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Messages - Phobos

#46
Quote from: Sandman on February 25, 2017, 07:05:34 PM
It seems that any mods at all cause certain maps to reboot..the server that was posted up this past Thursday was the best by far and then somehow it got changed and modded a bit last night with issues..if u guys wouldn't mind just using the same set up as this past Thursday that would be wonderful
This isn't the case, it's only the PC Citadel LUA being incompatible on the PS2 (and maybe a few others like naboo plains). On thursday I used no mods, and all I added was the extra reinforcements you asked for on Saturday. There should have been no issues on the server last night..... considering Citadel was removed from the server, please clarify which issues you encountered.

Quote from: Sandman on February 25, 2017, 07:03:41 PM
No mods to the server works fine..as long as defaults are on (with the exception of AI and reinforcements count)..auto aim enabled..it worked great Thursday night..if you can replicate that and leave as is that would be outstanding..we appreciate the time and the creative thought put into modding it a bit but us old gamers don't need any mods..wasn't sure if it was your server Phobos or Snake's..also hoping we could play tonight..
Well that's the problem -- we can't use higher reinforcements without "modding" the mission LUA. If you try it through batch the server crashes instantly. So this means I can host all the maps you wanted, albeit default reinforcements (200 v 200), OR I can host the server with custom reinforcements on the other maps with Citadel excluded from the map list. So once you guys decide let me know and I'll host the server accordingly.
#47
Quote from: oldsnake on February 25, 2017, 08:46:50 PM
Phobos on the test server my ps2 crash after 30 seconds of being inside the map.  :(
also about the auto aim it is enabled whether the server has it set for it or not*it is setup like this on the client dvd*. *this got fixed in the patch version*
That's because it's confirmed the Citadel LUA shipped with the PC mission builder modding tools doesn't work on the PS2 server without restart. The only way possible to host this map now is to use stock ps2 mission LVL, or the idea I mentioned earlier of combining extracted munged .scripts from the ps2 mission to include in a new mission. So that's why I had Citadel on it's own server to test this.

For now I've restored the stock mission.lvl for the PS2 to include Citadel on the SWBFSpy server. Since the reinforcements can't be adjusted (yet) without breaking Citadel, I've lowered the AI to 6 to account for only having 200 reinforcements. If you guys want any other adjustments let me know.
#48
Quote from: Sandman on February 24, 2017, 07:10:27 PM
Hey guys..citadel empire vs rebels is rebooting the ps2..any chance you can throw up another server?

Seems any kind of mods makes the map reboot
It appears to be either one of the custom LUA mods for Citadel, or it's the fact the LUA script from the PC is being used. I've restored default Citadel LUA with only 2 adjustments so if it still reboots let me know. If it does this means there is some line(s) in the PC rhn2 LUAs which cause the PS2 reboot bug. I may be able to figure this out using HxD comparisons of the munged .script files.

If Citadel is still rebooting, this means the map will either have to get taken off the server list, or no mods can be used for any maps (forcing default reinforcements and spawn times). Unless it is possible to extract the munged PS2 Citadel LUA and use these in a custom PS2 mission.lvl builder which has then citadel LUA removed. I'll have more time to test this later.

Server map rotation currently has Temple then Citadel twice and the other maps. If Citadel isn't rebooting anymore then it's one of the added custom lines I'll have to remove from any other maps which cause the reboot bug to test them also with the lines removed.

Quote from: JackDaniel on February 25, 2017, 01:56:24 AM
Phobos, you send me pm but I can't reply to you as you blocked me. It was right after I said we preferred the original respawn with random numbers. If I offended you, I'm sorry, that was not my intention. I sent you the new Cristian's DNS via Snake but not sure if you got it.
It was a mistake I've re-added you to the whitelist. There were some others removed from this list the other day. I have about 80 players on the whitelist and another 80 on the blacklist so sometimes the names are misclicked when updating the lists.

These are the new DNS that snake sent me
Quote
# 74.91.125.138
# 186.34.212.90
# 186.35.112.91


Update - I've removed Citadel from the main server and hosted it on a secondary server for testing.
#49
Quote from: Sandman on February 24, 2017, 07:12:42 PM
The swbfspy server is rebooting ps2 again on the Citadel map..any chance we can get another server put up tonight? Had 5 on when it happened..thx
Quote from: Anyder on February 25, 2017, 06:34:27 AM
Im afraid not...
I wasnt (and still am not) home and couldnt connect to any machine (Led's or mine) to start a server.
Whenever I have some free time, I'll discuss with Phobos all related to the PS2 community and some stuff about his PS2 servers.

