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Messages - Phobos

#31
Quote from: Mike on March 31, 2017, 09:36:16 PM
In regards to the PS2 SWBF1 patch, what exactly did it do? This still confuses me. Wasn't it an issue where players who did not have the patch were unable to see the server list? But after GameSpy went down none of us needed the patch anymore anyway so this was a good thing?

What benefit would there be to getting the patch to everyone? I thought it just caused problems, or did it actually improve something about the game?

EDIT: I now see you guys talking about the patch helping with an issue that made PS2's reload? Does that mean you get kicked out of the server? Is that what the purpose of the patch was, just to fix that issue?
I don't remember what features the patch included, oldsnake could elaborate on that. I know it was more than just fixing reboot bug though. There are some discrepancies between the PC and PS2 LUA on certain missions, which when using a modded PC mission.lvl on the PS2 server host, causes the ps2 players' consoles to reboot on those maps. A new mission.lvl builder for the PS2 could be constructed which fixes these maps but it hasn't been built yet.

Regarding the patch Snake uploaded, it might not be possible to edit this in a way that other players could use on either an emulator or modded PS2 ISO on a USB drive, but the idea was just to get a copy of the patch archived on SWBFGamers, in case someone eventually figures out a way to make the patch functional for other players.
#32
They're wrong if they think they can erase the old games by naming the new ones after them, although it will muddy up search engines. I hope SWBFSpy outlives all the EABF games.
#33
The server is still up, with new maps added by request
bes1a bes2r tat2i kam1c kas1i nab2c rhn1i rhn2c bes2a tat2r nab2a rhn1r rhn2a tat1r hot1i yav2r yav1i

Not sure what's going on with the DNAS server or the PS2 forum, but for now it's still possible to connect using the method Snake mentioned here http://www.swbfgamers.com/index.php?topic=11692.msg112671#msg112671
#34
Welcome Center / Re: Back after several years
March 22, 2017, 11:34:02 AM
Welcome back, glad to see another modder return :tu:
#35
Forum News and Forum Rules / Re: Gametracker
March 22, 2017, 11:30:30 AM
The stats appear to be loading again but not the map preview image, the same is happening on http://server.fcsite.ml/
#36
Quote from: oldsnake on March 05, 2017, 08:00:49 PM
hi Phobos i got the swbf1 ps2 patch from the memory card today.
https://mega.nz/#!jZ5UGLjA!nqtozTn6EUaI26qRX07mPK4WNtatrphEk4mxGAVMzjk
thanks goes to GARAGAMUS for modding my network adapter to fit a WD hard drive  :cheers:
[spoiler]
upload widget[/spoiler]
Thx snake for uploading this :cheers: Now it might be possible in theory to replicate the patch for other players somehow
#37
Quote from: Idren on March 09, 2017, 10:53:08 AM
In attempting to figure out how to allow for vehicles to spawn outside a base's control region, I've figured out (using the stock Bespin: Platforms map), that for any CP, the CAPTURE region is the region that defines where units must stand to both take AND keep a base - and the CONTROL region is the region that defines the "area" that the base controls - i.e. where the vehicles can spawn and not explode if left alone.  So if you need vehicles to spawn over a large area, just make that control region huge - and you don't have to worry about that base being really hard to capture.

In the various tutorials on adding bases/vehicles and the regions concerning them, it is (unintentionally) made to seem like the control region is for where units need to stand in order to keep a base under their control.

I'm fairly certain that probably everybody already knows about this, and it's only new to me :slap: but if not, then I'm glad to have helped somebody out! :)
Yeah this also confused me when I first started modding. Basically CAPTURE regions define the CP zone and CONTROL regions are used for vehicles. ControlRegions are used for placing com_inf_vehiclespawn which defines vehicle properties such as factions and respawn timer. All the stock game vehicles are set up like this. I think it's also possible in ZeroEditor to use region groups to have several smaller regions for vehicle respawns assigned to a specific CP.

