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Topics - Shazam

#1
Other Games / Anybody play ARK?
August 09, 2017, 08:48:14 PM
Me and a few of my friends IRL rent a private server for ourselves, but we're thinking about making it open to more players. The biggest issue is, we want players that we can trust with passwords and people that will be competitively friendly.

If anybody is interested, you can reply here, send me a private message, or catch me on Steam. (shazam2436)

We run on Ragnarok with boosted stats and mods, all of which can be tweaked/changed/added at any time.
#2
Tech Support / Building a PC
May 15, 2017, 08:59:37 AM
I'm ordering parts for a PC (hopefully) this week, but I'm hoping a few of you could look through the parts to make sure what I've got picked out is what I need.  I've never built a PC, so I'm sure I could make some adjustments.

Here's my list: https://pcpartpicker.com/user/zaccentric/saved/

I need it to run the following:

- the Dolphin emulator
- the new and upcoming Battlefront games
- FL Studio
- Photoshop (and other Adobe products)

I don't need the best parts, but I'd prefer parts that won't need upgraded soon.

Any help is appreciated.  :cheers:


-edit:  I could also use some keyboard, mouse, and headphone recommendations
#3
General / Xfire Alternatives (Poll)
June 29, 2015, 09:39:46 AM
Information about the alternatives listed above can be found in this topic: http://www.swbfgamers.com/index.php?topic=9273.0

If your preferred chat client is not listed above, please let me know so I can add it.  Also, feel free to tell everyone why you like the alternative(s) that you voted for.  The more information we have, the better.

My goal is to see the bulk of the SWBF community using one of the above options in time for the ICW5.

[spoiler=My Opinion]I prefer Steam, but I understand that some people are not willing to spend money in order to have full functionality.[/spoiler]
#4
Rhen Var - Zombie Bridge Midnight

Reuploaded with permission from Phobos.

http://www.swbfgamers.com/index.php?action=downloads;sa=view;down=1292
#5
Zombie Castle 1.0 + Universal Zombie Sound Assets

Reuploaded with permission from Phobos.

http://www.swbfgamers.com/index.php?action=downloads;sa=view;down=1291
#6
What is the quickest, simplest way to set up a non-dedicated server?

I have my hosts.file modified in order to play on GameMaster, but (as far as I know) I can't just click "create" instead of "join" and have the server show up for my friend and I to play on.  We've been playing on Tunngle, but Tunngle isn't near as good as GameMaster.

-edit:  Oh, and I only have one PC to play on.  Hosting on one computer and playing on another is not an option for me.

Thanks in advance!

#7
Tech Support / [SOLVED] d3dx9_43.dll missing
September 20, 2014, 10:36:30 AM
I'm getting a System Error warning whenever I try to launch Battlefront.  I recently restored my computer its factory condition and made a backup of my SWBF files/mods (before the factory reset) to transfer onto the computer so I wouldn't lose anything.

This is exactly what the error window says:
Quote from: Battlefront.exe - System ErrorThe program can't start because d3dx9_43.dll is missing from your computer.  Try reinstalling the program to fix this problem.

I would rather not go through the entire reinstallation process because it took quite some time to transfer all my mods and things. 

Any suggestions?
#8
Requests / Lowrez Needed
April 20, 2014, 04:26:07 PM
After digging through some of my old projects, I found one of my favorite reskins that I used for the Battle Royale and a custom side.lvl, but I never had a lowrez model for it.  If someone can find a model that looks very similar or could make a lowrez model, I would really appreciate it.

This is what the blue unit looks like:
[spoiler][/spoiler]


I'll need a black and white lowrez .tga so I can just colorize it for the different classes.  Each class will be the same trooper with different colors and weapon changes.  Trooper will be orange, vanguard will be blue, pilot will be yellow, sniper will be red, and the special class will be green (or stock wookiee if I make an OC version)

If anyone is interested, I can release the mod as an online compatible reskin, but I planned on using this for a mod map with weapon changes and without a wookiee. 


And btw, the link to GT link does not now work on the How-To-Thread
Quote from: Snake on April 06, 2011, 07:00:03 PM
HowTo-Make a lowrez mesh for your model
#10
SWBF1 Modding / [WIP] Bespin Map
December 29, 2013, 05:24:10 PM
What I need to get done in order to release my map:

1.)  Have people test for glitches, gameplay, fun factor, ect
2.) Make a minimap
3.)  Convert the bes2.lvl into an addon (I have absolutely no clue how to do this)

I could still use a few testers!  Please PM me if you are interested!
#11
Does anyone know or have a list of the characters that the nickchanger and SWBF will recognize ingame?

I find myself testing a thousand different combinations of characters just to see which ones I can use. :P
#12
SWBF 1 and 2 Tournaments / ICW3 Radar Usage
August 01, 2013, 03:08:58 PM
Does splitting half of the ICW3 maps between normal and anti-radar sound like a good compromise?

I did not make an "I don't care" option so neither side can claim that the I-don't-care's are technically on their side for some reason or another.  If you don't care and just want to have a fun tournament, you can just wait for the outcome.  :)

I cannot stress enough how much I do not want this to turn into a full-on radar discussion.  Please, just vote.
#13
SWBF1 Modding / What does this mean?
July 16, 2013, 05:34:27 PM
When I tried to create a new project in BFBuilder, some weird error came up (see attachment)

What do I do?
#14
Requests / XSI Request
July 16, 2013, 02:02:33 PM
I need someone to cut off a piece from the carbon freezing chambor mesh so I continue the upper part of the bridge all the way around the chambor pit. The CFC is just a couple big .msh's so I can't really do much to it. (I attached an image to show what bridge pieces I'm talking about)

And if you can, do the same thing to the bridge pieces used in the middle part of the chambor (the ramps and bridges that surround where Han in carbonite is)

I don't need it in a rush. If anyone wants to do it, thanks in advance!  :worship:

-edit:  I've been informed that this would require XSI, so it's okay if this is not completed.  It'd be very useful to myself and possibly others if it was, though.
#15
SWBF1 Modding / [WIP] Bespin: Cloud City v2.0
July 07, 2013, 05:20:58 PM
Well, after wanting to make my own custom Cloud City forever, with help from Republic Commando and Gold Man, I am finally going to do it. I finally got BFBuilder and Zero Editor working properly, so wish me luck!

So far, it's coming along great for my first map.
[spoiler](Sorry for the low quality)

[/spoiler]

As you can see, I've added some bridges across the courtyard connecting various parts of the map that weren't connected before, and you can now get to some places (without grenades or a jetpack) that you couldn't get to in the stock Cloud City. I also plan to add more decor to the map, as I have had some suggestions to do so. I may add Bespin locals, but I honestly have no clue how to do that... I could tell you everything else I plan on changing or modifying, but where's the fun in that?  ;)

Gold Man, Republic Commando and I are all brainstorming together to make this enjoyable for everyone, so please let us know what things you would like to be added or changed to make your Cloud City experience better!

Oh, and for those of you who don't like my Cloud City skin (I'm not offended...it's crazy), if requested I can make a version with the stock Cloud City skin.
#16
Released Maps and Mods / Colorful Cloud City
July 04, 2013, 11:16:35 PM
Colorful Cloud City

http://www.swbfgamers.com/index.php?action=downloads;sa=view;down=1003

A modified version of bes2 that makes Bespin: Cloud City very colorful looking. All I did was change the colors of the buildings and the ground in Cloud City, so this mod is online compatible.

Here are some screenshots of the map:
[spoiler][/spoiler]
[spoiler][/spoiler]
[spoiler][/spoiler]

The bes2.lvl goes here:
C:/ProgramFiles/LucasArts/Star Wars Battlefront/Data/GameData/_LVL_PC/BES/
Make sure you backup your stock bes2.lvl before installing!