In the meantime try to host servers urselves or use the public server if it is not bugged...
When I have some more time I'll try the PS2 emulator again and test all the servers to see which maps are bugged. It appears to potentially be something to do with the mission LUA causing this on some maps.

I've rebooted the server check the other thread for more details. http://www.swbfgamers.com/index.php?topic=11672.0
#50
Quote from: Sandman on February 23, 2017, 06:28:39 PM
Just wanted to say a big THANK YOU!  Finally able to test your servers..outstanding..everything works..if I could make a small request..can u rename the gladiator server to ..well..anything beside gladiator..it's a bit confusing..we use gladiator server with team select and no AI..it's strictly for same team/team killing..that's all..very minor I know but some players go into it thinking it's team kill but it's actually just the regular playing mode..awesome job, guys..maybe up the reinforcements to 300..that's all..
Quote from: JackDaniel on February 21, 2017, 11:03:42 PM
it got the best maps and some big maps with less reinforcements, tell me what you people think about it and if it's fine then let's put it in action. I put the fav maps twice and some big maps with less reinforcements.

Bespin Cloud           gcw                 reinforcements: 200
Tantive Mos Eisley    clone               reinforcements: 200
RhenVar citadel    gcw                 reinforcements: 200
Kashiik Islands      gcw                  reinforcements: 60
RhenVar harbor    gcw                  reinforcements: 200
Naboo Theed       clone                reinforcements: 200
Endor         gcw                  reinforcements: 60
Bespin Citadel       clone                reinforcements: 200
Tantive Mos Eisley    gcw                  reinforcements: 200
Yavin temple      gcw                  reinforcements: 60
RhenVar harbor    clone                reinforcements: 200
Naboo Theed       gcw                  reinforcements: 200
Kamino         clone                reinforcements: 60
RhenVar citadel    gcw                  reinforcements: 200

Just a suggestion, I'm okay if it's rejected, I just want a rotation that everyone could like :) Any  suggestions will be well received.
I've combined the ideas into 1 server for now named -Colloseum- this has several maps requested by JackDaniel and Sandman

Bespin Cloud City    GCW    300v300
Bespin Cloud City    CW    300v300
Tatooine Mos Eisley    GCW    300v300
Tatooine Mos Eisley    CW    300v300
Kamino Cloning Facility    CW    350v350
Naboo Theed    GCW    300v300
Naboo Theed    Historical CW    200v300
Rhen Var Harbor    GCW    300v300
Rhen Var Harbor    CW    300v300
Rhen Var Citadel    GCW    300v300
Rhen Var Citadel    CW    300v300
Kashyyyk Islands GCW    200v300 (no vehicles)
Yavin IV Temple GCW    200v200 (no vehicles)

Vehicles should be enabled for all other maps. Fast spawn timer enabled and autoheal on some maps, which can be disabled if needed.

AI=8
Difficulty=Hard
Team Damage=Off
AutoAim=On
AutoAssign
Heroes=Off
/ainotext
#51
Quote from: Sandman on February 21, 2017, 05:48:02 PM
Can u Plz enable the auto aim?..
Gladiator server already has AA enabled
#52
Quote from: Sandman on February 19, 2017, 05:59:30 PM
Tuesdays we usually get on around 8 pm central..Saturday is kinda tricky..we have guys in different time zones..from noon Saturday til 200 am Sunday if that availability is doable as a window
The server is up now exactly as requested with no mods, the only difference is the reinforcements are set to default values. Maplist is set to non-randomized bes2a bes2r tat2i tat2r nab2a nab2c_h rhn1i rhn1r rhn2a rhn2c. Several players report that Citadel reboots their PS2 so I put those maps on last.