However for modders who want a vehicle to only spawn once, you would place the vehicle ODF in the map directly instead of using com_inf_vehiclespawn. Vehicles that don't respawn don't have to be placed in a controlregion, these can go anywhere on the map, and by default are not assigned to any teams. I think the WLD file can be edited in notepad++ to assign team ownership if needed.
#38
Welcome Center / Re: Hello world!
March 02, 2017, 12:42:28 PM
Hello, welcome to SWBFGamers :cheers:
#39
Quote from: Anthony_b on March 01, 2017, 07:23:52 AM
This is because the assets used to rebuild files included with mod tools match the PC client assets. In PS2 assets were tweaked but those specific PS2 assets were not released with mod tools. Things have to be adjusted to match the PS2 clients or things will become dysfunctional. So far it seems the only issue is the thing with unit count values. Hopefully that will be the only issue to deal with. I had this same issue in SWBF2 when trying to build a new mission.lvl for the server and it took a pretty long time to go through each map script and guess a correct unit count value, test it, restart the server/ps2 if it crashed, then try again. I really don't want to have to go through this again but I will if I am really needed, and for any other issues that may appear.
tirpider has posted a method which can show the numerical values for all of these munged LUA codes, we could try to use that later to reconstruct the PS2 LUA, and create a proper ps2 mission.LVL builder which munges identical to a stock PS2 mission.lvl.

There were previous discussions already about porting the PS2 map camera values to the PC and combining them in the client mission LUA. We know these simple LUA mods are also possible for the PS2 if you use the ISO/USB method. Snake and I have discussed trying to add Tatooine Jabba's Palace to the shell\missionlist.lua, but an easier method might be simply replacing a stock map (such as geonosis).

Having AddUnitClass & SetUnitCount discrepancies between the host and clients for PC servers can sometimes cause random crashes in MP, which for the PS2 means a reboot bug. Sereja has mentioned that this bug doesn't usually cause crashes in Singleplayer.
#40
Quote from: Anthony_b on March 01, 2017, 03:34:08 AM
Battlefront 1 also doesn't have as many modding capabilities as SWBF2 does, in regards to server side changes.
This appears to be even more true regarding the PS2 than the PC editions.