Enjoy.  :cheers:

Quote from: An Anonymous Person Who's Name May Or May Not be Gold ManIt looks like a McDonald's play place.
#17
Released Maps and Mods / Kamino: Clones vs Empire
July 04, 2013, 09:19:54 AM
Kamino: Clones vs Empire

http://www.swbfgamers.com/index.php?action=downloads;sa=view;down=1001

A mission.lvl that replaces the CIS with Empire on Kamino. As far as I know, this is not online compatible, so you will have to use a different mission.lvl if you wish to play Kamino online. I haven't found any bugs, but please let me know if you find any!

Special thanks to Snake for helping me.

For any modders, here's my mission.lvl if you wish to edit it:
[spoiler]---------------------------------------------------------------------------
-- 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 called from C to start the mission.
---------------------------------------------------------------------------
function ScriptInit()
--  REP Attacking (attacker is always #1)
    local REP = 2;
    local IMP = 1;
--    local CIS = 1;
--  These variables do not change
    local ATT = 1;
    local DEF = 2;

--    AddMissionObjective(CIS, "orange", "level.kamino1.objectives.1");
    AddMissionObjective(IMP, "orange", "level.kamino1.objectives.1");
    AddMissionObjective(REP, "orange", "level.kamino1.objectives.1");

    ReadDataFile("sound\kam.lvl;kam1cw");
    ReadDataFile("SIDE\rep.lvl",
        "rep_inf_basic",
        "rep_inf_jet_trooper",
        "rep_inf_macewindu");
    ReadDataFile("SIDE\imp.lvl",
        "imp_fly_fedlander_dome",   
       "imp_inf_basic",                     
        "imp_inf_dark_trooper",
        "imp_inf_darthvader");
--    ReadDataFile("SIDE\cis.lvl",
--        "cis_fly_fedlander_dome",
--       "cis_inf_basic",
--       "cis_inf_countdooku",
--        "cis_inf_droideka");

--    SetTeamAggressiveness(CIS, 0.9)
    SetTeamAggressiveness(IMP, 0.9)
    SetTeamAggressiveness(REP, 0.9)

--  Republic Stats
    SetTeamName(REP, "Republic");
    SetTeamIcon(REP, "rep_icon");
      AddUnitClass(REP, "rep_inf_clone_trooper",11)
      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",12)
--      AddUnitClass(CIS, "cis_inf_assault",3)
--      AddUnitClass(CIS, "cis_inf_pilotdroid",4)
--      AddUnitClass(CIS, "cis_inf_assassindroid",4)
--      AddUnitClass(CIS, "cis_inf_droideka",2)
--      SetHeroClass(CIS, "cis_inf_countdooku")

-- Imperial Stats
    SetTeamName(IMP, "Empire")
    SetTeamIcon(IMP, "imp_icon")
    AddUnitClass(IMP, "imp_inf_storm_trooper",12)
    AddUnitClass(IMP, "imp_inf_shock_trooper",3)
    AddUnitClass(IMP, "imp_inf_pilotatst",4)
    AddUnitClass(IMP, "imp_inf_scout_trooper",4)
    AddUnitClass(IMP, "imp_inf_dark_trooper",2)
    SetHeroClass(IMP, "imp_inf_darthvader")

--SetPlayerTeamDifficulty( 11 )
--SetEnemyTeamDifficulty( 11 )

--  Attacker Stats
    SetUnitCount(ATT, 25)
    SetReinforcementCount(ATT, 200)
    AddBleedThreshold(ATT, 31, 0.0)
    AddBleedThreshold(ATT, 21, 0.75)
    AddBleedThreshold(ATT, 11, 2.25)
    AddBleedThreshold(ATT, 1, 3.0)


