Menu

Show posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Show posts Menu

Messages - Antstafer

#1
After a grueling year and a half of vigorous work, the EGM team is proud to finally present V3 of the Enhanced Gameplay & Graphics Mod.

This humongous update includes not only many memory limitation fixes, but also completely remastered unit and vehicle models as well as effects.


DOWNLOAD LINK

Modifications & Fixed Limitations-

  • Realistic Damage. 1-3 hits kills, depending on distance, type of unit and radius.
  • Larger Battle Sizes for each level depending on what it is.(I.e, Geonosis will have more units on the battlefield as opposed to Bespin: Platforms)
  • New 'Enhanced' maps. These include HD textures, longer draw distances, Expanded mapspace, more decorations, etc. These do not replace the vanilla maps, but are added alongside them for those who prefer to play the classics.
  • Remastered HD Unit and Vehicle models
  • FOV Increase for all units and vehicles.
  • HD Textures for units and effects
  • Hi-Res shadows for all models
  • New Immersive Sounds (From Giftheck's amazing Visual Sides mod)
  • Blasterbeams move faster and go much farther
  • Blasterbeams now have a destructive impact effect like in the movies
  • Firing while moving is very inaccurate, and crouch/prone is more accurate than standing.
  • Rocket launchers now have a bigger blast/push radius. You can now send units flying in a raw display of power >:).
  • Explosions from vehicles are semi-deadly, and knock back units.
  • Sticky grenades can stick to troops and have more of an effect on troops.
  • 'Special Units' such as the Imperial Jet Trooper, Wookies, and Republic Jet Troopers are harder to take down compared to regular troops.
  • Vehicles are stronger, and tanks now live up to the name
  • Jedi/Sith can now die and block blaster fire
  • Each heavy weapon troop from each faction carries a machine gun, but moves slower (except for CIS, since they have droidekas).
  • Units generally move faster than they did in vanilla.
  • AI Units now use the 'prone' position when taking cover, and hide in clever defensive spots waiting for the unsuspecting player to pass by. They also lay mines in unexpecting areas as well. (ENHANCED-MAPS-ONLY FEATURE!)
  • Free Camera Mode added to the options menu
  • Vehicles and all grenades now use the large water splash effect when shooting water

Fixed Limitations-

Fixed model memory limitation (Low res units fix)
This fixes the jarring switch out of hi-res unit models/animations to their low-res counterparts. In vanilla, the max hi-res units you can have around you is 8 at a time. This limitation is removed, allowing for hundreds of hi-res units on screen at once with hi-res animations. No more tumble-weed troops!

RedEngine Memory Increase
Along with playing a role in fixing the model memory, we have raised the memory allowed by RedEngine as a whole, which allows for over 500 million polygons on screen. We have tested this with High LOD BF2 2017 models with over 400 troops, and it doesn't break a sweat! This fix opens up the door for modders to go ham and create beautiful hi-poly assets and effects for the game.

Raised the total working AI count allowed on the maps
Though vanilla has no real limitation on the number of units that can spawn on a map, the max amount of active units total is capped at around 100, however. On larger maps, this causes 50 or so units on each team to stand around doing nothing until they reach their place in the queue. We have done away with this limitation, and now all units are able to be activated by the AI system!

Command more than 2 AI with the 'Follow Me' key
Ever wish you could command more than 2 units? Well we did, which is why you can now command up to 8 units! Now you can finally lead a decent sized raid-party to capture those enemy CPs.

Fixed Crouch glitch in steam version
Have you been playing the Steam version of Battlefront and noticed the crouch button sometimes making you go prone? This annoying bug is now fixed!

Fixed Effects Limitation (explosions, blaster fire, etc)
Raises the total number of allowed effects on screen (blaster fire, explosions, water splash impacts, etc).

Zero Editor Memory fix
A good fix for you modders out there who want to edit a map without having to offload your textures and models. We have created our own 'HD' patch for Zero Editor that allows you to load maps with higher resolution textures without it crashing. Saves a lot of time!

Increased Vehicle limit
In vanilla you can have a max of around 20 vehicles on a map. We have removed this limitation, allowing for massive air and tank battles.

Fixed limitation on foliage distance/amount
Raises the distance at which foliage can appear on screen.

Fixed limitation on decal distance
Raises the distance at which decals ( like terrain burns ) can appear on screen, and the amount. Watch as the battlefield progressively gets more destroyed!

Fixed Sound Memory Limitation
Raises the number of SFX channels, reducing the chance of blaster audio cutting out on large battlefields, or mods with lots of sfx.

Increased AI Shooting distance / Aggro distance
Removes the limit of which an AI can detect other AI and the player. Instead of bee-lining towards each other across the map, they will use the "Max Range" values in their weapon ODFs accordingly to account for their aggro-distance and when they will open fire. This can be seen as a true "Hard" mode, where snipers can actually target you across the map, and return fire from the same distances you can. No more will they allow themselves to be picked-off like flies to your scope!

Removed Premature LOD switching for Vehicles and Buildings
Removes the premature LOD switching for vehicles and buildings based off the number of triangles in a scene.


