleedThreshold(DEF, 21, 0.75)
    AddBleedThreshold(DEF, 11, 2.25)
    AddBleedThreshold(DEF, 1, 3.0)

--  Level Stats
    ClearWalkers()
    AddWalkerType(0, 8) -- 8 droidekas with 0 leg pairs each
    SetMemoryPoolSize("MountedTurret", 10)
    SetMemoryPoolSize("Obstacle", 514)
    SetSpawnDelay(10.0, 0.25)
    ReadDataFile("BES\\bes2.lvl")
    SetDenseEnvironment("true")


--  Birdies
   -- SetNumBirdTypes(1);
  --  SetBirdType(0,1.0,"bird");
  --  SetBirdFlockMinHeight(-28.0);

    AddDeathRegion("DeathRegion");
    AddDeathRegion("DeathRegion2");

--  Sound
    OpenAudioStream("sound\\bes.lvl",  "bes2cw_music");
    OpenAudioStream("sound\\cw.lvl",  "cw_tac_vo");
    OpenAudioStream("sound\\cw.lvl",  "cw_vo");
    OpenAudioStream("sound\\bes.lvl",  "bes2");
    OpenAudioStream("sound\\bes.lvl",  "bes2");

    SetBleedingVoiceOver(REP, REP, "rep_off_com_report_us_overwhelmed", 1);
    SetBleedingVoiceOver(REP, CIS, "rep_off_com_report_enemy_losing", 1);
    SetBleedingVoiceOver(CIS, REP, "cis_off_com_report_enemy_losing", 1);
    SetBleedingVoiceOver(CIS, CIS, "cis_off_com_report_us_overwhelmed", 1);

    SetAmbientMusic(REP, 1.0, "rep_bes_amb_start",  0,1);
    SetAmbientMusic(REP, 0.99, "rep_bes_amb_middle", 1,1);
    SetAmbientMusic(REP, 0.1,"rep_bes_amb_end",    2,1);
    SetAmbientMusic(CIS, 1.0, "cis_bes_amb_start",  0,1);
    SetAmbientMusic(CIS, 0.99, "cis_bes_amb_middle", 1,1);
    SetAmbientMusic(CIS, 0.1,"cis_bes_amb_end",    2,1);

    SetVictoryMusic(REP, "rep_bes_amb_victory");
    SetDefeatMusic (REP, "rep_bes_amb_defeat");
    SetVictoryMusic(CIS, "cis_bes_amb_victory");
    SetDefeatMusic (CIS, "cis_bes_amb_defeat");

    SetOutOfBoundsVoiceOver(1, "repleaving");
    SetOutOfBoundsVoiceOver(2, "cisleaving");

    SetSoundEffect("ScopeDisplayZoomIn",  "binocularzoomin");
    SetSoundEffect("ScopeDisplayZoomOut", "binocularzoomout");
    --SetSoundEffect("WeaponUnableSelect",  "com_weap_inf_weaponchange_null");
    --SetSoundEffect("WeaponModeUnableSelect",  "com_weap_inf_modechange_null");
    SetSoundEffect("SpawnDisplayUnitChange",       "shell_select_unit");
    SetSoundEffect("SpawnDisplayUnitAccept",       "shell_menu_enter");
    SetSoundEffect("SpawnDisplaySpawnPointChange", "shell_select_change");
    SetSoundEffect("SpawnDisplaySpawnPointAccept", "shell_menu_enter");
    SetSoundEffect("SpawnDisplayBack",             "shell_menu_exit");

    SetPlanetaryBonusVoiceOver(CIS, CIS, 0, "CIS_bonus_CIS_medical");
    SetPlanetaryBonusVoiceOver(CIS, REP, 0, "CIS_bonus_REP_medical");
    SetPlanetaryBonusVoiceOver(CIS, CIS, 1, "");
    SetPlanetaryBonusVoiceOver(CIS, REP, 1, "");
    SetPlanetaryBonusVoiceOver(CIS, CIS, 2, "CIS_bonus_CIS_sensors");
    SetPlanetaryBonusVoiceOver(CIS, REP, 2, "CIS_bonus_REP_sensors");
    SetPlanetaryBonusVoiceOver(CIS, CIS, 3, "CIS_bonus_CIS_hero");
    SetPlanetaryBonusVoiceOver(CIS, REP, 3, "CIS_bonus_REP_hero");
    SetPlanetaryBonusVoiceOver(CIS, CIS, 4, "CIS_bonus_CIS_reserves");
    SetPlanetaryBonusVoiceOver(CIS, REP, 4, "CIS_bonus_REP_reserves");
    SetPlanetaryBonusVoiceOver(CIS, CIS, 5, "CIS_bonus_CIS_sabotage");--sabotage
    SetPlanetaryBonusVoiceOver(CIS, REP, 5, "CIS_bonus_REP_sabotage");
    SetPlanetaryBonusVoiceOver(CIS, CIS, 6, "");
    SetPlanetaryBonusVoiceOver(CIS, REP, 6, "");
    SetPlanetaryBonusVoiceOver(CIS, CIS, 7, "CIS_bonus_CIS_training");--advanced training
    SetPlanetaryBonusVoiceOver(CIS, REP, 7, "CIS_bonus_REP_training");--advanced training

    SetPlanetaryBonusVoiceOver(REP, REP, 0, "REP_bonus_REP_medical");
    SetPlanetaryBonusVoiceOver(REP, CIS, 0, "REP_bonus_CIS_medical");
    SetPlanetaryBonusVoiceOver(REP, REP, 1, "");
    SetPlanetaryBonusVoiceOver(REP, CIS, 1, "");
    SetPlanetaryBonusVoiceOver(REP, REP, 2, "REP_bonus_REP_sensors");
    SetPlanetaryBonusVoiceOver(REP, CIS, 2, "REP_bonus_CIS_sensors");
    SetPlanetaryBonusVoiceOver(REP, REP, 3, "REP_bonus_REP_hero");
    SetPlanetaryBonusVoiceOver(REP, CIS, 3, "REP_bonus_CIS_hero");
    SetPlanetaryBonusVoiceOver(REP, REP, 4, "REP_bonus_REP_reserves");
    SetPlanetaryBonusVoiceOver(REP, CIS, 4, "REP_bonus_CIS_reserves");
    SetPlanetaryBonusVoiceOver(REP, REP, 5, "REP_bonus_REP_sabotage");--sabotage
    SetPlanetaryBonusVoiceOver(REP, CIS, 5, "REP_bonus_CIS_sabotage");
    SetPlanetaryBonusVoiceOver(REP, REP, 6, "");
    SetPlanetaryBonusVoiceOver(REP, CIS, 6, "");
    SetPlanetaryBonusVoiceOver(REP, REP, 7, "REP_bonus_REP_training");--advanced training
    SetPlanetaryBonusVoiceOver(REP, CIS, 7, "REP_bonus_CIS_training");--advanced training

--  Camera Stats
--Bespin 2
--Courtyard
AddCameraShot(0.364258, -0.004224, -0.931226, -0.010797, -206.270294, -44.204708, 88.837059);
--Carbon Chamber
AddCameraShot(0.327508, 0.002799, -0.944810, 0.008076, -184.781006, -59.802036, -28.118919);
--Wind Tunnel
AddCameraShot(0.572544, -0.013560, -0.819532, -0.019410, -244.788055, -61.541622, -44.260509);


end