Recent posts

#21
SWBF1 Modding / Sniper range
Last post by Zelenium - April 11, 2024, 05:41:23 PM
Hey!
I decided to increase the range of the snipers, however I was unsuccessful.
The thing is that a standard sniper rifle can shoot at 300 meters. However, AI snipers use a maximum of 60-70 range and this is clearly exaggerated figures.
I wanted to fix this and did the following:

Lua:
SetMemoryPoolSize("Aimer", 999)
SetDefenderSnipeRange(200)
SetAttackerSnipeRange(200)


Weapon:
MinRange        = "32"
OptimalRange        = "100"
MaxRange        = "200"
LockOnRange        = "0.0"
LockTime         = "0.0"
LockOnAngle        = "1.0"


Ordnance:
LifeSpan         = "0.10"
Velocity         = "2000.0"


But really it doesn't work. Snipers don't even try to shoot from long range.
I think the AI has a limitation written in the executable file.
Probably it can be around 50 meters (maybe 48), but I don't rly know.

Is there someone who can help me with this question? Maybe I've made a mistake somewhere?
#22
Forum News and Forum Rules / Celebrate with us!
Last post by Anyder - April 11, 2024, 05:03:17 PM
Hello, everyone!

We have recently reached the amount of 1K members in our discord, and 24K in the forums. As a means to celebrate it, we would like you to join us in an event we'll host on both SWBFI & SWBFII (SWBFSpy - PC), on the 19th of April.

Schedule for each game:
  • SWBF1: 5 PM - 7 PM UTC
  • SWBF2: 8 PM - 12 AM UTC

For SWBF1 we'll pay tribute to Sereja, one of our best Master Modders, playing one of his maps. We'll make sure to keep you posted on which one we choose (feel free to drop suggestions). Additionally, other mod maps from our downloads section will be featured in the event.

We've created a category in Discord for the specific voice chats. Feel free to join us there too!

Are you in? Let us know below 😉

-SWBFGamers Staff

#23
Requests / Re: Are their have been mods t...
Last post by Ty294 - April 11, 2024, 06:13:27 AM
Quote from: Dark_Phantom on April 11, 2024, 05:18:25 AMHovernaut and MTT both exist in the stock game assets but I believe the Hovernaut has collision issues.

I think just the Hovernaut weapon ODFs are in the stock assets, however the MSH, textures and the main vehicle ODF will also need to be downloaded from secretsociety.com.

Oh, and I found that the collision problem is due to the SpringBody functions in the ODF. I have all of mine commented out when I use the Hovernaut and the collision works much better then.
#24
Requests / Re: Are their have been mods t...
Last post by Dark_Phantom - April 11, 2024, 05:18:25 AM
Hey, I did see your comment on the video but I haven't had much chance to reply.
The Bothan Spy is available through here: http://www.secretsociety.com/forum/downloads/Psych0%20Projects/Maps/ChainIsle/
DataChainisle I believe has the Bothan Spy with a higher resolution.

That iso itself I never put out there.  It was a Jampack Demo that I will have to look up and get back to you.  Volume 13 sticks out in my mind.
If I can't find a downloadable version, I may have to try to recreate it.  I just did changes through a hex editor to remove some "hide this field" code.

Hovernaut and MTT both exist in the stock game assets but I believe the Hovernaut has collision issues.
#25
Requests / Are their have been mods that ...
Last post by Soulname - April 10, 2024, 11:12:32 PM
Good Morning Everyone,



I am curious to know if the commande tank and bothan spy girl were retrieve one way or the others from the ps2 demo?  :blink:

 video made by Phantom567459 ; https://youtu.be/HMkdSB9E8G4?t=258 (is the iso accesible too ?) 

Was it gone completely from the release disc/data or like the MTT its still on there ?  :confused:

(found this "mods" beside ; https://gamebanana.com/mods/147279)



Thanks you very much for any reply.
Sincerely

#26
SWBF1 Modding / Re: [WIP] Scarif: Beach
Last post by 411Remnant - April 10, 2024, 10:08:22 PM
 :tu:  I think that's a really great idea to have a stock and modified option.
#27
My two favorites were Rebel Depot and Administrator's Palace, I think those would be a great way to slowly learn about map making.  I would love to also be able to work up to making Jundland Wastes, that one was my favorite larger size map.

Using the methods Giftheck mentioned above is really smart.  I need to find my game guide and start taking a bunch of screenshots/videos.
#28
Quote from: awjones3000 on April 10, 2024, 09:01:28 AMThat sounds perfect, thank you.

I am just interested in using certain maps as reference.  Giftheck has inspired me with his demakes of EA maps and I know it's pretty ambitious, but I want to try to recreate some smaller maps from the 2015 game.
oh exciting! Any maps in particular?

My personal dream would be to remake the Bespin Walker Assault map.

But if I ever get around to mapping again (only ever made the one) I guess I'd have to try something smaller!
#29
What I had to do was use the PRIMA game guide for overhead maps, and then take a ton of reference screenshots ingame for object placement.

Unfortunately, there is unlikely to be a map viewer for SWBF2015 anytime soon. They have just begun being able to make custom maps in SWBF2 2017, but I have no idea what their method is.
#30
SWBF1 Modding / Re: [WIP] Scarif: Beach
Last post by Giftheck - April 10, 2024, 09:04:31 AM
Hi! I'm not bumping for no good reason. I'm doing some minor tweaks to Scarif. Mainly sounds, some model changes for the units etc.

Any thoughts on what I could do to perhaps enhance the map or units? Any feedback on what could be improved upon or changed?

Much like the current version I have of my Invisible Hand map (which now has a 'stock sides' option), I was thinking of having a 'stock sides' version as well. Would that be of interest to any of you?

As an additional thing, since my Scarif is actually based upon DICE's Scarif map anyway , I was considering making it an honorary map to go with the Demake series, and thus making it use the same sides as Tatooine: Dune Sea Exchange, Hoth: Rebel Base and Endor: Imperial Station.