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Messages - Dark_Phantom

#511
I think Saturday would be better.
#512
SWBF2 Modding / Re: Old munging files revamp?
October 29, 2018, 04:18:29 PM
Frankly, right now, you are not making a good showing to those who would show interest.  You have shown little respect to those here, and none of us do this for profit, only for fun.
The best way to get others interested is to become an established modder and start garnering a positive reputation.  Help those with modding issues, make some small mods.  It takes time, but it's worth it.
#513
Tech Support / Re: SWBFI on Windows 10?
October 29, 2018, 11:48:12 AM
We could use more stats over time on the games.  Maybe before the lag the GPU sits at a low % and after it starts lagging it is at a higher %.  Or CPU usage is low before and higher afterward.  Short story: Get stats before and after the lag.

The AMD issue could be it - but others would have to share their experiences because I have an Nvidia GPU and am also on Windows 7.  Other (actually for SWBF2-2017) posts have shown that rolling back the driver does seem to work (people complain that many of their games get really choppy).

There are plenty of different driver options, but before running down that dark, dark road, we should try to find where the issue is.
#514
SWBF2 Modding / Re: New Server Announcement
October 29, 2018, 10:56:06 AM
You do have to realize these are 13 and 14 year old games.  There aren't hundreds of people left and they probably have projects of their own that they want to work on - for now, working alone and searching the forum and asking for help on specific issues is your best bet.
#515
Psych0fred said at one point the spawn screen was done by a third party in Battlefront 1, but in 2 was done in-house.  The max number of units (12) is actually defined.  See here:

[spoiler]
Quote from: Psych0fredYes, theoretically, as long as the rest of the code wasn't dependent on the limit. In BF1 I think it was in SpawnParams.h. That's the file where the limits were set as I've pasted them from that file below. Keep in mind that spawn display screen has a memory restriction so if you load too many different models it wouldn't be able to hold them.



const int PLAYER_TEAMS = 2;   // max number of player teams

const int MAX_TEAMS = 8;       // 0 is neutral, 1 and 2 are player teams, the rest are nonplayer teams

const int MAX_CLASSES = 12;   // max number of classes per team

#ifdef PC

const int TEAM_SIZE = 200;      // allow padding for soldiers, vehicles, dead units (dulicated briefly during spawning)

const int MAX_UNITS = 450;

#else

const int TEAM_SIZE = 40;        // allow padding for soldiers, vehicles, dead units (dulicated briefly during spawning)

const int MAX_UNITS = 64;

#endif

const int MAX_DROIDS = 16;

const int MAX_ENEMIES = TEAM_SIZE;

const int MAX_FLY_UNITS = 20;
[/spoiler]

The rest of this gold mine is a discussion for another post, but you get an idea of what you're working with in regard to maximums.

@Red04 - depends on how you do the scripting.  By default yes.  My code in the video said something akin to "if numSlot = 5 then define new location" which is how you get the nicely laid out screen.  See here:
[spoiler]
Code (lua) Select
local i
for i = 0,numSlots do

local tag = format("SlotUnitName%d",i)

-- this.Info[tag] = NewIFText --the Unit's name/soldiertype/title
-- {
--- x = SlotTextOffsetX, --SlotUnitNameOffsetX , -- center-x position
--- y = SlotYOffset + i * ( boxh + textheight ), -- just touching box below (my height = 32, but is centered)
-- width = barw * 10,
---- font = fontsize,
-- halign = "left",
-- valign = "top",
-- -- textw = barw , -- usable area for text
-- texth = 32,  --boxh ,
-- font = fontsize,
-- string = "UnitTitle",
-- ColorR = 255, ColorG = 255, ColorB = 255, -- white
-- --flashy = 0,
-- rotY = 20,
-- bgleft = "headerbuttonleft",
-- bgmid = "headerbuttonmid",
-- bgright = "headerbuttonright",
--
-- textw = boxw, -- usable area for text
-- }


tag = format("SlotWindow%d",i)
--this.Info[tag] = NewBorderRect
--{
-- ZPos = 190, -- behind most
-- x = SlotUnitNameOffsetX +  65,
-- y = SlotYOffset + i * ( boxh + textheight ) + boxh,
-- width = boxw,
-- height = textheight + boxh,
-- alpha = 128,
--}

