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#826
Hi SWBFgamers,

Let do Execution at Geonosis (EaG) multiplayer edition by Napseeker.

DC:  69.246.184.48

It will Saturday, 11/19/2011, time 3pm central

4 pm eastern
3 pm central
2 pm mountain
1 pm pacific


.

http://www.swbfgamers.com/index.php?action=downloads;sa=view;down=381


-------------------------------------------------------------
I would like to host a direct connection mod map server every month, so that Macs and PC's can play. 

I miss my Mac friends  :'(

Any suggestions for dates and times? 

If you are a Mac, please respond so that I know you are out there still!   ;)
#831
Forum News and Forum Rules / Moderators
October 31, 2011, 06:06:42 PM
Hi SWBFgamers,

Bamdur and Unit 33 are our moderators.  Thanks guys!

:tu:
#833
SWBF1 Modding / moving the community to 1.3 beta
October 27, 2011, 05:16:27 PM
Having some discussions with bamdur, I think it would be possible to update the game engine to 1.3 beta as part of our new mod package.

There should be a way to run 1.2 and 1.3 beta concurrently, as described on GT
http://www.gametoast.com/viewtopic.php?f=1&t=1485&sid=a410c7dbdc30546c4065c36c0fad40b6


This would allow us to release a new mission.lvl with all the standard maps *and* all of our mod ideas.



eh, i forgot about the need for the program to check the disk.  this may not work :

####################################################

Star Wars Battlefront(TM) Update ReadMe
Version BETA 1.3
April 15, 2005

####################################################

Reminder this is a BETA version for Battlefront and may not
work on all systems and is for the U.S. version of the game
only.  Version 1.2 must be installed first in order for this
version to be properly installed

Build Notes

Changes from 1.2

Multiplayer

Unlocked frame rate
Better tolerance of latency spikes and frame rate spikes
Fixed an end of game hang
Better smoothing of predicted positions and orientations
Allow more maps specified from dedicated server command line
Better Droideka prediction
Added remote admin support for those hosting dedicated servers
Tighter clock synchronization under normal conditions
Fixed joining servers behind most firewalls
Allow more mod maps (was 50, now 512)

Global

Fixed CIS Pilot shooting backwards

####################################################

© 2004-2005 LucasArts, a division of
Lucasfilm Entertainment Company Ltd.
P.O. Box 10307
San Rafael, CA 94912

####################################################






#834
SWBF1 Modding / Four Locals on cloud city
October 26, 2011, 04:40:19 PM
I put geonosians, jawa, naboo gaurds, and tuskens along with rebs and emps on cloud city.

The CP lights are interesting, green, red for rebs and emps,

yellow, white, green, red
for
teams 3,4,5,6

I used a hex edited server side CC map, and server and player custom mission files to load the sides.




Video http://www.xfire.com/video/4f6b2b/
#835
SWBF1 Modding / New "standard" maps
October 23, 2011, 06:02:25 PM
If we are doing sides, we might as well do maps, too, and release both.

C:\Program Files\LucasArts\Star Wars Battlefront\GameData\Data\_LVL_PC\ADDmap\modderid\newmap.lvl


To start the maps, we will need to have something in Addon that calls the new map, but by releasing maps levels this way, we can mix and match sides and maps and not be too concerned about the addon map limit.  Once placed, the player will always have the map.


Given that the community is very small these days, I think we can get over 50% of active players to install the updates.  Download file sizes and hard drives have also both much larger in general these days, too, so those are no longer the obstacles they used to be.

Please use this thread to discuss what maps we should have (how about all the SWBF2 conversions?) and anything else? 


I am partial to small maps for multiplayer, since the big ones tend to spread out the CPs a lot.

New maps, new sides--anything else?

Should we work on Bamdur's idea of converting SWBF2 animations?

We will likely get one, maybe two shots at this, so let's do it right  :cheer:

#836
Released Maps and Mods / BattleBelk 010 script files
October 22, 2011, 03:26:45 PM
http://www.swbfgamers.com/index.php?action=downloads;sa=view;down=368


After a long and exhaustive internet search, I found this on my hard drive!



Don't ask me how to use it or what it is for  :P

link to 010 editor site:
http://www.sweetscape.com/010editor/


BattleBelk 010 script files as discussed here on GT

http://www.gametoast.com/forums/viewtopic.php?f=1&t=17595&p=307511#p307511


#837
SWBF1 Modding / New "standard" sides
October 22, 2011, 09:54:10 AM
Hi SWBFgamers,

Given the size of the gaming community, I think we can make some new "standard" sides.
These files would not overwrite the standard sides, but they can be located in a side folder that exists outside of the Addon server.  Therefore, it won't interfere with the addon limit, and once it's installed addon maps could call it just like regular standard sides are called.

