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Messages - Blur

#1
I have heard of and experienced a problem that might be the one you're having. Do you use Discord? If so, it may be a problem with discord overlay conflicting with the game, most people who have this issue can fix it by going to settings, and finding Overlay in the app settings section on the left side, then just turning off "Enable in-game overlay." If that's not it or you don't use discord, I'm not sure what else it could be. Hope you can fix it!  :cheers:
#2
This is mostly a topic for multiplayer people I'm creating in response to a problem I think many of us see. Lot's of times, you'll be playing a game and notice that a lot of people leave and by the end of the game, a lot of the time the losing team only has 1 or 2 players on it, sometimes none.

Being on all sides of this situation sucks. The remaining people on the losing team feel crushed because what may well have already been an unwinnable situation, just turned into an absolute reaming with very little they can do about it. The folks on the winning team get the wind ripped out of their sails because they were working to accomplish something and that something was kind of pulled out from under them in the worst way, since they can still "win" but there's no longer very much significance to it with no enemies on the map. And finally, I think the leavers lose too. Sure, no one likes being on the losing end of a game, but it leaves a bad taste in one's mouth when their experience of a game is constantly quitting out because it looks like they might lose, or because someone on their team has already left.

And that's just the thing, quitting has a sort of snowball effect, like so: People are on a team that is losing, whether or not they can come back, it's going to be a tough fight to do so. Now, I think people leave because they think "Well we're not gonna win, why waste time playing if only to lose?" But with every teammate that leaves, the fight becomes tougher. As the fight becomes tougher, more teammates give up and leave. I suspect that many a leaver would have stayed and fought if someone else on their team hadn't already left.

Now I recognize that sometimes, a win just isn't in the cards, sometimes servers auto-assign and just wind up making stacked teams, which sucks. I also recognize that sometimes people gotta go afk for irl stuff, nothing wrong with that, there's nothing we can do about it anyhow. Finally, this is an old game. It's not super competitive, and much of its very small playerbase doesn't really care about it. There are always gonna be some people who leave when it looks like they'll lose, and to that I say so be it. But it makes the game worse for everyone when people leave, and on a lot of the most popular servers its a frequent problem. ITT throw around ideas about how to fix said problem. It's fine if they're kinda half baked or maybe just thought about in passing, right now I think I would be best for us to just throw stuff at the wall and see what sticks, since I don't have any good ideas myself, at least not right now.

tldr: ppl lev gaem not gud hELP
#3
Huh, I see. That really is too bad. On the bright side, I'm getting better at locking on to spaceships I can't see and just shooting in the center of the target indicator.
#4
I've noticed it happens on space maps, the glow around grenades and torpedoes and bombs, and the particles around rockets stop appearing. It gets progressively worse through the match, usually by the end spaceship exhaust plumes never appear, basically no glow or particle effects render. Any way to put a stop to this? It doesn't seem to affect single player on the same maps, they only time I've seen this occur in single player is in gigantic mod maps, ones heavily populated with vehicles and things.

Any chance there's something on my end I can do to stop this from happening in multiplayer? I doubt it's that my computer is chugging, since the frame rate stays fine and it's no different than in singleplayer, where the particle effects render just as they should.
#5
SWBF2 Modding / Nooby question
August 11, 2018, 06:12:42 AM
Is there an input field in the Zeroeditor lighting gui where I can type the height value of my lights? Middle mouse button doesn't work, despite my attempting to fix it with control panel, driver changes and changes in the registry editor. Clicking left and right mouse buttons simultaneously doesn't count as the middle button either, just lets me adjust on the x and z axis at the same time. I currently can work around this in zero editor by raising a piece of terrain the the height I want for my spotlights, then placing the lights on said terrain and then moving them to where I want on the X and Z axis, but obviously that is a pretty inefficient solution, having to modify my terrain whenever I want to make some lights :slap:

If anyone can help inform me of a way to adjust my light's Y axis value w/out middle mouse (or a way to fix this GD middle mouse button) I'd be grateful. Thanks for reading  :cheers:
#6
Last night it started working for me again, but many of the top servers are no longer up, at least as of yesterday. I was talking to other people while I played, it seems some people had a similar issue, but not everyone. It's strange really. I just hope we get the space server back.
#7
I tried playing multiplayer today, my client freezes upon trying to access the server browser. I have no mods installed, I'm on a clean vanilla version of the game. I'm just wondering if it's just something wrong with my game or if it's on the other end, if anyone else with the steam version could notify me if MP is working for them I'd be grateful!  :cheers:
#8
I'm sorry to necro an old thread, but I had given up on this for quite some time, only just now coming back to it. I still can't seem to get visual munge to compile my world, when I munge and then go into my addon folder, the folder for my mod map BFG is there, but within it's contents, the _LVL_PC folder is completely empty. I don't know why it's not populating with things. I watched a video tutorial by gametoast user jedimoose32 to see if that would help me, and I noticed, that once he ran munge from inside data_ABC > _BUILD, he got the popup "All done, go run battlefront II!" then he ran BF2_modtools.exe, presumably in his GameData folder. I did the same and also got the "All done, go run battlefront II!" popup, but when I ran BF2_modtools, instead of starting up, it gave a popup "Please insert CD 1." as if I had the disk version of the game? And when I tried launching the regular BattlefrontII.exe like I mentioned in my OP my map showed up in the instant action menu, but with it's 3char where the name and desc. should be in the IA map list (And it CTD when I try to play it).

I don't think it's that Visualmunge doesn't know where to find my addon folder, because if that were the case it wouldn't even be able to place any folders there. For some reason it added my 3 character mod folder and within that the addme.script and data folder, and the _LVL_PC within the data folder, but didn't populate _LVL_PC with it's contents? Even though I know for a fact that I selected to munge everything.  :confused:

For reference, here is a link to the video tutorial I was following: If someone could help me figure out why it isn't compiling like it should, I would be grateful. I know I write huge text walls, but i guess when asking for help like this it's better to over-specify than to be too vague.

EDIT: clarity
EDIT 2: fixed the bf2_modtools.exe problem, got the no disk version off the FAQ thread on GT, cross that off my list.
EDIT 3: Solved. If you have windows 10, you apparently need the vista munge fix... god damnit. If only I had read FAQ thread more closely. When reading about the vista mingle fix, I had assumed it was for windows vista users because of it’s name. I also was kind of turned off to downloading it because it’s ModDB page has several people saying it doesn’t work. I’m just happy I can finally stand at the starting line of modding.

But yeah, let it be known that if you have windows vista OR LATER, you need the vista munge fix.
#9
Yeah, you can rack up points extremely fast inside the enemies ship, so people usually make a point of defending it, a lot of times they'll take a ship like a bomber and just land on the enemy gunship to quickly destroy it, to prevent people from spawning at it.
#10
Playing on the space server has me thinking about this; I used to simply fly the gunship to the enemy hanger, but on a server with other players, it's usually destroyed in seconds. Flying it around with a crew of teammates is surprisingly fun, the Imperial landing craft in particular is devastating, since a competent tail gunner helps to protect against bombers coming up behind you and bombing you out of the sky.

What are your favorite ship types?
#11
Nice, good to hear it worked! I hope that you can finish your project without too many more complications now, good luck
#12
Wow! It looks... amazing. It's honestly surprising that this game's engine can handle graphical detail like this, it's miles ahead of the vanilla game  :tu: As for you problem with the limited number of map models, is there a chance it could be circumvented by packaging several of them together? Like for example, several of the buildings have awnings attached to them, or generators next to them. Perhaps you could edit the buildings and add in the models for the objects around them in softimage before you export them? I'm a complete and utter noob, so I doubt this would actually work, its just a thought I had. I hope you can figure out a way around the model limit, this map has so much potential  :cheers:
#13
'frayed wires studios' made some good mods, right? might be one of the easier groups to get in contact with.

http://www.moddb.com/company/frayedwiresstudios
http://www.indiedb.com/company/frayedwiresstudios

While on their moddb page check out their stuff. RAS prosecutor - hangars is actually one of their projects i think.
#14
I wonder if many people picking up the game just after reading about this will be new to SWBF2(2005) in general. It'll be interesting to see some players acclimating (or re-acclimating) to the game. For me, since by the time I started playing on GR, all the people were already hardened players with an established meta in most of the game modes. It could be fun if there are new people, it may make the game more interesting.
#15
Thanks for the advice. Damn, can't believe that it breaks unofficial 1.3... guess we have to look at the silly award effects now  :slap: