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Messages - DylanRocket

#1
Released Maps and Mods / Re: Yavin Temple: Xbox Beta
August 27, 2020, 11:12:34 AM
I like this map, but like many of the beta maps, it just feels too large for Battlefront. I wonder if it might play a bit better in Battlefront II due to sprinting reducing the time it takes to traverse the map. That, and maybe more AI.
#2
Released Maps and Mods / Re: Naboo Theed: Xbox Beta
August 26, 2020, 11:20:22 AM
The best of the beta maps. Playing it now on PC, it's a lot less polished than I thought it was. There's a lot of floating objects all over the map, and there's quite a few buildings that you can fly through as a Jet Trooper. I even landed in an area where there seemed to be invisible collision blocks surrounding me. It turns out I was actually running into unrendered walls of buildings. Still, it's a good map overall, and I assume Pandemic would have ironed out much of these flaws had they not scrapped the map in favor of the stock one.
#3
Pandemic definitely made the right decision in down-sizing the maps. This map is a real slog for infantry, but it's still pretty fun to fly around in.
#4
Released Assets / Re: Kamino: Xbox Beta
August 16, 2020, 11:48:13 PM
Great work! I didn't really notice any issues, and the music actually seems to be working fine on my end.

It's interesting how Pandemic essentially went through three iterations of this map if you count the SWBF2 Kamino map. Of the three, I still like the SWBF2 version the most, but the starfighters are really fun on the Xbox beta map.
#5
No problem! I gotta say, I'm really glad that was the only fragmented map and that it was only split into two fragments. These other fragmented files from another game I'm dealing with are a huge nightmare to try and piece back together.

I never paid too much to the flyby videos before. Looking at them now, it's really crazy to see how much of that footage comes from these old maps. I always knew they showcased the old Theed map and starfighters on Kamino, but I never really noticed the differences in all of the other maps until now. I didn't see the MTT or LAATs in Naboo's flyby video though. Did they ever change the flyby videos with the updates they released by any chance?

I did notice the MTTs in the PS2 flyby video though. Speaking of which, it looks to me that the PS2's flyby videos are generally better representations of the stock maps. The PC version just lets you preview maps that you can't even play. Naboo: Plains is like the one exception for the PS2 flyby videos.

And yeah, I love that placeholder Rhen Var map lol
#6
There is an August 3rd, 2004 build, but it's very close to the final build (which, despite releasing in September, is actually dated August 12th, 2004). I'm comparing those files with the release files, and the files do differ a bit from the final release files (Rhn1.lvl is larger in the earlier build, for example). I doubt there's any major changes since it's only nine days before the final build, but if anyone wants to take a look at it, I can send you the link. It seems like a warez group released this build of the game, so I wonder how they got a hold of it and whether or not they even realized it was an earlier build.

In other news, I managed to fix nab1.lvl! It turns out the data was fragmented, and the tool used to extract the build from the debug kit didn't recognize this, so most of the data in there was from something else (probably from one of the other builds on the kit like Destroy All Humans). I located the second half of the file by using the nab2.lvl file as reference. Thankfully, it wasn't further fragmented from there unlike a certain other game (irrelevant but I'm still really frustrated about it :P).

Download: https://www.mediafire.com/file/2wuwxegav0fyxbz/nab1.lvl/file



The map layout is basically just ripped straight out of TPM but with ruins placed around the map. MTTs are featured in the Clone Wars era and AT-AT's are in the Galactic Civil War era. Setting the Republic or Rebels as the attackers has no effect - the game still places them as the defenders for some reason, so no Alliance hovernaut. Overall, I'd say I prefer the final release's map, but I do like the inclusion of the MTTs in the early map.

My favorite part about this version of the map has to be how Gungans run around making this noise. It really paints them as fierce warriors.

With nab1.lvl working, I think we now have everything this build contains. I looked for Bespin map files, but I couldn't find anything. Since Pandemic kept putting in placeholder maps for the Bespin maps in the Historical Campaign and Galactic Conquest, it's reasonable to assume the maps were far from completion at this point in development and were never compiled.