In order for this to be meaningful, we would need to figure out everything that we want in updated sides so that it done in a one shot update.

They could be small tweaks to tilt the balance of a game, or big wild and crazy tweaks.

Anyone care to list what they want and/or contribute to making them?









#839
Mission mod to make all humans be empire (for example).

video:
http://www.xfire.com/video/4f0f22/

Player and server need the mission mod, server needs the map for two local teams,
for example use this one:  http://www.swbfgamers.com/index.php?action=downloads;sa=view;down=363



Rebel attacker faction replaced with empire.  You can still shoot and kill the other empire team, but the Empire AI will not attack you or the other Empire AI. 

The Rebel teams are set up as locals teams 3 and 4 and are allied, so they only shoot the empire.

Below are the part of CC bes2a.lua  that are relevant:


--              Alliance Stats
        SetTeamName(ALL, "Empire")
      SetTeamIcon(ALL, "imp_icon")
   AddUnitClass(ALL, "imp_inf_storm_trooper",11)
    AddUnitClass(ALL, "imp_inf_shock_trooper",3)
   AddUnitClass(ALL, "imp_inf_pilottie",4)
    AddUnitClass(ALL, "imp_inf_scout_trooper",4)
   AddUnitClass(ALL, "imp_inf_dark_trooper",3)
    SetHeroClass(ALL, "imp_inf_darthvader")


--              Imperial Stats
        SetTeamName(IMP, "Empire")
        SetTeamIcon(IMP, "imp_icon")
    AddUnitClass(IMP, "imp_inf_storm_trooper",11)
    AddUnitClass(IMP, "imp_inf_shock_trooper",3)
   AddUnitClass(IMP, "imp_inf_pilottie",4)
    AddUnitClass(IMP, "imp_inf_scout_trooper",4)
   AddUnitClass(IMP, "imp_inf_dark_trooper",3)
    SetHeroClass(IMP, "imp_inf_darthvader")


-- ++++++++++++++++++++++++++++++++++++++++++

--  Local Stats
    SetTeamName(3, "locals")
    AddUnitClass(3, "all_inf_soldierurban",11);
    AddUnitClass(3, "all_inf_vanguard",3);
    AddUnitClass(3, "all_inf_pilot",4);
    AddUnitClass(3, "all_inf_marksman",4);
    AddUnitClass(3, "all_inf_smuggler",3);
    SetAttackingTeam(ATT);
    SetUnitCount(3, 25)



--  Local Stats
   
   
    SetTeamName(4, "locals")
    AddUnitClass(4, "all_inf_soldierurban",11);
    AddUnitClass(4, "all_inf_vanguard",3);
    AddUnitClass(4, "all_inf_pilot",4);
    AddUnitClass(4, "all_inf_marksman",4);
    AddUnitClass(4, "all_inf_smuggler",3);
    SetUnitCount(4, 25)


      --start alliances

SetTeamAsFriend(DEF,ATT)
SetTeamAsFriend(ATT,DEF)
SetTeamAsFriend(3,4)
SetTeamAsFriend(4,3)






#840
SWBF1 Modding / More than 32 AI
October 17, 2011, 06:00:54 PM
OK, here is one way (I can't count that fast, but I think there were more than 32  :P  )

mission mod for player and server, requires server side map with local team cps defined
( you can use this map for example:  http://www.swbfgamers.com/index.php?action=downloads;sa=view;down=363 )

here is a video
http://www.xfire.com/video/4f0ecd/



-- ++++++++++++++++++++++++++++++++++++++++++

--  Local Stats
    SetTeamName(3, "locals")
    AddUnitClass(3, "imp_inf_storm_trooper",11);
    AddUnitClass(3, "imp_inf_shock_trooper",3);
    AddUnitClass(3, "imp_inf_pilottie",4);
    AddUnitClass(3, "imp_inf_scout_trooper",4);
    AddUnitClass(3, "imp_inf_dark_trooper",3);
    SetUnitCount(3, 25)



--  Local Stats
   
   
    SetTeamName(4, "locals")
    AddUnitClass(4, "imp_inf_storm_trooper",11);
    AddUnitClass(4, "imp_inf_shock_trooper",3);
    AddUnitClass(4, "imp_inf_pilottie",4);
    AddUnitClass(4, "imp_inf_scout_trooper",4);
    AddUnitClass(4, "imp_inf_dark_trooper",3);
    SetUnitCount(4, 25)


-- ++++++++++++++++++++++++++++++++++++++++++




Note:  the teams will fight each other unless you have them allied.