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Messages - xMichael

#1
xpadder wont help you, if you want to keep the accuracy and still turn around fast, you can increase turnrate of the unit (a mod).
#2
Thanks I just went through it, interesting stuff.

"There is some interesting stuff in there, it seems to me that originally they planned for the AI to be able to make more complicated maneuvers, on page 176 there are outlines for serpentine and flanking maneuvers from AI units."

AI uses serpentine and most of other behaviors mentioned in the document. Im not sure if they do on BF1, but on BF2 they definitely do. You can see their behavior if you turn on "aimode" in debug exe that came wiht mod tools.
#3
Released Assets / Re: SWBFII HLSL Shader Toolkit
December 01, 2017, 04:27:03 PM
Thanks. Out of curiosity, how hard would it be to replicate normalshader.minimal thing without understanding hlsl? Btw, great work on this. You always come up with some unexpected cool thing, like the splitscreen mod.
#4
Released Assets / Re: SWBFII HLSL Shader Toolkit
December 01, 2017, 04:37:59 AM
I remember in debugger exe, there was a function called "Normalshader.Minimal", it seemed to disable all or most of the shaders. Would it be possible to replicate this with your toolkit?
#5
the distance to the server is more important than your speed as even 100kbit should be enough (assuming you do not lose packets)
do a ping test and if you have less than 100 ping to the server then its good, 100-200 will be laggy but playable (hard to play) 200+ will be very laggy
#6
Karma, for all the crashing maybe.
#7
You cannot claim it is incorrect information if you have not tried it then. That website is pretty reputable and it has helped me on other games as well as PC gaming wiki, what reason would they have to lie about it? And its up since 2004.
#8
Is it so rare for people to have original cds? And I take it you havent tried it on 1.3 beta patch then?
There may be easier way than memory hack which would work on all versions/OSs but fine, Ill move along then. I guess discussing it is not allowed here.
#9
on the tweakguide page its under cmd line switches(server commands are above it) and shows the game directory (not the server manager one) as the correct location also pcgaming wiki says this:  These solutions may not work with all versions.


Did you try the parameter on 1.3 patch ? Because the website states all that information is just for that patch.

If they really are lying, does the lua callback ScriptCB_SetResolution work? Did anyone try it?
#10
I dont have swbf1 installed right now but that website doesnt lie I think. It also says you have to have the latest patch Star Wars Battlefront Version 1.3.

As for Mac, google is your friend, apparently there are many ways to make parameters work on mac. there are some here: https://superuser.com/questions/16750/how-can-i-run-an-application-with-command-line-arguments-in-mac-os

also in the tweakguide website I linked, read the vidmode.ini part, might be another way to enable resolutions
#11
no thats swbf1, and as for where you "input" the command, read the website
#12
http://www.tweakguides.com/SWB_7.html

try the /resolution cmd line switch
#13
Requests / Re: Modify max number of special bots
May 14, 2017, 04:51:19 AM
He already knows that, see his lua he increased it.

If there is points limit then you cant spawn as that unit if there are already the max units in battle. So yes it matters. But his problem is probably with him thinking its cor1.lvl that changes unit counts, as I wrote already.

Also the first number is minimum of units that spawn (AI) and second is maximum (both AI and humans)
#14
Requests / Re: Modify max number of special bots
May 13, 2017, 02:41:38 PM
unit counts are handled by setupteams in lua which munges into mission.lvl, make sure its reading your modded mission.lvl (in your first post you said cor1.lvl which is just the map file, nothing to do with units)
#15
Requests / Re: Modify max number of special bots
May 13, 2017, 03:52:13 AM
remove pointstounlock line from the units odf