What's interesting to me is that this debug kit doesn't have any files from later builds of the game. I wonder if there might be another one out there containing later builds of the game or even SWBF2 builds.
#7
SWBF2 Modding / Re: 501st journal videos?
July 20, 2019, 10:24:15 PM
Defintiely possible, but to save you the trouble, they've all been ripped and uploaded by Zerted over on Gametoast.

Some of the voice overs are isolated in the old PS2 online beta for the game. I know the Space Kamino (containing basically the same dialogue found in Kamino's final cutscene), Mygeeto, and Naboo cutscenes are purely voice overs. I could send you those if I still have them. Some of them (or maybe all?) are different recordings however. The Space Kamino one is definitely a different recording than what they used for Kamino cutscene in the final release.
#8
Quote from: Red04 (CC-4398) on June 03, 2019, 09:42:38 AM
However, I think there should be a way to make the MSH of the projector on the floor invisible if the game uses hidden CPs for spawning local units.

An easy workaround is to simply place the CP far enough below the ground so that it can't be seen without the use of the Free Camera or glitches.
#9
Unfortunately I'm not quite sure where the information originates. It's just sometime I've seen mentioned a few times over on Gametoast.
#10
If I recall correctly, all the code for prone was removed from SWBF2's executable because the feature was broken during the development of the game, and they ran out of time to fix it before the game was released. So the functionality for it isn't actually there.

What Syth did in the BFP mod was replace the crouch animations with the prone animations with SWBF1. The issue with this is that the hitboxes for crouching are hardcoded, so you can actually kill someone by firing above them. Also, all laser bolts are still fired from the same location as it would if you were crouching. Basically, it wasn't real prone. It was just crouch made to look like prone. I imagine these issues are why most mods don't add prone. It's better to have something that functions properly than something that looks cool.
#11
Well, I found this one on Nexus:

https://www.nexusmods.com/starwarsbattlefront22017/mods/719

It hasn't been updated since January, but I'd recommend giving it a shot and seeing if it works or not.
#12
It's funny how the description for the game includes this little blurb:

QuotePLUS Improved Online Features - Engage in massive online battles with multiplayer action for up to 64 players. Play five different online game modes including Conquest, Assault, one-and two-flag Capture the Flag, and Hunt.

Yet online multiplayer doesn't even work at all. Well done EA.

Also, not Battlefront-related, but KOTOR 2 doesn't appear to have its latest updates either. It doesn't have native widescreen support or resolutions up to 5k (unless I'm missing something). KOTOR 1 doesn't have Origin DRM integrated into the game's executable (which is really more of a good thing than a bad thing, I suppose). Instead, Origin uses a launcher to run the game. And of course, that launcher does have Origin DRM. But if you just run the main executable instead of the launcher, you can actually launch KOTOR 1 without being logged into Origin. No clue why they did it that way since KOTOR 2 does have Origin DRM integrated into its executable. Seems pretty unprofessional to me.
#13
Quote from: Dark_Phantom on October 27, 2018, 08:17:00 AM
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.

In my testing, I've noticed that Unit 6 on Team 1 actually seems to work just fine without Auto Assign enabled:

[spoiler][/spoiler]

Unit 6 on Team 2 does present the Team Switching issue however.
#14
Released Maps and Mods / Re: Endor Demo Maps recompiled
September 26, 2018, 05:02:00 AM
Here's the mini-map texture for the Xbox demo map:



The TGA file is attached to this post. It seems that CP names were placed on the map at run time however, as you can see here: https://youtu.be/XcxGB6t3Y_I?t=194
#15
General / Re: Issue about Star Wars Battlefront III?
September 26, 2018, 04:54:02 AM


Well, Jeremy/Tommy, I know where one can get the pre-alpha (it's actually super easy to find through a Google search) but if the only reason why you want it is to try and run it on a Wii U, I wouldn't bother. You can't run an Xbox 360 executable on an entirely different system without an emulator like Xenia, and it's extremely unlikely that such an emulator exists for the Wii U. It may not even be powerful enough to emulate an Xbox 360, or at least not at a decent speed. If running it on a Wii U was as easy as copying the files and running the executable, we would have already have done that on PC rather than wait two years for an Xbox 360 emulator to be able to run the game.