For now, this secondary PS2 server will only be hosted on Tuesdays and Saturdays. I can probably have the reinforcements adjusted by next weekend.
#53
What time do you guys play on Tuesday and Saturday? The other server might be up by Tuesday evening.
#54
Welcome to SWBFGamers! Currently I'm hosting a BF1 PS2 server with all maps (except the ones that restart ps2) on it, another one can be hosted with the settings you requested later this week.
#55
Quote from: Sandman on February 19, 2017, 02:13:59 PM
Thx for the server to use, guys..I'd like to mention that my crew and I are not new..been playing this great title since '06..and then found workarounds thru the gamespy, openspy, gamemaster, etc yrs..lol..having said that, my crew and myself equals 12 players..we'd like to see if at all possible a different server if you're able to set up a secondary server at all..would be great if it had reinforcements of 300..friendly fire off/auto aim on/8 AI per team/auto assigned..Cloud City (not platforms)..Mos eisley..Naboo Theed..Rhen Var (both maps)..just tossing that out there..plz lemme know if it requires funding or whatever you need, we just need a place to get after it and our so called ADMIN went AWOL..so we're kinda stuck..thx
P.S....I'm not a hacker, but flattered some might think so..lol
We're not sure exactly who caused the server to crash, but it was your (Alabama) IP that was last shown in the packet capture before the PS2 server crashed. This ban is removed for now until further investigation is done on the packet capture. We can likely host the other server you've requested, as the PS2 servers use less CPU/RAM than the PC servers. That's great to hear there are still many active players on the PS2. :cheers:
#56
Quote from: oldsnake on February 18, 2017, 05:10:23 AM
if you want to make the load time faster on your usb swbf1 remove all of the maps from the loadlvl folder. only keeping load.lvl not sure how much it will speed up but have used this for many years on my iso. never tested it on swbf2 but it should work.

http://imgur.com/eKXgDVz

so when done your folder looks like this below. remake your iso and test map load times see if it improves.
http://imgur.com/vhs5Gs4
I figured out this trick years ago for the PC. Removing all files from the load folder except the main load.lvl shortens load times for all maps. That's good it works on the console too.

What program do you use to rebuild the ISO?
#57
Quote from: JackDaniel on February 14, 2017, 07:40:10 PM
Other option is that someone is crashing the server using proxys since coming from so many different locations. Swbf community is growing since the past 2 months with the posts made on gametracker and the new fb page so a hacker may have see it and got into crashing servers.
In this case all the hacker's proxy IPs would get banned.

Quote from: JackDaniel on February 14, 2017, 07:40:10 PMI went through your rotation and I found 3 more maps that were making the ps2 reload. nab1c = plains clone, rhn2a = citadel gcw, yav1i = temple gcw. All the others were fine. Snake was testing the bug last week hosting a server named ps2reloadingtest and we could join maps that used to make our ps2 reload too. Finally, last request ;) can you lower the reinforcements to 120 and if not, just put back the ais to 8, otherwise the maps are lasting too long. Thank you guys for all your efforts, hope one day we can play crash free.
I'll add this soon to the server

Quote from: JackDaniel on February 14, 2017, 07:07:25 PM
the 5 guys in the server at that time are regulars that want to play and have no reasons to be crashing the server. They are all crew members and know each others and been playing this game for years.
The PS2 crash had unusual ports such as 49242-49246 & 56892 being used to spam \basic\\info\ packets which crashed the server. It sounds like Sandman would not intentionally crash the server, so I'm wondering what could be causing this.

Quote from: Led on February 14, 2017, 07:54:40 PM
Something weird is going on and I don't understand it.  Some clients are repeatedly asking the game server for a status update.  It may be client related, or it may be server related. 

At this point, based on what I have seen, I do not think it is malicious, but I don't know what is causing it.  I had two computers from Germany do the same thing to my game server.
status\\0000 UDP spam packet attacks were used against TWD server from a German IP address. This didn't cause the server to crash so it may not be malicious, although it continued for about 3 hours nonstop.

Quote from: Drunken_Master on February 14, 2017, 08:49:39 PM
What is clear after some research is that these attacks are not intentional from the sources.  Setting up Wireshark on Alpha server to see if can replicate it. It might be useful to have more info on packet captures.
The attacks appear to be somewhat different from each source, I'm not yet convinced they are all unintentional. Until more information is known about the cause of this issue, I'm keeping most of the current bans in place. If you can replicate something on the Alpha server with Wireshark we might find out more of what's causing it.