if (i<5) then       
this.Info[tag] = NewButtonWindow
{
ZPos = 200,
x=SlotUnitNameOffsetX +  SlotUnitNameOffsetX * 2.5,
y = SlotYOffset + i * ( boxh + textheight +  ScriptCB_GetFontHeight(fontsize)+10 ) + boxh ,
--ScreenRelativeX = 0.0, -- center
--ScreenRelativeY = 0.0,
width = boxw,
height = textheight + boxh,
      ----height=boxh,
titleText = "Debug Build",
rotY = leftsideRot,
font = fontsize
}     
else   
--go bonkers
     this.Info[tag] = NewButtonWindow
{
ZPos = 200,
x=SlotUnitNameOffsetX +  SlotUnitNameOffsetX * 9,
y = SlotYOffset + (i-6) * ( boxh + textheight +  ScriptCB_GetFontHeight(fontsize)+10 ) + boxh ,    ----changed from i-4(5) for fake buttons
--ScreenRelativeX = 0.0, -- center
--ScreenRelativeY = 0.0,
width = boxw,
height = textheight + boxh,
      ----height = boxh,
titleText = "ifs.profile.list",
rotY = -20,
font = fontsize
}
    end

this.Info[tag].bHotspot = 1
this.Info[tag].fHotspotW = boxw
this.Info[tag].fHotspotH = textheight + boxh

this.Info[tag].InfoText = NewIFText  --the equipment/weapon text
    { 
--x = 0, --SlotTextOffsetX ,
--y = 0, --SlotYOffset + i * ( boxh + textheight ) + ScriptCB_GetFontHeight(fontsize) + 30  ,


width = barw * 10,

halign = "hcenter",
valign = "vcenter",
textw = boxw, -- usable area for text
texth = textheight,
font = fontsize,
string = "InfoText",
ColorR = 255, ColorG = 255, ColorB = 255, -- white
--rotY = 20,
flashy = 0,
--x = -boxw,
--y = -textheight,
}

end
[/spoiler]
edit: fixed due to the fact I had 2 fake buttons in there - if anyone wants the fake button code for a player select situation I can post it.
#516
Well I released a video a long time ago that it was possible, and now I'm going the tutorial route with it.  This does require modification of the .exe file, which may leave some of you wary, but all it does is change a hard-coded spawn screen limit from 5 to 6.  If you haven't seen it:
https://youtu.be/jopdQhFSHYY

The three things you have to do are this:
You need a common.lvl builder. (local link needed)
1.) Edit the ifs_pc_spawnselect.lua file and raise numslots accordingly.  If you want one extra unit (6) you raise it by one (to 5, lua generally starts at 1 but in this case starts at 0).  Replace the common.lvl in your game's folder.  Oh yeah and you probably want to do some scripting like above because your units will run off the screen.

2.) Edit/create a mission file for the level you want to use.  Mission.lvl builder here: http://www.swbfgamers.com/index.php?action=downloads;sa=view;down=319
--------->You're going to add a 6th AddUnitClass line to one or both of the teams.

3.)  Have a hex editor, I use PSPad (http://www.pspad.com/).  Find these offsets in the Battlefront.exe:  1A9985 and 1A94B2.  Change the 05 to 06 (or whatever, just remember that 0A in hex is 10, not 10) at both offsets.  If you do not wish to edit your .exe, you can do the same thing in Cheat Engine (Battlefront.exe+offset) and it will only adjust the value while the game is running.

It should work in your game now.  This is online and offline compatible as far as I know.

