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Topics - Blur

#1
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
#2
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.
#3
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:
#4
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:
#5
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?
#6
Just got modtools, went to go try it out. Following the 'getting started' file in the documentation, I opened munge, created my world (I selected hero assault as the only game mode, not sure if that mucked something up) gave it a 3char, a name, and description. After it finished creating the directory structure for my mod, I went into data_VCR (the folder it created) and ran Visualmunge from inside the _BUILD folder in there, to compile the world, just to see if it would show in my addon folder and if i could see it in my instant action menu. But for some reason, instead of showing my world name on the maps list it just shows VCR%s_%s and instead of the description I wrote, it just shows VCR%s_%s. Also when I add this world to my playlist and launch it, it crashes to desktop with the error "Could not open mission.lvl"
Now I'm not surprised it didn't run - after all there's nothing actually there, I haven't made anything for my world in zeroedit yet. But is it normal to not see your world's name and desc like that? If its not, could someone better versed how visualmunge works explain where I made my mistake, so I can go back and correct it?

If someone else has already asked a question like this, you needn't take the time to answer again, just link to where it was asked so I can see how it was resolved and apply that to my own dilemma.

@anyder sorry if this is the wrong part of the forum to ask this in, I just wasn't really sure where to put it.
#7
So I just got a student package for 3 years of Autodesk Maya (woo hoo!  :tu:) and I was wondering if its possible to edit 3D models for use in battlefront 2 mods in this program. Although I'm still green, I'm currently taking classes on how to make better 3D models and animations for them in Maya. From what I've read mod assets that are made or edited for this game are primarily done in Softimage/XSI, but I've only read about it, never attempted to edit this game's msh or objs since I have never owned Softimage. But now that I have Maya, I want to ask A: Is it possible to create/edit assets for this game in Maya and B: If it is possible, do I need any plugins for it and where can I find them?

I have a hunch that I'm not the first person to ask this, so if these questions have already been asked here, a link to that thread in which it was discussed or a link to any sort of tutorial is all I need if its more convenient than explaining at length. Thanks so much in advance.   :D
#8
This is the mod I'm talking about http://www.moddb.com/mods/hd-graphics-mod/downloads/battlefront-ii-2017-graphics-mod Can't seem to get it running. It comes with a text document saying the following: [START]

1 - Installation:

Move the content of the GraphicsMod folder into your gamedata folder.
Turn ingame bloom and Anti aliasing off.
Trigger key in game: F11 (buggy, you need to try several times).

[END]

I just extracted the whole thing to downloads, and then went into the GraphicsMod folder that I had extracted and selected everything in that folder and moved it to my gamedata folder, there were four things I moved:
A folder named MasterEffect
A file d3d9.dll
A file MasterEffect.h
A file ReShade.fx

I previously had another enb mod, one called Snol-ENB (can find it here http://www.moddb.com/mods/star-wars-battlefront-ii-snol-enb/addons/snolenb-redo). That mod consisted of four files, called d3d9.dll, d3dx9_26.dll, enblocal and enbseries (those 2 are settings files). I removed all four of these before I installed harrisonfog's mod. Snol-ENB worked perfectly for me before, the reason I wanted to switch is because this new mod supposedly doesn't glitch out on the hoth and tatooine maps like Snol-ENB sometimes does, so I wanted to try it out. Anyhow, with the new mod installed, I went to launch my game, I launched, and for a split second I saw the game's loading screen with the new mod's label in the upper left corner, then the game crashed, followed by the "Star wars battlefront 2 has stopped working" popup. Anyhow, I went into the gamedata files again to see if I had done something wrong, I found that this new mod had generated a text file called d3d9.txt. I opened it and had a look at it's contents, it says the following(warning, lots of computer speak): [START]