Quote from: Sandman on February 19, 2017, 01:49:06 PM
Hello all..SANDMAN here..just joined the site..I've just had a new WIFI network installed over the weekend and was able to play just fine Friday and Sat night on your server..had a dns crash with server error message 612 late last night..made me toss my controller across the room..I've got a crew of 10 players..been playing this game off and on since '06..plz keep me in the loop and I'll share with my crew via text and our FB page..thx
Quote from: Phobos on February 19, 2017, 02:51:39 PM
We're not sure exactly who caused the server to crash, but it was your (Alabama) IP that was last shown in the packet capture before the PS2 server crashed. This ban is removed for now until further investigation is done on the packet capture. We can likely host the other server you've requested, as the PS2 servers use less CPU/RAM than the PC servers. That's great to hear there are still many active players on the PS2. :cheers:
#58
SWBF1 Modding / Re: No spawnpoints, yet I set them?
February 12, 2017, 11:53:38 AM
Spawnpoints aren't stored in the .TER file (terrain), look for a .PTH file (spawn pathing) and copy that over if needed. If you set them and tried to save but they didn't munge, make sure the PTH file was generated, and that the World1 folder has read-only disabled for all files and subfolders. Also confirm that the Pathing properties are set properly, or it could cause errors such as the 20 second timer countdown.
#59
The [FC] servers have been crashed several times recently, as a result more IPs have been banned. I have recorded all the evidence and packet captures of who it was and when it happened to share with other SWBFSpy server admins. We find it quite disrespectful that there are still crashers going around causing problems. It's happened too many times recently to call a "coincidence". The batch and other server files are confirmed to be stable and haven't crashed for several months. These are acts of direct hostility towards our server, and we have proof of UDP spam and other forms of attacks being used.

I won't post the IP addresses which have been banned here, but I will list this information:
- January 20th the TWD server was crashed by a player from Austria who is now banned
- January 31st the [FC]Battlefront server was crashed by a player from Denver Colorado who is now banned
- February 11th there was a vigorous attempt to crash the TWD server (although it wasn't successful) by a player from Germany who is now banned
- February 11th the [FC]Battlefront server was crashed by a player from Virginia who is now banned
- February 12th (shortly after midnight) the SWBF1Spy PS2 server was crashed by a player from Alabama who is now banned

The [FC] servers are continually being attacked, and I will continue to issue out permanent bans every time it occurs. Consider this a warning to anyone who thinks they can crash our servers and get away with it: You will get caught, and you will get permanently banned, so don't ruin the fun for everyone and lose the privilege of playing in our servers.

If anyone would like the IP subnets of these troublemakers to ban from their own servers as well, contact me or Anyder for the info. I'll update this thread if any more attacks happen again in the future. Thanks to everyone who is kind enough NOT to crash our servers -- but unfortunately a small fraction of these players could get accidentally banned, due to having similar IP addresses as the server crashers who have had their subnets banned.

[spoiler][/spoiler]
#60
Quote from: bboettcher on February 09, 2017, 02:59:51 PM
Alright here's my Tat4a.lua (where I added my side)
I'll keep looking around for where else the "Gammoreans" might be coming from too.

[spoiler]
--start header
function ScriptInit()
local ALL = 1
local IMP = 2
local ATT = 1
local DEF = 2
--end header

--start objectives
AddMissionObjective(IMP,"red", "level.Tat4.objectives.1");
AddMissionObjective(IMP,"orange", "level.Tat4.objectives.2");
AddMissionObjective(IMP,"orange", "level.Tat4.objectives.3");
AddMissionObjective(ALL,"red", "level.Tat4.objectives.1");
AddMissionObjective(ALL,"orange", "level.Tat4.objectives.2");
AddMissionObjective(ALL,"orange","level.Tat4.objectives.3");
--end objectives

--start soundlvl
ReadDataFile("sound\\tat.lvl;tat1gcw");
--end soundlvl

-- Start sidelvls
--ALLIANCE

ReadDataFile("SIDE\\all.lvl",
"all_inf_basicdesert", --The units REQ for the level
"all_inf_lukeskywalker", --The hero's REQ for the level
"all_inf_smuggler"); --The 5th troop's REQ (wookie smuggler)

--EMPIRE
ReadDataFile("dc:SIDE\\imp.lvl",
"imp_inf_basic",
"imp_inf_dark_trooper");
--end sidelvls

--start loadouts
--ALLIANCE

SetTeamName(ALL, "Alliance")
SetTeamIcon(ALL, "all_icon")
AddUnitClass(ALL, "all_inf_soldierdesert",10)
AddUnitClass(ALL, "all_inf_vanguard",1)
AddUnitClass(ALL, "all_inf_pilot",2)
AddUnitClass(ALL, "all_inf_marksman",2)
AddUnitClass(ALL, "all_inf_smuggler",1)
SetHeroClass(ALL, "all_inf_lukeskywalker")

