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

Messages - Dark_Phantom

#16
The answer is simpler than you're making it out to be.

The easiest way I believe would be to remove imp_droid_probe from the stock Hoth mission.  Searching "mission.lvl builder" should bring it up.  The one on the site is reasonably easy to use and would allow you to use the stock Hoth level.  It'd probably break online compatibility.
The other answer that nobody has really gotten to is to figure out why it's crashing.  I see the REQs listed correctly but the devs might have used a different model that's compatible with the game, or something else.

There are SWBF2 map conversions on here but that's not the correct answer to the problem you're experiencing and adding a whole other level of complexity.
#17
General / Re: Happy New Year
January 03, 2023, 07:49:06 AM
Happy New Year!
#18
Star Wars Battlefront (2004 Original) / Re: SWBFspy help
December 15, 2022, 06:24:18 AM
Also it's not just the exe, there's a whole package of files that include shell.lvl and common.lvl that need replaced.  Replacing the exe only will cause a black screen.
#19
Despite being labeled "Direct Connect", the implementation in BF1 was reliant on the Gamespy Master Server still.
#20
He's from Ukraine, and I'm sure most of the world is well-aware of the situation there.

He has more important things to think about than modding.
#21
Judging by that Wine bug log, it seems like some call when loading is not being handled by Wine correctly, which no mod is going to fix.
#22
That CPU stuff doesn't impact BF1.  The jerky physics is tied to framerate and always has been.  Other behavioral differences are just the AI controller and the quirks of a game from 2004.  The stuff you've observed was there long before Spectre fixes became a thing.

For the gunships crashing: The AI logic is not perfect.  Once again, 2004.  The flyers follow the same pathing as ground units except where specified (unless Geo has flight specific paths, which it could).
Another thing is that the AI never performs a check for collisions, the AI picks a path and takes it.  If the other gunship happens to be there, then RIP.  You can observe the same behavior with the ATTEs.  They just don't crash when they run into each other.
#23
There was no CPU bug patched.  The difficulty on PC was increased on purpose by Pandemic between 1.0 and 1.1 and I think even 1.1 to 1.2 (which the Steam version kept the same from my testing).

Like Unit 33 said, there's strategies to beat it.  It's by no means impossible.
#24
local link:
http://www.swbfgamers.com/index.php?action=downloads;sa=view;down=1619

I played Cloud City and had a ton of fun, can't wait to try the rest!  Thanks Napseeker!
#25
NEW RELEASE

Dantooine: Jedi Enclave is a port to Star Wars Battlefront (2004) of a location of the same name from Star Wars: Knights of the Old Republic (2003).  The map is iconic in that it's where the player "officially" starts their journey to become a Jedi.

This is a release version (1.1) of Dark_Phantom's conversion of Dantooine: Jedi Enclave (dpk02). Both GCW and CW versions work correctly.  There are no custom sides. Just extract the zip and place the DPK02 folder in your Addon directory for SWBF1.

https://www.moddb.com/games/star-wars-battlefront/downloads/dantooine-jedi-enclave#downloadsform

Bugs fixed in 1.1 (vs 1.0):
Allow ordnance to go through the invisible roof (Recon droids now work where appropriate in the roundabout and the Landing Zone)

Credits and extra information are contained in the readme

#26
SWBF1 Modding / Re: Tatooine: Dune Sea Exchange [WIP]
October 25, 2022, 08:35:57 AM
I love this map, fast pace and hectic even with the limited amount of units on the field - you're never out of the action.

Thanks for another great map Giftheck!
#28
Alright, so you're coming along in map-making and you're placing some ambient lights on your map.
First of all, in case you forgot or are new:
Lights are odfs of ClassLabel "Light". Light odfs are attached to hardpoints of a mesh using "AttachOdf" and "AttachToHardPoint" like this:
AttachOdf = "light_flicker"
AttachToHardPoint = "hp_light"

Great, we've got it attached.  There's one field here that has never been covered on this website and I'm here to see to it that it gets fixed. All lights in BF1 will default to FlickerType = 0, which is none (and if you put this in the odf, that's what you'll get, no flicker, just a light).

Ok, but you've got some lighting in a dim hallway and you want it to... do something.  You have three options.
FlickerType = StrobeFade //or just 3FlickerType = Pulse //or just 4FlickerType = Flicker //or just 5>>Note there's no quotes around the text, that's purposeful.  99% of the time when there is a string you want quotes, but not this time. It might work with but I know it doesn't without.  Actually I just use the numbers.

You're saying to yourself "Well Phantom, ok, I did see Flicker in one of the Kashyyyk files, but how'd you find out about the other 2?"
The case hex lines file on SecretSociety showed that there were more options than we were privy to by any of the files in BF1 or BF2.  I tested them ingame here:
https://youtu.be/S6EepbaZvmY
0 = none
1 = Strobe, does not work, confirmed intended for CP/hologram usage, doesn't have functionality for normal lights
2 = StrobeRandom, does not work same as 1
3 = StrobeFade, works.
4 = Pulse, works
5 = Flicker, works

FlickerPeriod should certain time variables for all of the working ones.

Now go and make some awesome lights!
#29
No, Battlefront 2 is from 2005 and I know of no games from that era that record their gameplay, let alone this one.

All videos need to be created outside of the game and run through the RAD game tools and MovieMunge.

More detailed instructions would need to come from someone who has done it before for BF2.
#30
I'm not sure how to fix it on this side - but if you try to load the page as HTTP instead of HTTPS, many times it will load.
Or try a different browser.  Chrome doesn't like loading insecure download links on secure sites.  I've not come up with a solution at this time.