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Messages - BAD_AL

#1
SWBF2 Modding / Re: How to change class names?
February 09, 2022, 09:19:01 PM
Your mod's core.lvl file will contain strings for you to use in your mod.
If you run the 'EditLocalize.bat' file you'll see a tree structure for the strings.
For units, you are interested in the 'entity' node.
For weapons, you will be interested in the 'weapons' node.

It's not entirely straight forward as to how to name the string correctly, but if you study the stock sides you'll be able to figure it out.
#2
SWBF1 Modding / Printing to the log in BF1
September 14, 2021, 10:27:09 PM
As a BF2 modder I was kind of shocked to find out that the print statements in BF1 didn't go to the BFront.log file like they do in BF2.

Phantom mentioned that although the print statements don't go to the log, we do have the ability to read and write files.

So if you want to get your print statements to a log for debugging you can add this code to your addme or mission file for better debugging:
debug_log = openfile("BFrontDebug.log", "w+")
old_print = print
print = function( arg1, arg2, arg3, arg4)
local print_this = arg1 .. (arg2 or "" ) .. (arg3 or "") .. (arg4 or "") .. " \n"
write(debug_log, print_this)
flush()
old_print(arg)
end
It also works for the game exe (non-steam).
You may have to wait until the game exits for it to write to the file.
#3
Get SPTest to work with Steam BF1

https://www.swbfgamers.com/index.php?action=downloads;sa=view;down=1594

Get SPTest to work with the new Game from steam (also may need to have the registry key mentioned in
 thread: https://www.swbfgamers.com/index.php?topic=14406.0 ).


SPText.exe crashes for a few reasons with the 2020 Steam Game.
1. It is incompatible with the new 'binkw32.dll'.
2. There are a few new functions and a new table defined in the latest exe
   (which are referenced in the new .lvls).

For the new functions & table, I modified 'shell_interface' and 'game_interface' to define them.

The incompatibility with 'binkw32.lvl' forced me to create another folder alongside 'GameData'
 which I called 'Debug'.

In the Debug folder I have SPTest.exe and the 2004 version of 'binkw32.lvl' in there;
 and copied 'eax.dll' & 'unicows.dll' from 'GameData' there too.

Then I make directory links to Addon and Gamedata.

You just have to place the 'Debug' folder next to your 'Gamedata' folder and run the 'setup_Sptest.bat' file.


#4
SWBF1 Modding / Re: SPTest Request
August 05, 2021, 09:28:45 PM
I just Figured out how to get SPTest.exe to work with the new Game from steam (I do have the 3-CD version installed also).

I encountered a similar issue recently when getting the BF2 debugger to work with the game files from the (SWBFII) Steam update on Feb 9.

SPText.exe crashes for a few reasons.
1. It is incompatible with the new 'binkw32.dll'.
2. There are a few new functions and a new table defined in the latest exe (which are referenced in the new .lvls).

For the new functions & table, I modified 'shell_interface' and 'game_interface' to define them.

The incompatibility with 'binkw32.lvl' forced me to create another folder alongside 'GameData' which I called 'Debug'.

In the Debug folder I have SPTest.exe and the 2004 version of 'binkw32.lvl' in there; and copied 'eax.dll' & 'unicows.dll' from 'GameData' there too.

Then I make directory links to Addon and Data.

Then I can run SPtest.exe from the Debug folder.

I understand this can be confusing so I also posted the solution to the downloads here:
https://www.swbfgamers.com/index.php?action=downloads;sa=view;down=1594
I've included the modified lua source too.

You just have to place the 'Debug' folder next to your 'Gamedata' folder and run the included 'setup_Sptest.bat' file.

#5
Released Assets / Re: SWBF1 & SWBF2 Sound Build Env
July 03, 2021, 03:36:04 PM
************************ Updated 3 July 2021 **************************
Fixed bug in sound effect extract tool, re-extracted sound files.

BF1 Sound files were previously PC only. The .sfx files in this release have been updated to include support for xbox and ps2.
Munged XBOX sound files confirmed to work. :tu:
Munged PS2 files remains untested.

************************************************************************
#6
yes, but we've discovered some issues in the files.
Consider this one a 'beta'.
We'll update the download ones we have all the known issues addressed.
#7
Released Assets / SWBF1 & SWBF2 Sound Build Env
May 22, 2021, 01:29:10 PM

https://www.moddb.com/games/star-wars-battlefront-ii/downloads/swbf1-swbf2-soundenv-for-modders#downloadsform


After playing around with Phantom's Sound Extractor (and adding more file names to the hash look up table) I realized that we could pretty much re-create the whole sound build environment for BF1 & BF2.
I got to create a few new tools along the way and wrote a program that ended up generating the largest batch file I've ever encountered (7MB+) to do the PCM16 wav conversions for the extracted files.
The end result is ~3.74 GB Download of all the streams and sound effects used in SWBF1 & SWBF2 (in PCM16 wav format). It's actually super fun to listen to them all.