24/03/2017 13:38:40:908 [30824] | INFO  | Initializing crosire's ReShade version '1.1.0.962' built on '2015-11-07 11:55:53' loaded from "C:\Users\***\Desktop\steam\steamapps\common\Star Wars Battlefront II\GameData\d3d9.dll" to "C:\Users\***\Desktop\steam\steamapps\common\Star Wars Battlefront II\GameData\game32.exe" ...
24/03/2017 13:38:41:090 [30824] | INFO  | Registering hooks for "C:\WINDOWS\system32\d3d8.dll" ...
24/03/2017 13:38:41:090 [30824] | INFO  | > Delayed.
24/03/2017 13:38:41:090 [30824] | INFO  | Registering hooks for "C:\WINDOWS\system32\d3d9.dll" ...
24/03/2017 13:38:41:090 [30824] | INFO  | > Delayed.
24/03/2017 13:38:41:090 [30824] | INFO  | Registering hooks for "C:\WINDOWS\system32\d3d10.dll" ...
24/03/2017 13:38:41:111 [30824] | INFO  | > Delayed.
24/03/2017 13:38:41:111 [30824] | INFO  | Registering hooks for "C:\WINDOWS\system32\d3d10_1.dll" ...
24/03/2017 13:38:41:121 [30824] | INFO  | > Delayed.
24/03/2017 13:38:41:121 [30824] | INFO  | Registering hooks for "C:\WINDOWS\system32\d3d11.dll" ...
24/03/2017 13:38:41:136 [30824] | INFO  | > Delayed.
24/03/2017 13:38:41:136 [30824] | INFO  | Registering hooks for "C:\WINDOWS\system32\d3d12.dll" ...
24/03/2017 13:38:41:153 [30824] | INFO  | > Delayed.
24/03/2017 13:38:41:154 [30824] | INFO  | Registering hooks for "C:\WINDOWS\system32\dxgi.dll" ...
24/03/2017 13:38:41:154 [30824] | INFO  | > Delayed.
24/03/2017 13:38:41:154 [30824] | INFO  | Registering hooks for "C:\WINDOWS\system32\opengl32.dll" ...
24/03/2017 13:38:41:154 [30824] | INFO  | > Delayed.
24/03/2017 13:38:41:154 [30824] | INFO  | Registering hooks for "C:\WINDOWS\system32\user32.dll" ...
24/03/2017 13:38:41:154 [30824] | INFO  | > Libraries loaded.
24/03/2017 13:38:41:170 [30824] | INFO  | > Found 5 match(es). Installing ...
24/03/2017 13:38:41:364 [30824] | INFO  | > Installed 5 hook(s).
24/03/2017 13:38:41:364 [30824] | INFO  | Registering hooks for "C:\WINDOWS\system32\ws2_32.dll" ...
24/03/2017 13:38:41:364 [30824] | INFO  | > Libraries loaded.
24/03/2017 13:38:41:366 [30824] | INFO  | > Found 8 match(es). Installing ...
24/03/2017 13:38:41:694 [30824] | INFO  | > Installed 8 hook(s).
24/03/2017 13:38:41:694 [30824] | INFO  | Initialized.
24/03/2017 13:38:41:725 [30824] | INFO  | Redirecting 'RegisterClassA(023FFCBC)' ...
24/03/2017 13:38:41:729 [30824] | INFO  | Installing delayed hooks for "C:\WINDOWS\system32\d3d9.dll" ...
24/03/2017 13:38:41:729 [30824] | INFO  | > Found 9 match(es). Installing ...
24/03/2017 13:38:41:729 [30824] | INFO  | > Installed 9 hook(s).
24/03/2017 13:38:41:819 [30824] | INFO  | Redirecting 'RegisterRawInputDevices(526B6118, 1, 12)' ...
24/03/2017 13:38:41:819 [30824] | INFO  | Redirecting 'RegisterRawInputDevices(526B60F4, 1, 12)' ...
24/03/2017 13:38:41:877 [30824] | INFO  | Redirecting 'Direct3DCreate9(32)' ...
24/03/2017 13:38:41:903 [30824] | INFO  | Redirecting 'IDirect3D9::CreateDevice(0A31FCA0, 0, 1, 01230A5E, 0x40, 023FEDDC, 023FEDD0)' ...
24/03/2017 13:38:41:951 [30824] | INFO  | Recreated runtime environment on runtime 0CCC0060.
24/03/2017 13:38:41:965 [30824] | INFO  | Destroyed runtime environment on runtime 0CCC0060.
24/03/2017 13:38:41:969 [30824] | INFO  | Redirecting 'IDirect3D9::CreateDevice(0A31FCA0, 0, 1, 01230A5E, 0x40, 023FEDDC, 023FEDD0)' ...
24/03/2017 13:38:41:969 [30824] | WARN  | > Multisampling is enabled. This is not compatible with depthbuffer access, which was therefore disabled.
24/03/2017 13:38:41:994 [30824] | INFO  | Recreated runtime environment on runtime 0A40E880.
24/03/2017 13:38:41:994 [30824] | INFO  | Destroyed runtime environment on runtime 0A40E880.
24/03/2017 13:38:42:019 [30824] | INFO  | Redirecting 'IDirect3D9::CreateDevice(0A31FCA0, 0, 1, 01230A5E, 0x40, 01D70C44, 01D791F0)' ...
24/03/2017 13:38:42:047 [30824] | INFO  | Recreated runtime environment on runtime 0A361570.
24/03/2017 13:38:42:184 [30824] | INFO  | Redirecting 'IDirect3DDevice9::Reset(0A40E788, 01D70C44)' ...
24/03/2017 13:38:42:184 [30824] | INFO  | Destroyed runtime environment on runtime 0A361570.
24/03/2017 13:38:42:461 [30824] | INFO  | Recreated runtime environment on runtime 0A361570.
24/03/2017 13:38:47:676 [30824] | INFO  | Loading effect from "C:\Users\***\Desktop\steam\steamapps\common\Star Wars Battlefront II\GameData\ReShade.fx" ...

[END]

Now I have no idea what the majority of this text means, I'm just sharing it because it might have something to do with why this mod causes my game to crash on startup. Thanks to all who took the time to read this, if any of you guys have encountered this problem with the Battlefront II 2017 Graphics Mod version 1.5 and fixed it, I would be in your debt if you could share the fix. Again thanks a ton for reading.  :D
#9

The mod I wish to find and download is in this video. There is a download link in the description of this video, unfortunately the file it links to is not actually the mod being played in the video. The link in the video's description allows you to actually download a single enormous pack of mods, in twelve separate zipped chunks, totaling at 8.02 GB (not a typo  :ohmy:) anyhow I downloaded the first chunk and it contained a .rtf showing all the mods in that come with the pack. I know almost all of these mods and researched the ones I didn't. Regrettably the mod in the above video (I think called called EA's Battlefront) isn't on this list. :blink: I looked elsewhere, found this vid:

It's pretty clear just watching the vid that its the same mod, the one I'm looking for. Once, again, the uploader said the mod dl link was in the video's description. Unfortunately that link actually goes to another youtube vid with has a link in it's own description to get a completely different mod. :dry: There were some other links in the description though, I tried those out and they appeared to go to social media and whatnot. I could have missed something though, it's a spanish channel and I don't speak spanish.

At any rate, I've rambled enough. If anyone on this forum knows of this mod and/or where to get it, please do tell, big thanks in advance!
#10
The subject says it all. A few days ago I picked up a mod loader for this game (you can find it here: http://www.moddb.com/mods/battlefront-ii-mod-loader I got the easy version so I can vouch for it working like a charm) I'm loving launching the client through this loader, I have far more than 500 missions and this helps me get around the limit by quickly selecting which mods I want to play pre-launch. Even before I got this mod loader I worked around the mission limit by switching the 3-character folders in and out of my addon folder manually. That said, tinkering with this got me thinking; why is there a mission limit? Would something happen to the client if you had over 500 missions? I don't think the devs planned to make enough content for that to come into consideration. That said, clearly they anticipated the game be modded or expanded upon, otherwise why would the mission limit be there? I never had an X-box, but I know that this game had DLC for the Xbox, perhaps they wanted to leave the door open to release some kind of content for PC? I dunno  :shrug: , I'm just speculating, and anyone who actually does know is welcome to post the real reason  :)
#11
Videos and Screen Shots / SWBF2 screenshots thread!
September 17, 2016, 06:00:22 PM
If this has already been done, my bad(link please), at any rate itt we share funny or cool screenshots of shenanigans that occur in Battlefront 2.  :)

#12
Welcome Center / Sup
June 05, 2016, 03:51:48 PM
I just got modtools and I decided to go register here before tryna make anything. Figured it would be smarter than diving in headfirst :D anyhow, I look forward to discussing my favorite game with yall.