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Messages - Dark_Phantom

#1051
SWBF1 Modding / Re: Unit Limit in Locals?
April 06, 2013, 03:40:17 PM
Those .lua scripts were nice to have an opportunity to try to reconstruct, as I now understand .lua much better than I did before.  I had almost all the Galactic Conquest scripts and missionlist and other scripts redone, but as far as getting all scripts done would have been next to impossible.  I stared at some of the common scripts for hours and tried and tried to get them to work, all with crashes.
Maybe we should hire a professional programmer to help us with editing the executable.
Also, nobody mentioned "Hey, we could get the PS2 spawn screen in PC with source code!"
#1052
SWBF1 Modding / Re: Unit Limit in Locals?
April 05, 2013, 08:36:37 PM
Interestingly enough, the game does not crash.  I placed 8 "AddUnitClass" lines and the game didn't crash and they all spawned fine.  The limit must only be defined with teams 1 and 2.
If only there was some way to switch to team 3 ingame, because then the extra slots could be used.  Although the only way to do that (that I can see) is have the source code (always comes back to that  :dry: ).  Tried switching team 1 to 3 and it wants to find 1  :td:
#1053
SWBF1 Modding / Re: [HELP]Turret Dispenser
April 05, 2013, 04:46:09 PM
Quote from: Sereja on April 05, 2013, 01:26:06 PM
Monster truck wheels idea, is not so bad after all:
[spoiler][/spoiler]
:rofl:

LOL that is great.  Next it needs to move, because if I understand right, it doesn't move (YET!  DIE REBEL SCUM)
#1054
General / Re: RIP LucasArts
April 04, 2013, 06:21:56 PM
In theory we could make a whole new game if we wanted to with the source code.  Anything goes.  Jedi Academy/Outcast people are already talking about ports, major enhancements, fan sequels, etc.  :ohmy:
Which is why most developers don't release it.
#1055
General / Re: RIP LucasArts
April 04, 2013, 05:06:40 PM
Quote from: SleepKiller on April 03, 2013, 09:12:37 PM
Well the Jedi Knight community will now be over the moon considering with the closure LucasArts Raven Software just went released the source code to both games they developed. Shame Pandemic has long since been closed.
I wish some SWBF developer would read this and go "Hey, these poor guys want the source code, they can have it."  I don't really see anyone who would have much of a problem with it after Raven let JK community have it and Lucasarts and Pandemic (both practically dead) won't have anything to say.

This is just a dream though... odds are heavily favored against us.

On the bright side, for you JK modders (not me, Academy just sits on the shelf, the old DF2 is used more often (by the way, they still have a following even though the game is from 1996)), this is gold.  Just browsing through the JA files make me salivate for the super slim chance we get source code for BF.

#1056
I have not been able to find time to battle (I have to go somewhere else to use the Internet to play due to slow speeds) and I will forfeit my match to Fizz. 
My Internet has not been coping well with Tunngle, Xfire, and everything else.  Until I get better Internet, it is probably best for me to hold off on competing and just stick with modding for now.  :dry:
#1057
Did you edit the mission.lua to make the memory pools greater?
#1058
I was never fond of Polis Massa, as I like open battlefields more.  The way it (and a couple other maps) are set up is around 2 chokepoints.  If you can get those chokepoints you can hold off the opposition indefinitely with just missiles and grenades.  Also it annoyed me how you couldn't spawn closer at the one "table" cp while the enemy comes in through the 2 doors.
#1059
This is tough.  Mygeeto was pretty good overall I think, and Coruscant was too.  I personally liked Kashyyyk's look in BF2, but the lack of CPs and the clear disadvantages to the Rebels/Clones still annoys me.  Got on my list because the Rise of the Empire on Kashyyyk was great and offset that disadvantage with a "Landing type" CP.
#1060
No, when the Gamespy server shut down, all "Internet" through Gamespy capability ceased to exist for BF1 (all versions).  :'(
1.0 and 1.2 distinction still exists on Tunngle though. 
And 1.1 I guess if anyone wanted to start a server on 1.1    ???
#1061
Ok, for no reason whatsoever, the Wrist Blaster decided it would change color and sound as I was messing with something completely different.  I never touched it (I had changed all the bullets to green and sound changes earlier, but they never did anything until this last munge.)  Hopefully I can find what I did  ???
#1062
SWBF1 Modding / Re: Removing Jetpack
March 15, 2013, 09:35:48 AM
Ok, that worked, combined with a new .tga.  I must have accidentally messed up the old .tga when I tried to make it alpha (also added an .option file to com_inv_col.tga which probably helped).  Anyway, now we have a trooper with no jetpack  8)
#1063
SWBF1 Modding / Removing Jetpack
March 15, 2013, 08:27:02 AM
I have tried removing the jetpack from some skins for my next mod, but whenever I change the texture to alpha and hex edit after ATRB to:
04 00 00 00 04 00 00 00
All I get is black.  Is there a special way to remove them or did I miss something when I was doing this?  I know I'm on the right texture because I moved the 04 over and it made the jetpack shiny.  And just picking a different skin is out of the question at the moment.
#1064
Awesome!  I'm XSI illiterate (I try and try and it never works right for me :( ) so I wanted to learn an easier (which it will be once I figure out sketchup :) ) way to make models.
Thanks!  8)
#1065
Ok, will do.  Thanks RC.  ;)