--  Defender Stats
    SetUnitCount(DEF, 25)
    SetReinforcementCount(DEF, 220)
    AddBleedThreshold(DEF, 31, 0.0)
    AddBleedThreshold(DEF, 21, 0.75)
    AddBleedThreshold(DEF, 11, 2.25)
    AddBleedThreshold(DEF, 1, 3.0)

--  Level Stats
    ClearWalkers()
    AddWalkerType(0, 16)
    SetSpawnDelay(10.0, 0.25)
    ReadDataFile("KAM\kam1.lvl")
    SetDenseEnvironment("false")

--  AI
    SetMinFlyHeight(60)
    SetMaxFlyHeight(140)
    SetAllowBlindJetJumps(0)

--  Sound
    OpenAudioStream("sound\kam.lvl",  "kamcw_music");
    OpenAudioStream("sound\cw.lvl",  "cw_vo");
    OpenAudioStream("sound\cw.lvl",  "cw_tac_vo");
    OpenAudioStream("sound\kam.lvl",  "kam1cw");
    OpenAudioStream("sound\kam.lvl",  "kam1cw");


    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);

    SetAmbientMusic(REP, 1.0, "rep_kam_amb_start",  0,1);
    SetAmbientMusic(REP, 0.99, "rep_kam_amb_middle", 1,1);
    SetAmbientMusic(REP, 0.1,"rep_kam_amb_end",    2,1);
    SetAmbientMusic(CIS, 1.0, "imp_kam_amb_start",  0,1);
    SetAmbientMusic(CIS, 0.99, "imp_kam_amb_middle", 1,1);
    SetAmbientMusic(CIS, 0.1,"imp_kam_amb_end",    2,1);

    SetVictoryMusic(REP, "rep_kam_amb_victory");
    SetDefeatMusic (REP, "rep_kam_amb_defeat");
    SetVictoryMusic(CIS, "imp_kam_amb_victory");
    SetDefeatMusic (CIS, "imp_kam_amb_defeat");

    SetOutOfBoundsVoiceOver(2, "repleaving");
    SetOutOfBoundsVoiceOver(1, "cisleaving");

    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(IMP, IMP, 0, "IMP_bonus_IMP_medical");           
    SetPlanetaryBonusVoiceOver(CIS, REP, 0, "IMP_bonus_REP_medical");
    SetPlanetaryBonusVoiceOver(IMP, IMP, 1, "");
    SetPlanetaryBonusVoiceOver(IMP, REP, 1, "");
    SetPlanetaryBonusVoiceOver(IMP, IMP, 2, "IMP_bonus_IMP_sensors");
    SetPlanetaryBonusVoiceOver(IMP, REP, 2, "IMP_bonus_REP_sensors");
    SetPlanetaryBonusVoiceOver(IMP, CIS, 3, "IMP_bonus_IMP_hero");
    SetPlanetaryBonusVoiceOver(IMP, REP, 3, "IMP_bonus_REP_hero");
    SetPlanetaryBonusVoiceOver(IMP, IMP, 4, "IMP_bonus_IMP_reserves");
    SetPlanetaryBonusVoiceOver(IMP, REP, 4, "CIS_bonus_REP_reserves");
    SetPlanetaryBonusVoiceOver(IMP, IMP, 5, "IMP_bonus_IMP_sabotage");--sabotage
    SetPlanetaryBonusVoiceOver(IMP, REP, 5, "IMP_bonus_REP_sabotage");
    SetPlanetaryBonusVoiceOver(IMP, IMP, 6, "");
    SetPlanetaryBonusVoiceOver(IMP, REP, 6, "");
    SetPlanetaryBonusVoiceOver(IMP, IMP, 7, "IMP_bonus_IMP_training");--advanced training
    SetPlanetaryBonusVoiceOver(IMP, REP, 7, "IMP_bonus_REP_training");--advanced training