I'll put any mods I can that are requested on the SWBFSpy PS2 server, but there's more limitations than what is possible for server side changes on the [FC] Battlefront PC server.
#41
Requests / Re: The "I Have An Idea!" thread
March 01, 2017, 06:16:02 AM
Quote from: Gistech on February 28, 2017, 03:16:58 PM
Absolutely. But the point is moot, because the only person I know who has the source code is psych0fred and he is unable to share it.
Yeah that would only matter if the code could be shared, which unfortunately isn't possible (unless fred wanted to mod the engine himself and release an improved version for us, which is unlikely). But perhaps one day if we can code our own engine that can override the memorypool limitations of zeroengine, we might not need the source. We just need help from programmers who have this level of knowledge.
Quote from: Gistech on February 28, 2017, 09:02:54 AM
Don't know if we have any programmers who would be willing to put in that kind of work though
#42
Requests / Re: The "I Have An Idea!" thread
February 28, 2017, 03:11:42 PM
Quote from: Gistech on February 28, 2017, 02:34:08 PM
Only if we directly used source code from the original games. As we know, that would be impossible anyway because 2004/2005 code is not compatible with the modern compilers, so a lot of it would need to be rewritten to be useable anyway.
If we had the code, would it be possible to use a 2004/2005 compiler setup?
#43
Quote from: JackDaniel on February 02, 2017, 07:24:05 PM
@Oldsnake: Our server owner said he downloaded the server on this site and we played hoth the other day and we play often all 4 rhen var and we don't have the ps2 reload bug. The server he downloaded came with mods like the infinite flight and double rockets.
These are side mods, the ps2 reload bug appears to be related to mission LUA mods. Snake and I are hex editing the ps2 mission.lvl for low spawns and 300 v 300 reinforcements
#44
Quote from: oldsnake on February 27, 2017, 06:43:36 PM
yes it seems like this is right the ps2 version has add mission objectives 3 and camera shots are different. with the hex editor you can clearly see what has been changed/added
[spoiler]
ps2 rhn2c
QuoteLua@    ...Í•M   =(none)                            ScriptInit           =(none)
                   v   
   ReadDataFile    sound\rhn.lvl;rhn2cw
   SIDE\rep.lvl    rep_inf_basic    rep_inf_macewindu    rep_inf_jet_trooper
   SIDE\cis.lvl    cis_inf_basic    cis_inf_countdooku    cis_inf_droideka    SetAttackingTeam    AddMissionObjective    orange    level.rhenvar2.objectives.1    red    level.rhenvar2.objectives.2    level.rhenvar2.objectives.3    SetTeamAggressiveness    SetTeamName       Republic    SetTeamIcon       rep_icon
   AddUnitClass    rep_inf_clone_trooper    rep_inf_arc_trooper    rep_inf_clone_pilot    rep_inf_clone_sharpshooter
   SetHeroClass    CIS       cis_icon    cis_inf_battledroid    cis_inf_assault    cis_inf_pilotdroid    cis_inf_assassindroid
   SetUnitCount    SetReinforcementCount    AddBleedThreshold
   ClearWalkers    AddWalkerType    SetMemoryPoolSize    MountedTurret    SetSpawnDelay
   RHN\RHN2.lvl    SetDenseEnvironment    true    AddDeathRegion    FalltoDeath    SetMaxFlyHeight    SetMaxPlayerFlyHeight    OpenAudioStream    sound\rhn.lvl    rhncw_music
   sound\cw.lvl    cw_vo
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pc munged rhn2c
QuoteLua@    ...Í•M   =(none)                            ScriptInit           =(none)
                   u   
   ReadDataFile    sound\rhn.lvl;rhn2cw
   SIDE\rep.lvl    rep_inf_basic    rep_inf_macewindu    rep_inf_jet_trooper
   SIDE\cis.lvl    cis_inf_basic    cis_inf_countdooku    cis_inf_droideka    SetAttackingTeam    AddMissionObjective    orange    level.rhenvar2.objectives.1    red    level.rhenvar2.objectives.2    SetTeamAggressiveness    SetTeamName       Republic    SetTeamIcon       rep_icon
   AddUnitClass    rep_inf_clone_trooper    rep_inf_arc_trooper    rep_inf_clone_pilot    rep_inf_clone_sharpshooter
   SetHeroClass    CIS       cis_icon    cis_inf_battledroid    cis_inf_assault    cis_inf_pilotdroid    cis_inf_assassindroid
   SetUnitCount    SetReinforcementCount    AddBleedThreshold
   ClearWalkers    AddWalkerType    SetMemoryPoolSize    MountedTurret    SetSpawnDelay
   RHN\RHN2.lvl    SetDenseEnvironment    true    AddDeathRegion    FalltoDeath    SetMaxFlyHeight    SetMaxPlayerFlyHeight    OpenAudioStream    sound\rhn.lvl    rhncw_music
   sound\cw.lvl    cw_vo
   cw_tac_vo    rhn    SetBleedingVoiceOver "   rep_off_com_report_us_overwhelmed     rep_off_com_report_enemy_losing     cis_off_com_report_enemy_losing "   cis_off_com_report_us_overwhelmed    SetOutOfBoundsVoiceOver    Repleaving    Cisleaving    SetAmbientMusic    rep_RHN_amb_start    rep_RHN_amb_middle    rep_RHN_amb_end    cis_RHN_amb_start    cis_RHN_amb_middle    cis_RHN_amb_end    SetVictoryMusic    rep_rhn_amb_victory    SetDefeatMusic    rep_rhn_amb_defeat    cis_rhn_amb_victory    cis_rhn_amb_defeat    SetSoundEffect    ScopeDisplayZoomIn    binocularzoomin    ScopeDisplayZoomOut    binocularzoomout    SpawnDisplayUnitChange    shell_select_unit    SpawnDisplayUnitAccept    shell_menu_enter    SpawnDisplaySpawnPointChange    shell_select_change    SpawnDisplaySpawnPointAccept    SpawnDisplayBack    shell_menu_exit    SetPlanetaryBonusVoiceOver    CIS_bonus_CIS_medical    CIS_bonus_REP_medical        CIS_bonus_CIS_sensors    CIS_bonus_REP_sensors    CIS_bonus_CIS_hero    CIS_bonus_REP_hero    CIS_bonus_CIS_reserves    CIS_bonus_REP_reserves    CIS_bonus_CIS_sabotage    CIS_bonus_REP_sabotage    CIS_bonus_CIS_training    CIS_bonus_REP_training    REP_bonus_REP_medical    REP_bonus_CIS_medical    REP_bonus_REP_sensors    REP_bonus_CIS_sensors    REP_bonus_REP_hero    REP_bonus_CIS_hero    REP_bonus_REP_reserves    REP_bonus_CIS_reserves    REP_bonus_REP_sabotage    REP_bonus_CIS_sabotage    REP_bonus_REP_training    REP_bonus_CIS_training    AddCameraShot    fff?  @?  @  €>¤p}?ÍÌÌ=w~?ªaß=Mõ;a8W:KC ÿÔAo]ËBë©Õ=$Ò¶<dèx?ÂùT>ö2...C3 ÇA{ƒ{C'h?Ö<ÁÕ>^ÖD<SZÊBà‹LAÏ
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  K   K   Ç    €    F  €G        €‡    Ì       €  Æÿÿ  €  Ì       G    €  €  Ì     H  ‡  F  €  €  Ì  K     €Ç  Æÿÿ  €  Ì  K         €  €  Ì  K   H  G  F  €  €  Œ     Ç         G    Œ  K   ‡      K   Ç      G  ‡      Ç        G  ‡      Ç        G  ‡      Ç          G    Œ  K   K   ÆÿÿÇ    Œ  K       Æÿÿ    Œ  K   K     €G    Œ  K         €G    Œ  K   K   F  €‡    Œ  K       F  €Ç    Œ  K   K   †  €    Œ  K       †  €G    Œ  K   K   Æ  €‡    Œ  K       Æ  €Ç    Œ  K   K    €    Œ  K        €G    Œ  K   K   F €G    Œ  K       F €G    Œ  K   K   † €‡    Œ  K       † €Ç    Œ         Æÿÿ    Œ     K   ÆÿÿG    Œ           €G    Œ     K     €G    Œ         F  €‡    Œ     K   F  €Ç    Œ         †  €    Œ     K   †  €G    Œ         Æ  €‡    Œ     K   Æ  €Ç    Œ          €    Œ     K    €G    Œ         F €G    Œ     K   F €G    Œ         † €‡    Œ     K   † €Ç      ˆ  É    H  ‰  È           H  ‰  É       I  ˆ  É        H  ˆ  É       H  ‰           0              