Super Props to Phantom for the extractor tool and helping out getting me a few files that the tool failed to extract correctly.
Super props to my buddy marler8997 for writing the audio deinterlacer program that separated the quadraphonic (.st4) sound files.
#8



YouTube Release trailer



GT thread: http://gametoast.com/viewtopic.php?f=35&t=34510

Download here:
https://www.moddb.com/mods/star-wars-battlefront-2-xbox-mod-map-dlc-installers/addons/realm-of-chaos-xbox-dlc-installer

This is a DLC Installer that has been modified to install the Realm of chaos Custom Map (+Sides mod) for Star Wars Battlefront II on Xbox.
These installers were originally supplied by Harcroft and Amygrrl, the installer's modifications were performed by BAD_AL.


Original Content:
Dann Boeing, Pandemic, LucasArts

Xbox Port:
BAD_AL/cbadal

Side mod additions (Chaos dudes also playable) on:
  • Bespin (Conquest)
  • Death Star (1 flag ctf)
  • Geonosis (Conquest)
  • Hoth (Conquest)

With special thanks to AnthonyBF2, Teancum and Shaymin for sharing Xbox/console modding know-how.


PC Release (GameFront)

SWBFII console modding wiki:
https://github.com/BAD-AL/SWBF2_Xbox_mod_effort/wiki
#9
Released Maps and Mods / Re: XBOX in Jinglin' Town
December 18, 2020, 08:59:26 PM
Quote from: Led on December 18, 2020, 01:41:21 PM
Excellent.  We will put it here too if that is OK.

:cheers:

Sure, that's fine.
And I put some interesting files here:
https://github.com/BAD-AL/SWBF2_Xbox_mod_effort/tree/master/MapPorts/ChristmasInJingleTown

Which shed some light on getting things to work on the XBOX.
#10
Released Maps and Mods / XBOX in Jinglin' Town
December 18, 2020, 11:22:13 AM
I think many of you all know that there has been a recent breakthrough enabling us to create SWBFII DLC content for the XBOX platform (and XBOX 360).

My first map release is a port of the Dann Boeing classic "Christmas in Jinglin' Town".
This release enables 4 player split screen on the (modded) OG Xbox as well as (modded) XBOX 360.
Play it in split screen with your brothers, wife, girlfriend, sons, daughters and have a Jinglin' great time this Christmas season!

(GT Release Link)
http://gametoast.com/viewtopic.php?f=35&t=34485

(XBOX SWBFII DLC maps)
https://www.moddb.com/mods/star-wars-battlefront-2-xbox-mod-map-dlc-installers

#11
Awesome!
Glad to see a post for this Mod over here.

A couple questions:

  • Do you know what are the model and texture limits for the Xbox version?
  • In the SWBF2 mission files they have functions 'StealArtistHeap()' and SetPS2ModelMemory(); do those also exist for SWBF1?
  •      If so, have you used them in your maps?

Also... I don't remember SWBF1 mod tools supporting anything but PC, what's your munge process?
#12
SWBF2 Modding / Re: Problem (again) with core.lvl.
September 23, 2020, 01:58:32 PM
I've been working on a tool to assist me in replacing and adding files to an existing .lvl file (LVLTool on my github).
But it is still buggy.
In testing, I added some strings to the the English localization file and the game booted and ran most levels, some maps now crash on loading.

I think I've got an incorrect size somewhere, but haven't yet gotten back to fix it. But will get back to it eventually. Keep looking back to Gametoast's 'Released assets' thread for a posting for the new tool.
#13
Released Assets / Re: swbf-unmunge - v1.1.1
August 09, 2020, 09:48:27 AM
Quote from: AnthonyBF2 on August 08, 2020, 06:58:52 PM
BAD_AL has a couple of tools he made that converts unmunged script chunk files back into source code but it's not a guarantee it will work. It only works on very simple scripts.
The good news is that it usually works pretty well on the mission files, but the extracted scripts should be examined and possibly modified before you use them.

It has a thread over at gametoast: http://gametoast.com/viewtopic.php?f=64&t=33479
#14
SWBF1 Modding / Re: Need Help Using ZeroEditor
July 26, 2020, 10:08:26 PM
There are these videos too:
https://www.youtube.com/user/jedimoose32/videos

They cover basic stuff, which is what it seems you are after.

#15
SWBF2 Modding / Re: Export orginal game models
July 25, 2020, 03:27:57 PM
The models and textures from the game ship with the modtools.
Which can be found several places.
This thread is a good place to start:
http://gametoast.com/viewtopic.php?f=27&t=13806