--EMPIRE
SetTeamName(IMP, "Empire")
SetTeamIcon(IMP, "imp_icon")
AddUnitClass(IMP, "imp_inf_storm_trooper",10)
AddUnitClass(IMP, "imp_inf_shock_trooper",1)
AddUnitClass(IMP, "imp_inf_pilottie",2)
AddUnitClass(IMP, "imp_inf_scout_trooper",2)
AddUnitClass(IMP, "imp_inf_dark_trooper",1)
--end loadouts


--start teamstats
SetUnitCount(ATT, 16)
SetReinforcementCount(ATT, 200)
SetUnitCount(DEF, 16)
SetReinforcementCount(DEF, 200)
--end teamstats

--start alliances
SetTeamAsFriend(ATT, 1)
SetTeamAsEnemy(ATT, 2)
SetTeamAsFriend(DEF, 2)
SetTeamAsEnemy(DEF, 1)
SetAttackingTeam(ATT);
--end alliances

--start memorypools
ClearWalkers()
AddWalkerType(0, 0)-- special -> droidekas
AddWalkerType(1, 0)-- 1x2 (1 pair of legs)
AddWalkerType(2, 0)-- 2x2 (2 pairs of legs)
AddWalkerType(3, 0)-- 3x2 (3 pairs of legs)
SetMemoryPoolSize("PowerupItem", 60)
SetMemoryPoolSize("EntityMine", 40)
--end memorypools

