Menu

Show posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Show posts Menu

Topics - Dark_Phantom

#41
I would like to take this time to announce the "SWBFgamers 1.4 Userpatch" (working name). This patch is NOT supported by Lucasarts/Pandemic/Disney/GOG-Steam.  This is a large scale mod intended to improve the user experience of Battlefront 1 and also to implement new content for gameplay.  What does this all include, you might be asking?  Read on and find out!


  • New maps and at least one new era integrated directly into the shell
  • New and improved sides - new units, more heroes, new vehicles (and fixes to cut ones)
  • Restored features to the shell: Tutorial videos, unlockable art
  • New options ingame and in the shell to better customize your experience
  • Galactic Conquest improvements!

As a modder, there is a lot to look forward to as well.  Things that may have been daunting before should now be done with ease. There are a couple external programs planned to make life a breeze so that you can focus on creating content, not fighting with the scripting. Configuration files will be used to expedite modding processes that haven't gotten enough love over the years.

  • New campaigns
  • New/edited galactic conquest scenarios
  • Easy era additions

But that's not all.  There are other plans in the final phases that will expand the user experience further:

  • Mod Shop (Centralized asset integration)
  • New dedicated server software
  • Wrapper programs for the exe
  • A patching system

My desire is to try to make this patch comprehensive, but also to try to maintain basic online compatibility with clients who don't use this patch. This is a fairly ambitious undertaking, but with time and effort, we can make this happen.  We are at the stage where volunteer help from modders will be asked for, even for testing (because I sure make my fair share of mistakes).  Post here or PM me for more details or if you have a desire to become involved.

Current stage: I have reversed all the Steam/GOG scripts to the best of my ability (pretty close to 100% munged accuracy).  The completion of this initial stage allows this patch to work for EITHER version of the game, SWBFspy 1.2 or Steam.  However, there are some features that may only be implemented in SWBFspy 1.2 or Steam/GOG due to technical or logistical limitations of either version.

Questions? Concerns? I'm open to suggestions as well.
#42
SWBF1 Modding / SWBF1 Lua Decompiler (WIP/beta)
June 23, 2020, 12:58:03 PM
https://github.com/phantom567459/BF1LuaDC

I have been working on a basic lua 4.0.1 decompiler.  Right now it can take simple lua bytecode files (which have to be manually crafted from .script files and then run through luac -l, if you want some help let me know.).  There is an example addme.txt file included to show what it should look like after you run these commands.  There is no release build yet, so if you want to try it, you have to compile and run from source (and edit the filename variable).

Some stuff is still hard coded and clunky, it's pretty early stages but I'm extremely pleased with where it's come to at this point.  Attached to this post is the decompiled geonosis.script file that is included with the Xbox demo but obviously never used.
#44
Common and Shell Builder (2020 Revised)

http://www.swbfgamers.com/index.php?action=downloads;sa=view;down=1552

I reuploaded these not long ago, but with the release of the Steam/GOG multiplayer update, it made sense to do this.  If there are any errors, let me know.

Same as the traditional builders - edit your files, save them, then munge.  Your compiled file will be in _LVL_PC.  How this differs is that you need to select a version to munge for.  Mungeshellgog.bat will select the correct files for the GOG/Steam version of the game.  MungeShell will select the correct files for the disc version.  Both should work out of the box with no edits.

I recommend if munging for different versions you run cleanXXX.bat (you should probably do this after every munge anyway).


FOR GOG/STEAM VERSION:
Current version (same download link has been updated) has ALL the shell and common scripts for the GOG version correct to probably 99% accuracy.  The "Premunged" folder is still included in case of emergency, and still will automatically take precedence over any other version of a file for GOG to prevent breakage (but it's currently empty. Make sure you are using the correct munge for your version.


Credits:
Pandemic Studios - mod tools
Psych0fred - mod tools assistance and scripts
tirpider - documentation on lua bytecode creation (for manually reversing compiled scripts)
Led - SWBFgamers.com and SWBFSpy.com hosting, tutorials, and assistance
Dark_Phantom - Put it together

update 1 released 6/21/2020
update 2 released 7/10/2020
#45
Battlefront 1 Sky Changer

http://www.swbfgamers.com/index.php?action=downloads;sa=view;down=1548

I made this to accompany AnthonyBF2's map pack with higher sky ranges.  This can edit the NearSceneRange, FarSceneRange, FogColor, and FogRange of any compiled map LVL file.

Until a patch is issued, this is as close as you're going to get to fixing some mod maps that no longer have source. 
#46
I have managed to put a dedicated server called "Mods@SWBFGamers.com" on Steam.  Feel free to play on it if you have the Steam version, put our name out there.

I will freely warn you, it is not as stable as SWBFSpy, and does not work with the disk versions.  SWBFSpy will stay up for the time being to support those versions.
#47
Please do not use non-standard characters when posting, otherwise this will happen:
espa񯬡

I took the forum down for maintenance and at least stopped the inability to post, however, I still have yet to find the root of the problem.

Thank you for your patience.

espa񯬡
#48
Released Maps and Mods / BF2 Common.bnk Builder
February 12, 2020, 02:30:30 PM
BF2 Common.bnk Builder

http://www.swbfgamers.com/index.php?action=downloads;sa=view;down=1542

I made this using my Sound Extractor - all the files generated are through it.  You should just be able to hit "commonmunge.bat" and generate a common.bnk in the same folder

I have made a list of hashes in hashrev.csv that I have manually renamed in the essence of usability. Their original names are probably lost to the depths of time or I just haven't found them yet (more likely).

It does not come out exactly the same as the stock common.bnk, but it is close enough that nobody should notice.  If there are any bugs, let me know.

Credits:
Dark_Phantom
psych0fred
Sleepkiller
Pandemic for Tools

#49
Combined Common and Shell builders

http://www.swbfgamers.com/index.php?action=downloads;sa=view;down=1541

Couldn't find these hosted on the site, reuploaded.
#50
Released Assets / DP's Common.bnk Builder
February 03, 2020, 11:49:12 AM
DP's Common.bnk Builder

http://www.swbfgamers.com/index.php?action=downloads;sa=view;down=1540

Does exactly what it says.  Rebuilds the main common.bnk for BF1 in Data\_LVL_PC\Sound\  :shrug:
#51
http://www.mediafire.com/file/0daoyl77z13fl7x/TutAndBonusVids.7z/file
These are my conversions of the tutorial videos that are used in my shell/common update.  They are extracted from the PS2 version and went through a series of steps to get them to be easily placeable ingame.
#52
Forum News and Forum Rules / SMF Upgrade
January 14, 2020, 09:54:24 PM
I have upgraded us to SMF 2.0.17.
If you notice any issues, please let us know.  I believe I have everything up and running as before, but I may have missed something.
#53
I'm not totally sure what the goal of this really is, other than to satisfy my curious nature, so here it goes.
If you've been keeping up with DP's releases, I released two compilations of sounds from the betas back in October:
http://www.swbfgamers.com/index.php?action=downloads;sa=view;down=1520 (PS2, late demo)
http://www.swbfgamers.com/index.php?action=downloads;sa=view;down=1521 (Xbox, early demo)
and here I posted a video of getting the PS2 demo menus accessible just recently:

Edit: new vid showing GC:

The PS2 is really the only one I can work with as I have no access to an Xbox currently, nor any experience with it.
I have made some other interesting finds that weren't really clear in the video and aren't utilized in the stock game:

  • Different campaign screen and VO, but they are still functional
  • Multiplayer GC placeholder (doesn't work right, sends you to a Single Player GC session).  MP settings are not functional (Launch doesn't do anything, yet)
  • Choice of attacker in instant action and GC (instead of just two mission eras, there are 4, which is relevant).
  • Some different localization (Rhen Var: Citidel and Rhen Var: Stronghold)

Example of bullet 3 (Choice of attacker): You are attacking Rhen Var: Harbor in Galactic Conquest as the Empire.  Ok, it's normal, you have an AT-AT, you win.  Later on the Rebels attack Rhen Var in a valiant attempt to recapture it, they are now team 1, and have a hovernaut at their disposal.  This behavior can be replicated in the stock game with a shell\missionlist.lua update and mission.lvl update (OR probably just a quick check to see who is the "official" attacker, untested).

I am able to get a new shell into the demo, kinda.  The file formats are the same so for maps that don't exist, I can drop the final maps ingame. The capabilities are lower (like the AT-AT disappears on Rhen Var because of limits on-screen).  I am fascinated with this demo (although I'd like the Xbox one more, because earlier), even though there are some issues with it.

Questions? Ideas?
#55
SWBF1 Modding / BF1 Randomizer
December 16, 2019, 07:59:22 AM
It's time for me to show off my newest project:
https://www.twitch.tv/videos/520770317
https://youtube.com/v/M9aHzflIMTk?t=2474
https://youtube.com/v/M9aHzflIMTk?t=2474;allowFullScreen="true"
What this project does:

  • Takes all the stock sides in BF1 and randomly selects 5 of them
  • Selects a random bonus for each team
  • Some vehicle randomization
  • I have incorporated it into a custom campaign, as not to interfere with stock maps
  • Online compatibility

Future plans:

  • Random difficulties, based on unit selection and AI difficulty
  • Preset randomizations - Want to duke it out with all rocketeers?  Or Snipers vs Rocketteers?  Or locals only?  Or use the preset seeding system that I'm going to create.
  • Full sound support, including cross era/local unit VOs and sfx
  • Extensibility - add entries for your own custom side to make it your own
  • More to come!

Comments and suggestions are appreciated.
#56
Released Maps and Mods / BF1 PS2 shell munger
November 14, 2019, 09:47:21 PM
BF1 PS2 shell munger

http://www.swbfgamers.com/index.php?action=downloads;sa=view;down=1526

This does as it says, it munges the PS2 shell.
I will be updating this download, but I know there are some people that wanted to get started working with it.  There are a bunch of files that still need reconciled but it is usable.  Please read the Readme to get started with your PS2 shell mods.
#57
Forum News and Forum Rules / Errors on Website
November 07, 2019, 11:16:49 AM
The website is still browseable, but we are working on the errors between SMF and an apparently recent update to the PHP on the host.  Please be patient.
#58
So if you have been keeping up, I have been releasing some of the sounds from the demos and also ported the tutorials/special features from consoles for PC.  If you're interested, you should check them out.  This is the magical tool that does the legwork, receiving its first public release:
https://github.com/phantom567459/SoundFMVextractor/releases

I won't go into the details (there's a readme and source code for that), but essentially, you can take any file from the BF1 sound folder (common.bnk or .lvl files), follow the instructions on running it, and receive mostly playable sounds from it.  I say mostly because you need a program to listen to the compressed sounds from the .lvl files, but they can be converted and munged back in without much loss at all (there's not really a recompression phenomenon).

Right now, it only does BF1 sounds, but next on the "Features" list is BF2 support.  Common.bnk for BF2 already works (same exact format) but you should make sure you use the BF2 switch for compatibility reasons anyway.

If you want the program, up above links to the release quality exe.  If you're so inclined, hopefully I commented the source code well enough for those who want to look at it to understand it.

I would also like to ask anyone that has the language localizations to please contact me - For a bigger project I am hunting down the alternate languages.
#59
Released Assets / Xbox Demo Sounds
October 21, 2019, 09:46:48 PM
Xbox Demo Sounds

http://www.swbfgamers.com/index.php?action=downloads;sa=view;down=1521

Included is all the sounds in the Xbox demo of the game.  This should be most of the included sounds because there wasn't really that much.  There's some tactical VO, shell VO, sounds, background sound clips, and other goodies.  Same issues as with PS2, you're going to have to dig through the hashes (and some of them didn't name correctly anyway).

I've already done the work of converting them back to a munge-friendly format that should play on any media player.
#60
Released Assets / Extracted Shell VO (PS2 Demo)
October 18, 2019, 08:14:45 PM
Extracted Shell VO (PS2 Demo)

http://www.swbfgamers.com/index.php?action=downloads;sa=view;down=1520

Here's some shell (not in-battle) VO that we don't get to hear in the PS2 demo but is included.  I have extracted and converted them back into a standard format for hearing and usage.
Of note:

  • Raxus Prime
  • GC Bonuses
  • DSKAS001
  • Just cool temp/beta VO all around

This is part of a bigger project I am working on.  Many of these files do not have names and are just hashes from the .lvl.  There's two possible reasons for this - I don't have all the hashed names (unlikely), or those names were removed and never used again (very likely).