Recent posts
#11
Star Wars Battlefront (2004 Original) / Re: SWBF Original pc (disc) so...
Last post by Bearzerg - March 23, 2024, 04:13:13 AMQuote from: Red04SWBF on March 16, 2024, 04:32:18 PMNot sure for BF2, but at least in SWBF1 Spanish the voiceovers are in English by default.
I didn't knew bf1 didn't get Spanish voiceovers. I originally thought the game was in 5 languages , like most games at the time. Finding info on this is quite difficult, mostly because of the EA game of the same name.
But I'm certain there's a French version, as I played it on ps2 back in the day. I just can't find files online I might end up buying the discs on Ebay, they're pretty cheap after all.
#12
SWBF1 Modding / Re: Terrain Issue on Hoth
Last post by Miraak49 - March 21, 2024, 05:24:48 PMAfter testing, the sound issue seems to be related to the game itself on steam and not my map
I noticed it also happened on those stock maps (a friend with the steam version and a fresh install had the exact same issues on those maps):
-Hoth
-both Bespin CW only
-Tatooine Dune Sea both eras
-Tatooine Mos Eisley GCW only
This only happen when you are using the OpenAl for restored 3D audio, ofc you can just turn it off to fix it but the game just sound much better with it, ill try to find a fix
I noticed it also happened on those stock maps (a friend with the steam version and a fresh install had the exact same issues on those maps):
-Hoth
-both Bespin CW only
-Tatooine Dune Sea both eras
-Tatooine Mos Eisley GCW only
This only happen when you are using the OpenAl for restored 3D audio, ofc you can just turn it off to fix it but the game just sound much better with it, ill try to find a fix
#13
Welcome Center / Re: Hey Everyone!
Last post by Anyder - March 21, 2024, 12:43:20 PMWelcome to SWBFGamers
#14
Welcome Center / Hey Everyone!
Last post by Zanza - March 21, 2024, 11:10:33 AMHey everyone, I've been playing BF1/2 on the PS2 growing up and I haven't been able to shake my love for the games since. Glad to be here with everybody!
#15
SWBF1 Modding / Re: Terrain Issue on Hoth
Last post by {AR}MetalKiller - March 21, 2024, 09:38:40 AMI haven't used custom sounds extensively, but your script seems fine.
One thing you might try is to uncomment the remaining gcw stuff that you replaced with cw files:
Another thing that you might want to try is loading your "custom" resources first (before the music)
One thing you might try is to uncomment the remaining gcw stuff that you replaced with cw files:
Code Select
...
OpenAudioStream("sound\\hot.lvl", "hot1gcw");
OpenAudioStream("sound\\hot.lvl", "hot1gcw");
...
Not sure if this will have an effect.Another thing that you might want to try is loading your "custom" resources first (before the music)
Code Select
...
OpenAudioStream("dc:sound\\hot.lvl", "hot1cw");
OpenAudioStream("dc:sound\\hot.lvl", "hot1cw");
...
#16
3D-Modeling, Animation and Texturing / Re: WIP Model Showcase Thread
Last post by Unit 33 - March 21, 2024, 01:04:22 AMQuote from: Ty294 on March 20, 2024, 07:04:22 AMWorking on remastering some of the older unused weapon relics that get found here or there. This is the PS2 Imperial pistol that I believe Giftheck uploaded here a while back, alongside my remaster with an improved model and an AI-scaled texture:Looking very sharp! Excellent
This one I have the images in backward order, the new on is on the top.
#17
Released Assets / Unit 33's Imperial Jumptrooper
Last post by Unit 33 - March 20, 2024, 11:49:05 AMUnit 33's Imperial Jumptrooper
https://www.swbfgamers.com/index.php?action=downloads;sa=view;down=1663
Including a munged imp.lvl (online compatible) for SWBF1 for those who just want to have a fly about.
Credits:
- LucasArts
- Pandemic
- Unit 33 - Original Jet Pack Model, textures, UV edits
- NB20026 - The original Rocket Trooper kitbash, upon which this model is based.
- Sleepkiller - Blender msh Addon
https://www.swbfgamers.com/index.php?action=downloads;sa=view;down=1663
Including a munged imp.lvl (online compatible) for SWBF1 for those who just want to have a fly about.
Credits:
- LucasArts
- Pandemic
- Unit 33 - Original Jet Pack Model, textures, UV edits
- NB20026 - The original Rocket Trooper kitbash, upon which this model is based.