Quotein the hex editor: the Æ1 = C6 31 this controls the ticket value on the map.
so if you wanted 300 tickets Æ1 = C6 31 would become ÆJ = C6 4A there are only 2 that need changing below each map text.
for the spawn timer Fnull = 46 02 is 10 seconds. for 1 second spawn timer change it to 06 00 there is only 1 change needed below each map text.
some maps have 250 vs 250 tickets the value to search for that is F> = 46 3E there are only 2 that need changing below each map text.
on kamino: tipoca city kam1c cis 200 rep 220    the 220=:  Æ6 = C6 36
the 200= Æ1 = C6 31

           CLONE WARS
geonosis: spires geo1r rep 250 cis 250
kamino: tipoca city kam1c cis 200 rep 220
kashyyyk: islands kas1c cis 200 rep 200
kashyyyk: docks kas2c cis 250 rep 250
naboo: plains nab1c cis 200 rep 200
naboo: theed nab2c cis 200 rep 200
rhen var: harbor rhn1r cis 250 rep 250
rhen var: citadel rhn2c cis 200 rep 200
tatooine: dune sea tat1r cis 250 rep 250
tatooine: mos eisley tat2r cis 200 rep 200
yavin4: temple yav1c cis 200 rep 200
yavin4: arena yav2r cis 200 rep 200


            GALACTIC CIVIL WARS
bespin: platforms bes1a reb 200 emp 200
bespin: cloud city bes2a reb 200 emp 200
endor: bunker end1a reb 200 emp 200
hoth: echo base hot1i reb 250 emp 250
kashyyyk: islands kas1i reb 200 emp 200
kashyyyk: docks kas2i reb 250 emp 250
naboo: plains nab1i reb 200 emp 200
naboo: theed nab2a reb 200 emp 200
rhen var: harbor rhn1i reb 250 emp 250
rhen var: citadel rhn2a reb 200 emp 200
tatooine: dune sea tat1i reb 250 emp 250
tatooine: mos eisley tat2i reb 200 emp 200
yavin4: temple yav1i reb 200 emp 200
yavin4: arena yav2i reb 200 emp 200           


26 maps

here is a fast spawn mission file only used the hex editor for it to keep the integrity of the ps2 mission in place
https://mega.nz/#!CZRAABLZ!41LXbblQaTfB0vy5aXBxzTPl4pSUSjfpkgLthP8FTWY
Thanks Snake for posting these hex edits codes. It should be easier to hex edit the stock ps2 mission.lvl rather than trying to extract munged chunks to add to a custom builder, but I still might try this later when I have more time.

I've added all the hex edits to every map using the info you posted. However there appears to be some error on Bes1a as it loaded the server with 264v300 :confused:

Edit: Here's the hex edited mission.lvl if u want to compare it
#45
Welcome Center / Re: Yo, I'm new
February 27, 2017, 03:31:04 PM
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