Notes that you need to read:

  • You NEED Auto Assign for this to work properly.  Units 6 and 7 will be assigned to switching teams and you won't be able to select your unit.
  • The max BF1 can support is 12 units (13 with hero).  However, unless testing, I recommend you limit yourself to 10.  You won't be able to spawn if you do (same cause as above).  Buttons seem to be based on indexing and the spawn screen was never meant for more than 5 units
  • Always make a backup of your .exe
  • Never actually could fix the loadout and unit name mismatch
  • There are other notes I wanted to make but don't remember them.
#517
I'm interested - preferably on a Saturday would be best (this one or next - probably next to give people more time).
In addition to the maps listed, I particularly enjoy the first Hyperion map.  However, if you want to have it on Wednesday, maybe in the afternoon? (could start at 3:00 EDT)

I made a Zombie Endor map once upon a time - would anyone be interested and see if it should be added?  If I can find the source I can recompile with the dc:side code instead of replacing the stock ewk.lvl (or I can just rebuild a new mission.lvl).  It's located here:
http://www.mediafire.com/file/21j8iv8h43623hr/Endor+Zombie+Invasion.zip
#518
From what I could tell, the buddy system is not really implemented at all in the MS replacement.
Was it a console thing or just SWBF2 in general?  I didn't use BF2 very much.
#519
Tech Support / Re: SWBFI on Windows 10?
October 17, 2018, 05:20:25 AM
That really sounds like some bottleneck or leak.  You could try the same game before and after the lag (if it does it only after a certain amount of time after a reset).
#520
There are a couple people still floating around, but I think we're kind of in the situation now where we should schedule something if we want more than one person in a server.
I think between a small player base and school starting back up, playing during the week especially is tough.  A few people playing on a weekend could give a spark.
#521
Tech Support / Re: SWBFI on Windows 10?
October 07, 2018, 06:51:13 PM
-Have you tried playing other games, and which ones?
-What are your graphics settings set at ingame and in the ATI Catalyst Control Center (I think that's the AMD thing)?
#522
Released Maps and Mods / Re: Endor Demo Maps recompiled
September 26, 2018, 08:50:41 AM
That makes sense.  That's actually pretty cool if I could get it working.
Edit: Actually just watched the Demo part of that video again.  In the Xbox version, a destructible door is used on the shield generator, and that's how you blow it up.  Instead, there is a hole there because it is not in the released assets.
Also that jump animation is funny.
#523
Released Maps and Mods / Re: Endor Demo Maps recompiled
September 25, 2018, 06:41:25 PM
I don't do BF2 but I would still definitely like a look at them - that'd be awesome.
#524
Released Maps and Mods / Re: Endor Demo Maps recompiled
September 24, 2018, 08:43:18 AM
They are the .wld and some of the planning and region files from the demos.  The .lvl files were able to be decompiled into their sections, and the .wld inside was able to be converted to text format, which hasn't changed since the demoes were sent out.  One error that does come up in regards to the sky is something like "Sky file in old format" but the game still runs and I thought that it was working.

The layout here would be the same as the demo, but the actual objects and textures are from the released game.  I'm not sure how you would get the objects over (maybe rebuilding them or recompiling them or something), but textures could be done without much hassle.

XBOX was an early demo and PS2 was pretty late it seems.
#525
Released Maps and Mods / Endor Demo Maps recompiled
September 20, 2018, 07:50:27 PM
Endor Demo Maps recompiled

http://www.swbfgamers.com/index.php?action=downloads;sa=view;down=1470

Swap with your current Endor.  Please backup!

This isn't really a big deal - just for curious modders.  I have not fixed these up to the best of my ability.  I copied the files that were compatible with the munger and pulled the rest from stock Endor's asset folder.  As such, all textures and objects are the files that came at the game's release/BFBuilder tools.  Someone much more talented than me would have to get those objects into a PC-ready form.

The XBOX version has the most changes.  With this: the generator did not have a CP included and the Shield Bunker is not there.  Also, the beloved log trap is there.    The PS2 version is pretty close to the same and could honestly be passed off as the real map with some small exceptions and different tree placement.  In both, I believe that there is a higher focus on connecting the catwalks for the Ewok village, unlike in the released game.  I didn't check to make sure, though.

The Pandemic devs left almost everything they used in the BFBuilder tools.  Therefore, all objects should be present, however, due to development changes, some stuff doesn't line up (like the tree catwalks).  The minimap is stock BF1, as I didn't see a map in DylanRocket's files that i remember.  This makes it so that especially on the XBOX version, nothing lines up correctly.

Credits:
Pandemic Studios - for Battlefront 1
George Lucas - Star Wars!
DylanRocket for finding and extracting, thread here: http://www.swbfgamers.com/index.php?topic=4241.msg118585#msg118585
Me, for making an effort to PC compile them.