- Sleepkiller - Blender msh Addon
#18
SWBF1 Modding / Re: Terrain Issue on Hoth
Last post by Miraak49 - March 20, 2024, 07:55:37 AMHey again
Searching helped me alot for previous issues but i had not found that one, ill take a look at it but it seems to concern BF2
I am not trying to implement a completly new loading screen/animation, just trying to using/linking to the vanilla/stock hoth loading animation
i am using custom sound files ye, here is my script
But like i said all sounds are working perfectly fine, except for the announcer but if i restart the map (just by pressing escape and "restart mission") the announcer will work without any issue (and this also happen if i play GCW wich use the stock script and looks for the stock sound file)
Searching helped me alot for previous issues but i had not found that one, ill take a look at it but it seems to concern BF2
I am not trying to implement a completly new loading screen/animation, just trying to using/linking to the vanilla/stock hoth loading animation
i am using custom sound files ye, here is my script
Code Select
---------------------------------------------------------------------------
-- 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 cREPed from C to start the mission.
---------------------------------------------------------------------------
function ScriptInit()
-- Empire Attacking (attacker is always #1)
local REP = 2
local CIS = 1
-- These variables do not change
local ATT = 1
local DEF = 2
SetAttackingTeam(ATT);
AddMissionObjective(CIS, "orange", "level.hoth.objectives.1");
AddMissionObjective(CIS, "red", "level.hoth.objectives.2");
-- AddMissionObjective(CIS, "red", "level.hoth.objectives.3");
AddMissionObjective(REP, "orange", "level.hoth.objectives.1");
AddMissionObjective(REP, "red", "level.hoth.objectives.3");
AddMissionObjective(REP, "red", "level.hoth.objectives.4");
SetTeamAggressiveness(REP, 1.0)
SetTeamAggressiveness(CIS, 1.0)
SetMaxFlyHeight(70)
SetMaxPlayerFlyHeight(70)
-- ReadDataFile("sound\\hot.lvl;hot1gcw");
ReadDataFile("dc:sound\\hot.lvl;hot1cw");
ReadDataFile("SIDE\\rep.lvl",
"rep_hover_speederbike",
"rep_inf_basic",
"rep_fly_jedifighter",
"rep_inf_macewindu",
"rep_inf_jet_trooper")
ReadDataFile("SIDE\\cis.lvl",
"cis_inf_basic",
"cis_inf_countdooku",
"cis_inf_droideka",
"cis_hover_mtt",
"cis_hover_aat")
ReadDataFile("SIDE\\imp.lvl",
"imp_droid_probe")
-- Republic Stats
SetTeamName(REP, "Republic");
SetTeamIcon(REP, "rep_icon");
AddUnitClass(REP, "rep_inf_clone_trooper",14)
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")
-- CIS Stats
SetTeamName(CIS, "CIS");
SetTeamIcon(CIS, "cis_icon");
AddUnitClass(CIS, "cis_inf_battledroid",14)
AddUnitClass(CIS, "cis_inf_assault",3)
AddUnitClass(CIS, "cis_inf_pilotdroid",4)
AddUnitClass(CIS, "cis_inf_assassindroid",4)
AddUnitClass(CIS, "cis_inf_droideka",3)
SetHeroClass(CIS, "cis_inf_countdooku")
-- Level Stats
ClearWalkers()
AddWalkerType(0, 16) -- 0 droidekas
SetMemoryPoolSize("CommandHover", 2)
SetMemoryPoolSize("EntityFlyer", 4)
SetMemoryPoolSize("EntityHover", 12)
SetMemoryPoolSize("MountedTurret", 48)
SetMemoryPoolSize("PowerupItem", 60)
SetMemoryPoolSize("EntityMine", 40)
SetMemoryPoolSize("OrdnanceTowCable", 8) -- need extra for wrapped/fREPen cables
SetMemoryPoolSize("EntityLight", 120)
ReadDataFile("dc:HOT\\hot.lvl")
SetSpawnDelay(10.0, 0.25)
SetDenseEnvironment("false")
SetDefenderSnipeRange(170)
AddDeathRegion("Death");
-- Local Stats
SetTeamName(3, "Local")
AddUnitClass(3, "imp_droid_probe", 4);
SetUnitCount(3, 4)
SetTeamAsEnemy(3,DEF)
SetTeamAsFriend(3,ATT)
-- Attacker Stats
SetUnitCount(ATT, 28)
SetReinforcementCount(ATT, 250)
AddBleedThreshold(ATT, 31, 0.0)
AddBleedThreshold(ATT, 21, 0.75)
AddBleedThreshold(ATT, 11, 2.25)
AddBleedThreshold(ATT, 1, 3.0)
SetTeamAsFriend(ATT, 3)
-- Defender Stats
SetUnitCount(DEF, 28)
SetReinforcementCount(DEF, 250)