Potential Future Fixes-

- Fix Multiplayer Limitations ❔

- Add the 6th Unit Class ❔ 

- Add Custom Galactic Conquest ❔
- - - - - - - - - -


❗MODDERS & 3D DESIGNERS WANTED❗
If you or someone you know would like to help out with this project, please reach out to me.

To keep up to date, please visit our Discord


#2
Hello everyone, hope you're doing well.

Presented here today are fixes to limitations that were forever thought to be impossible to alter.
Limitations which even the greatest minds in the Battlefront modding community haven't been able to fix in over 15 years.

Through many, many hours of rigorous testing and troubleshooting, we are happy to finally say we've done the impossible.


Here's a list of what we've accomplished so far and plan to complete-

Quote- Fix model memory limitation (Low res units fix) - Completed
~This fixes the jarring switch out of hi-res unit models/animations to their low-res counterparts. In vanilla, the max hi-res units you can have around you is 3 at a time. This limitation is removed, allowing for hundreds of hi-res units on screen at once with hi-res animations. No more tumble-weed troops!

- RedEngine Memory Increase- Completed
~Along with playing a role in fixing the model memory, we have raised the memory allowed by RedEngine as a whole, which allows for over 500 million polygons on screen. We have tested this with un-optimized BF2 2017 models with 400 troops, and it doesn't break a sweat! This fix opens up the door for modders to go ham and create beautiful hi-poly assets and effects for the game.

- Raise the total working AI count allowed on the maps-  Completed  ✅
~Though vanilla has no real limitation on the number of units that can spawn on a map, the max amount of active units total is capped at around 100, however. On larger maps, this causes 50 or so units on each team to stand around doing nothing until they reach their place in the queue. We have done away with this limitation, and now all units are able to be activated by the AI system!

- Command more than 2 AI with the 'Follow Me' key-  Completed
~Ever wish you could command more than 2 units? Well we did, which is why you can now command 8 units! Now you can finally lead a decent sized raid-party to capture those enemy CPs.

- Fix Crouch glitch in steam version-  Completed  ✅
~Have you been playing the Steam version of Battlefront and noticed the crouch button sometimes making you go prone? This annoying bug is now fixed!

- Fix Effects Limitation (explosions, blaster fire, etc)-  Completed
~Raises the total number of allowed effects on screen (blaster fire, explosions, water splash impacts, etc).

- Zero Editor Memory fix- Completed
~A good fix for you modders out there who want to edit a map without having to offload your textures and models. We have created our own 'HD' patch for Zero Editor that allows you to load maps with higher resolution textures without it crashing. Saves a lot of time!

- Increase Vehicle limit-  Completed
~In vanilla you can have a max of around 20 vehicles on a map. We have removed this limitation, allowing for massive air and tank battles.

- Fix limitation on foliage distance/amount- Completed
~Raises the distance at which foliage can appear on screen. Naboo: Plains now has big lush fields!

- Fix limitation on decal distance- Completed
~Raises the distance at which decals ( like terrain burns ) can appear on screen, and the amount. Watch as the battlefield progressively gets more destroyed!

Limitations to Complete-

- Fix Sound Memory Limitation ⌛

- Increase AI Shooting distance / Aggro distance ⌛

- Fix Hub/Node limitation that causes some AI to not follow a path ⌛

-Allow more than 200 Units per team. ⌛

Potential Future Fixes-
-Fix Multiplayer Limitations❔
- Add the 6th Unit Class ❔
- Add Custom Galactic Conquest ❔

- - - - - - - - - -

Future Additions to Complete-

Due to the fact so many limitations have been removed from the game, we are aiming to completely overhaul the game's graphics, which includes Hi-Res vehicle and unit models, as well as higher poly models for buildings.

❗MODDERS WANTED❗
If you or someone you know would like to help out with this endeavor, please reach out to me.

To keep up to date, please visit our Discord










#3
Quote from: Antstafer on September 12, 2021, 12:21:55 PMSo this is the big smoke effect that appears on the downed technounion ship on Geonosis.

After 40 seconds it slowly starts to disappear and never starts again.

I've tried messing with the 'LifeTime' values, but it doesn't solve the issue.

Am I missing something obvious in the code here in the fx?



