Recent posts

#91
Quote from: jonjonshell21 on March 13, 2024, 02:12:05 PMAlso they have mod support.

Yes, I said that:

Quote from: Giftheck on March 13, 2024, 02:03:54 PMAddon is confirmed, Jabba's Palace is being run through it.
#92
I'm excited for this, and to be honest I'm not really sure why. I own both games on steam, and both seem perfectly fine to me. Not have I ever been super big into multiplayer. I'm certainly impressed by the texture improvements I've seen but that hardly justifies the purchase. Maybe it is just that I want to show support for still paying attention to a great pair of 20 year old games that in a lot of ways so hold up.

Now one thing I truly am excited for is it being on Switch. I've wanted a way to take the full games mobile for a long time, but never was able to come up with a way I thought would work. That said, I don't actually own a switch, and that's not an insignificant investment.
#93
Also they have mod support.
#94
So far, here's what we know:

The good:

  • They are using the console UI instead of PC, which means the ring character select. The console spawn select is not limited to 5 units per side but rather 12.
  • Addon is confirmed, Jabba's Palace is being run through it.
  • Multiplayer seems a lot more stable than SWBF2
  • Scopes in SWBF1 are aspect ratio-appropriate, in SWBF2 they're square in the middle of the screen with no black bars either side.

The bad:

  • They broke the loading screen sound
  • They're using a different font (likely a similar one to the menu font used in DICE BF2015) instead of the classic AmarilloUSAF font
  • IMPORTANT: they changed the LUA version to LUA 5. Mods do not currently work as a result.

Random observations:
  • There is a single executeable. Each game is instead loaded through this as a DLL.
  • Bink DLL has been updated from binkw32.dll to binkw64.dll
#95
Released Maps and Mods / Re: Ty294 Map & Mod Upcoming R...
Last post by Red04SWBF - March 13, 2024, 10:18:55 AM
I played the previous Europa maps, I will play the new ones as well. Nice work! :)
#96
Looks good visually, but I don't think I'm a fan of the new HUD font, especially in SWBF1. The original one is iconic!
#97
There's been a a lot of gameplay clips surfacing with the review embargo lifting and NZ players getting it in their time zone.

My initial impression is that they might have increased the low res unit threadhold.

Fonts are updated and textures have seemingly been upscaled with AI (?)

Obviously we'll have a lot more to unpack in the coming days.
#98
Released Maps and Mods / Re: Ty294 Map & Mod Upcoming R...
Last post by Ty294 - March 12, 2024, 03:55:06 PM
Quote from: Giftheck on March 12, 2024, 02:04:37 PMYour work looks really good! I look forward to seeing the end result!  :cheers:

Thanks!

I actually got it uploaded to Gamefront today (click here!). Fastest I think I've ever had a download approved by them. It has also been sent for approval here, but that download just links to the Gamefront one, since the file is too big to be directly hosted here.


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Also, I completely forgot to add this bit of trivia to my description, but the original inspiration for the Europa maps was an old strategy tank game called Battlezone 1998. A fun fact I learned later about BZ98, is that apparently the dev team that built it for Activision, would later became Pandemic Studios!
#99
Released Maps and Mods / Re: Ty294 Map & Mod Upcoming R...
Last post by Giftheck - March 12, 2024, 02:04:37 PM
Your work looks really good! I look forward to seeing the end result!  :cheers:
#100
Released Maps and Mods / Re: Ty294 Map & Mod Upcoming R...
Last post by Ty294 - March 12, 2024, 09:58:35 AM
Quote from: wsa30h on March 12, 2024, 09:05:55 AMnice work cant wait to play your map. must learn how to make a minimaps for my maps.

Thanks!

Minimaps are, unfortunately, not something for which there is an easy solution. My process involves taking screenshots of the map in Zeroeditor, then taking screenshots in-game, trying to approximately line-up the CPs, then use Adobe Illustrator to create the various objects/outlines/etc. Then spend an inordinate amount of time intricately adjusting them into place. And since Illustrator can't export into TGA the way I need it, I have to export it into PNG, then export it into TGA with Photoshop, each time I make a tweak... The process takes me forever, but I'm very anal about my minimaps looking official-release quality. lol