    SetPlanetaryBonusVoiceOver(REP, REP, 0, "REP_bonus_REP_medical");
    SetPlanetaryBonusVoiceOver(REP, IMP, 0, "REP_bonus_IMP_medical");
    SetPlanetaryBonusVoiceOver(REP, REP, 1, "");
    SetPlanetaryBonusVoiceOver(REP, IMP, 1, "");
    SetPlanetaryBonusVoiceOver(REP, REP, 2, "REP_bonus_REP_sensors");
    SetPlanetaryBonusVoiceOver(REP, IMP, 2, "REP_bonus_IMP_sensors");
    SetPlanetaryBonusVoiceOver(REP, REP, 3, "REP_bonus_REP_hero");
    SetPlanetaryBonusVoiceOver(REP, IMP, 3, "REP_bonus_IMP_hero");
    SetPlanetaryBonusVoiceOver(REP, REP, 4, "REP_bonus_REP_reserves");
    SetPlanetaryBonusVoiceOver(REP, IMP, 4, "REP_bonus_IMP_reserves");
    SetPlanetaryBonusVoiceOver(REP, REP, 5, "REP_bonus_REP_sabotage");--sabotage
    SetPlanetaryBonusVoiceOver(REP, IMP, 5, "REP_bonus_IMP_sabotage");
    SetPlanetaryBonusVoiceOver(REP, REP, 6, "");
    SetPlanetaryBonusVoiceOver(REP, IMP, 6, "");
    SetPlanetaryBonusVoiceOver(REP, REP, 7, "REP_bonus_REP_training");--advanced training
    SetPlanetaryBonusVoiceOver(REP, IMP, 7, "REP_bonus_IMP_training");--advanced training

    SetAttackingTeam(ATT);

    AddDeathRegion("DeathRegion");

--Kamino
--Alpha
AddCameraShot(0.190478, -0.010945, -0.980014, -0.056312, -26.091288, 55.965012, 159.458099);
--Clonecenter
AddCameraShot(-0.376571, -0.019637, -0.924923, 0.048232, 176.042465, 53.957565, 244.261139);
--Overhead many alphas
AddCameraShot(0.639254, -0.073533, 0.760457, 0.087475, 78.395348, 72.538582, 344.086609);
end
[/spoiler]

The mission.lvl goes here:
C:/Program Files/LucasArts/Star Wars Battlefront/GameData/Data/_LVL_PC
Make sure you backup your stock mission.lvl before installing!

Enjoy!  :cheers:
#18
SWBF1 Modding / [SOLVED] Mixing Era Units
July 03, 2013, 01:41:57 PM
I thought I remembered reading something that explained how you could mix the GCW and CW units in a certain map, but I can't seem to find where I read it. A link to a tutourial would be awesome!
#19
Scummies / You won't be seeing much of me anymore
June 21, 2013, 02:59:48 PM
Hey, guys. For those of you who have been wondering, I've been having some major computer problems and that's why I'm not really active anymore. I got this virus on my laptop that basically won't let me log on to my main user account. I made a guest user account a long time ago, so I can do things that don't require administrator privileges on that account, but I can't open any of my useful files (SWBF, Tunggle, ect.) because, for some odd reason, the virus is blocking their permission.

For now, I will just be logging onto here from my phone.
#20
SWBF1 Modding / [SOLVED] Numerical Lines for Color
April 28, 2013, 09:12:53 AM
I have noticed that there are a lot of numerical lines in weapon ODFs that control what color certain things (like the initial shot color, the bullet color, and the impact color) will be  ingame. I was just wondering if there was some kind of guide somewhere that I could use to easily know which numbers to use to make things a certain color.

For example, I found this lines in the imp_weap_inf_torpedo_launcher:
FlashLightColor = "255 192 192 175"

I found this in the imp_weap_torpedo_launcher_exp:
LightColor = "255 220 100 255"

And I found this line in the imp_weap_torpedo_launcher_ord:
LightColor              = "64 224 64 150"

I'm just wondering what each of those lines control. I would like to change the color of the weapon shots and what-not for my Battle Royale unit.

Thanks in advance!