AddBleedThreshold(DEF, 31, 0.0)
AddBleedThreshold(DEF, 21, 0.75)
AddBleedThreshold(DEF, 11, 2.25)
AddBleedThreshold(DEF, 1, 3.0)
SetTeamAsEnemy(DEF, 3)
-- Sound Stats
OpenAudioStream("sound\\hot.lvl", "hotgcw_music");
OpenAudioStream("sound\\hot.lvl", "hot1gcw");
OpenAudioStream("sound\\hot.lvl", "hot1gcw");
OpenAudioStream("dc:sound\\hot.lvl", "hot1cw");
OpenAudioStream("dc:sound\\hot.lvl", "hot1cw");
OpenAudioStream("sound\\cw.lvl", "cw_vo");
OpenAudioStream("sound\\cw.lvl", "cw_tac_vo");
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);
--SetLowReinforcementsVoiceOver(REP, CIS, "REP_hot_transport_away", .75, 1);
--SetLowReinforcementsVoiceOver(REP, CIS, "REP_hot_transport_away", .5, 1);
--SetLowReinforcementsVoiceOver(REP, CIS, "REP_hot_transport_away", .25, 1);
SetLowReinforcementsVoiceOver(REP, REP, "rep_off_defeat_im", .1, 1);
SetLowReinforcementsVoiceOver(REP, CIS, "rep_off_victory_im", .1, 1);
SetLowReinforcementsVoiceOver(CIS, CIS, "cis_off_defeat_im", .1, 1);
SetLowReinforcementsVoiceOver(CIS, REP, "cis_off_victory_im", .1, 1);
SetOutOfBoundsVoiceOver(2, "Repleaving");
SetOutOfBoundsVoiceOver(1, "Cisleaving");
SetAmbientMusic(REP, 1.0, "all_hot_amb_start", 0,1);
SetAmbientMusic(REP, 0.99, "all_hot_amb_middle", 1,1);
SetAmbientMusic(REP, 0.1,"all_hot_amb_end", 2,1);
SetAmbientMusic(CIS, 1.0, "imp_hot_amb_start", 0,1);
SetAmbientMusic(CIS, 0.99, "imp_hot_amb_middle", 1,1);
SetAmbientMusic(CIS, 0.1,"imp_hot_amb_end", 2,1);
SetVictoryMusic(REP, "all_hot_amb_victory");
SetDefeatMusic (REP, "all_hot_amb_defeat");
SetVictoryMusic(CIS, "imp_hot_amb_victory");
SetDefeatMusic (CIS, "imp_hot_amb_defeat");
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
--Hoth
--Hangar
AddCameraShot(0.944210, 0.065541, 0.321983, -0.022350, -500.489838, 0.797472, -68.773849);
--Shield Generator
AddCameraShot(0.371197, 0.008190, -0.928292, 0.020482, -473.384155, -17.880533, 132.126801);
--Battlefield
AddCameraShot(0.927083, 0.020456, -0.374206, 0.008257, -333.221558, 0.676043, -14.027348);
end
But like i said all sounds are working perfectly fine, except for the announcer but if i restart the map (just by pressing escape and "restart mission") the announcer will work without any issue (and this also happen if i play GCW wich use the stock script and looks for the stock sound file)
#19
3D-Modeling, Animation and Texturing / Re: WIP Model Showcase Thread
Last post by Ty294 - March 20, 2024, 07:04:22 AMWorking on remastering some of the older unused weapon relics that get found here or there. This is the PS2 Imperial pistol that I believe Giftheck uploaded here a while back, alongside my remaster with an improved model and an AI-scaled texture:
This one I have the images in backward order, the new on is on the top.
This one I have the images in backward order, the new on is on the top.
#20
SWBF1 Modding / Re: Terrain Issue on Hoth
Last post by {AR}MetalKiller - March 20, 2024, 01:18:16 AMYou might want to try out the search functionality of this forum
Here a discussion about custom loading screens: https://www.swbfgamers.com/index.php?topic=13131.msg119776#msg119776
In that case it would be helpful if you could share your scripts.
I believe that sound files have to be loaded at a certain place before using them.
Here a discussion about custom loading screens: https://www.swbfgamers.com/index.php?topic=13131.msg119776#msg119776
Quote from: Miraak49 on March 19, 2024, 05:12:55 PMthe first time i start my map the voice announcer will not play (when capturing/loosing CP, announcing the hero is on the battlefied) but if i press escape and restart mission then it will work just fine (this is the case for every eras)Are you using custom sound files?
In that case it would be helpful if you could share your scripts.
I believe that sound files have to be loaded at a certain place before using them.