--start worldlvl
ReadDataFile("dc:Tat4\\Tat4.lvl")
--end worldlvl

--start spawndelay
SetSpawnDelay(10.0, 0.25)
--end spawndelay

--start flyheight
--end flyheight

--start ainotify
--end ainotify

--start stayinturrets
--end stayinturrets

--start denseenvironment

SetDenseEnvironment("false")
--end denseenvironment

--start birdsandfish
--end birdsandfish

--start deathregions
--end deathregions

--start soundconfig

OpenAudioStream("sound\\tat.lvl","tatgcw_music");
OpenAudioStream("sound\\tat.lvl","tat1");
OpenAudioStream("sound\\tat.lvl","tat1");
OpenAudioStream("sound\\gcw.lvl","gcw_vo");
OpenAudioStream("sound\\gcw.lvl","gcw_tac_vo");
OpenAudioStream("sound\\tat.lvl","tat1_emt");
SetBleedingVoiceOver(ALL,ALL,"all_off_com_report_us_overwhelmed",1);
SetBleedingVoiceOver(ALL,IMP,"all_off_com_report_enemy_losing",1);
SetBleedingVoiceOver(IMP,ALL,"imp_off_com_report_enemy_losing",1);
SetBleedingVoiceOver(IMP,IMP,"imp_off_com_report_us_overwhelmed",1);
SetLowReinforcementsVoiceOver(ALL, ALL, "all_off_defeat_im", .1,1);
SetLowReinforcementsVoiceOver(ALL, IMP, "all_off_victory_im", .1,1);
SetLowReinforcementsVoiceOver(IMP, IMP, "imp_off_defeat_im", .1,1);
SetLowReinforcementsVoiceOver(IMP, ALL, "imp_off_victory_im", .1,1);
SetOutOfBoundsVoiceOver(2,"Allleaving");
SetOutOfBoundsVoiceOver(1,"Impleaving");
SetAmbientMusic(ALL,1.0,"all_tat_amb_start",0,1);
SetAmbientMusic(ALL,0.99,"all_tat_amb_middle",1,1);
SetAmbientMusic(ALL,0.1,"all_tat_amb_end",2,1);
SetAmbientMusic(IMP,1.0,"imp_tat_amb_start",0,1);
SetAmbientMusic(IMP,0.99,"imp_tat_amb_middle",1,1);
SetAmbientMusic(IMP,0.1,"imp_tat_amb_end",2,1);
SetVictoryMusic(ALL,"all_tat_amb_victory");
SetDefeatMusic (ALL,"all_tat_amb_defeat");
SetVictoryMusic(IMP,"imp_tat_amb_victory");
SetDefeatMusic (IMP,"imp_tat_amb_defeat");
SetSoundEffect("ScopeDisplayZoomIn","binocularzoomin");
SetSoundEffect("ScopeDisplayZoomOut","binocularzoomout");
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(IMP,IMP,0,"imp_bonus_imp_medical");
SetPlanetaryBonusVoiceOver(IMP,ALL,0,"imp_bonus_all_medical");
SetPlanetaryBonusVoiceOver(IMP,IMP,1,"");
SetPlanetaryBonusVoiceOver(IMP,ALL,1,"");
SetPlanetaryBonusVoiceOver(IMP,IMP,2,"imp_bonus_imp_sensors");
SetPlanetaryBonusVoiceOver(IMP,ALL,2,"imp_bonus_all_sensors");
SetPlanetaryBonusVoiceOver(IMP,IMP,3,"imp_bonus_imp_hero");
SetPlanetaryBonusVoiceOver(IMP,ALL,3,"imp_bonus_all_hero");
SetPlanetaryBonusVoiceOver(IMP,IMP,4,"imp_bonus_imp_reserves");
SetPlanetaryBonusVoiceOver(IMP,ALL,4,"imp_bonus_all_reserves");
SetPlanetaryBonusVoiceOver(IMP,IMP,5,"imp_bonus_imp_sabotage");--sabotage
SetPlanetaryBonusVoiceOver(IMP,ALL,5,"imp_bonus_all_sabotage");
SetPlanetaryBonusVoiceOver(IMP,IMP,6,"");
SetPlanetaryBonusVoiceOver(IMP,ALL,6,"");
SetPlanetaryBonusVoiceOver(IMP,IMP,7,"imp_bonus_imp_training");--advanced training
SetPlanetaryBonusVoiceOver(IMP,ALL,7,"imp_bonus_all_training");--advanced training
SetPlanetaryBonusVoiceOver(ALL,ALL,0,"all_bonus_all_medical");
SetPlanetaryBonusVoiceOver(ALL,IMP,0,"all_bonus_imp_medical");
SetPlanetaryBonusVoiceOver(ALL,ALL,1,"");
SetPlanetaryBonusVoiceOver(ALL,IMP,1,"");
SetPlanetaryBonusVoiceOver(ALL,ALL,2,"all_bonus_all_sensors");
SetPlanetaryBonusVoiceOver(ALL,IMP,2,"all_bonus_imp_sensors");
SetPlanetaryBonusVoiceOver(ALL,ALL,3,"all_bonus_all_hero");
SetPlanetaryBonusVoiceOver(ALL,IMP,3,"all_bonus_imp_hero");
SetPlanetaryBonusVoiceOver(ALL,ALL,4,"all_bonus_all_reserves");
SetPlanetaryBonusVoiceOver(ALL,IMP,4,"all_bonus_imp_reserves");
SetPlanetaryBonusVoiceOver(ALL,ALL,5,"all_bonus_all_sabotage");--sabotage
SetPlanetaryBonusVoiceOver(ALL,IMP,5,"all_bonus_imp_sabotage");
SetPlanetaryBonusVoiceOver(ALL,ALL,6,"");
SetPlanetaryBonusVoiceOver(ALL,IMP,6,"");
SetPlanetaryBonusVoiceOver(ALL,ALL,7,"all_bonus_all_training");--advanced training
SetPlanetaryBonusVoiceOver(ALL,IMP,7,"all_bonus_imp_training");--advanced training
--end soundconfig

--start activebonus
--end activebonus

--start camerashots

AddCameraShot(-0.404895, 0.000992, -0.914360, -0.002240, -85.539894, 20.536297, 141.699493);
AddCameraShot(0.040922, 0.004049, -0.994299, 0.098381, -139.729523, 17.546598, -34.360893);
AddCameraShot(-0.312360, 0.016223, -0.948547, -0.049263, -217.381485, 20.150953, 54.514324);
--end camerashots

--start footer

end
--end footer
[/spoiler]

EDIT: I re-munged and apparently it's fixed now? I'm not sure what was wrong - I might try to re-create the problem to find out what was going on.

EDIT 2: So in the .lua - at one point I changed the line: SetTeamName(IMP, "Empire") to something that wasn't "Empire" - and it apparently defaulted everything to Gammorean - not sure when I changed it back, but that fixed it after re-munging.  I just tried: SetTeamName(IMP, "CIS") and ingame my side had the CIS base holograms, and all the units were labeled as "Unit 123" like the real CIS.  So apparently the SetTeamName() adds all those Unit strings that show up when you kill them, and sets up the base holograms and stuff.

Where do you edit in order to change that? I haven't been able to find it in the Sides folders and stuff.  Like if I wanted to change the base holograms for a team / the list of names the units have?
The default name for local factions is probably Gammoreans in that core.lvl, you would have to edit the localization and remunge if you wanted a custom name.

I think for changing base hologram textures, you want to use the common.lvl builder. Here are the most updated builders for common and shell http://tiny.cc/perfectbuilders