ParticleEmitter("Smoke")
{
   MaxParticles(10000.0000,10000.0000);
   StartDelay(0.0000,0.0000);
   BurstDelay(0.2000, 0.4000);
   BurstCount(1.0000,1.0000);
   MaxLodDist(1000.0000);
   MinLodDist(800.0000);
   BoundingRadius(40.0);
   Size(1.0000, 1.0000);
   Hue(255.0000, 255.0000);
   Saturation(255.0000, 255.0000);
   Value(255.0000, 255.0000);
   Alpha(255.0000, 255.0000);
   Spawner()
   {
      Spread()
      {
         PositionX(-0.4000,0.4000);
         PositionY(3.0000,4.0000);
         PositionZ(-0.4000,0.4000);
      }
      Offset()
      {
         PositionX(0.0000,0.0000);
         PositionY(0.0000,0.0000);
         PositionZ(0.0000,0.0000);
      }
      PositionScale(0.0000,0.0000);
      VelocityScale(1.5000,1.5000);
      InheritVelocityFactor(0.0000,0.0000);
      Size(0, 5.0000, 7.7500);
      Red(0, 175.0000, 175.0000);
      Green(0, 117.0000, 117.0000);
      Blue(0, 78.0000, 78.0000);
      Alpha(0, 0.0000, 0.0000);
      StartRotation(0, -30.0000, 30.0000);
      RotationVelocity(0, -10.0000, 10.0000);
      FadeInTime(0.0000);
   }
   Transformer()
   {
      LifeTime(10.0000);
      Position()
      {
         LifeTime(3.0000)
         Accelerate(2.0000, -0.1000, 0.0000);
      }
      Size(0)
      {
         LifeTime(10.0000)
         Scale(3.0000);
      }
      Color(0)
      {
         LifeTime(1.0000)
         Move(0.0000,0.0000,0.0000,170.0000);
         Next()
         {
            LifeTime(9.0000)
            Reach(175.0000,117.0000,78.0000,0.0000);
         }
      }
   }
   Geometry()
   {
      BlendMode("NORMAL");
      Type("PARTICLE");
      Texture("underlitesmoke2");
   }
   ParticleEmitter("Smoke")
   {
      MaxParticles(10000.0000,10000.0000);
      StartDelay(0.0000,0.0000);
      BurstDelay(0.2000, 0.4000);
      BurstCount(1.0000,1.0000);
      MaxLodDist(1000.0000);
      MinLodDist(800.0000);
      Size(1.0000, 1.0000);
      Hue(255.0000, 255.0000);
      Saturation(255.0000, 255.0000);
      Value(255.0000, 255.0000);
      Alpha(255.0000, 255.0000);
      Spawner()
      {
         Spread()
         {
            PositionX(-1.0000,1.0000);
            PositionY(3.0000,4.0000);
            PositionZ(-1.0000,1.0000);
         }
         Offset()
         {
            PositionX(-3.0000,3.0000);
            PositionY(-1.0000,1.0000);
            PositionZ(-3.0000,3.0000);
         }
         PositionScale(0.0000,0.0000);
         VelocityScale(1.5000,1.5000);
         InheritVelocityFactor(0.0000,0.0000);
         Size(0, 2.0000, 4.7500);
         Red(0, 175.0000, 175.0000);
         Green(0, 117.0000, 117.0000);
         Blue(0, 78.0000, 78.0000);
         Alpha(0, 0.0000, 0.0000);
         StartRotation(0, -30.0000, 30.0000);
         RotationVelocity(0, -10.0000, 10.0000);
         FadeInTime(0.0000);
      }
      Transformer()
      {
         LifeTime(10.0000);
         Position()
         {
            LifeTime(3.0000)
            Accelerate(2.0000, -0.1000, 0.0000);
         }
         Size(0)
         {
            LifeTime(10.0000)
            Scale(4.0000);
         }
         Color(0)
         {
            LifeTime(1.0000)
            Move(0.0000,0.0000,0.0000,170.0000);
            Next()
            {
               LifeTime(9.0000)
               Reach(175.0000,117.0000,78.0000,0.0000);
            }
         }
      }
      Geometry()
      {
         BlendMode("NORMAL");
         Type("PARTICLE");
         Texture("underlitesmoke2");
      }
   }
}


Hey if anyone ever runs into this problem, you need to set the MaxParticles to MaxParticles(-1.0000,-1.0000);. This will create an infinite loop of particles, sort of like a fountain effect. Took me way too long to figure out.
#4
General / Re: Under bombardment.
March 08, 2022, 03:55:02 PM
Wishing you the best!
#5

This will probably be one of the last updates for this mod for some time, as I've got other projects that I need to shift focus on. Unless a big modding breakthrough happens, the only updates you may see are small patches fixing game-breaking bugs and minor improvements.

Aside from some annoying bugs I couldn't fix on some of the maps, this mod is more or less feature complete.
DOWNLOAD

What's New in 2.6-
   
  • Gistech's improved ATST and ATAT models added back in
  • Added Free Camera Mode
  • Hi-Res Casting Shadows for all models
  • Vehicles and all grenades now use the large water splash effect when shooting water
  • Gave the large water explosion effect further LOD
  • Rebalanced Concussion grenades to make them a lot more fun, and deal a bit more damage to vehicles
  • Fix for light sabers not deflecting
  • Kashyyyk Islands- Mountain background and sky color corrected
  • Kashyyyk Islands- Foliage appearing inside certain buildings removed
  • Kashyyyk Docks- Fixed floating objects
  • Kashyyyk Docks- Edited HintNodes around beachhead so the defending team is actually looks like they're defending the position
  • Geonosis- Fixed issue with CIS not continuing the path through the canyon after CP capture
  • Geonosis- Fixed barriers on canyon rocks and added more HintNodes around the battlefield
   
Future wish list/modifications if we ever figure out a way to increase hard-coded memory limits-

    Remove the 16mb and 32mb memory limit so we can have HD Models for Units, Vehicles, Flora and buildings.
    Remove the memory limit on the animation system so all units use high-quality movement animations
    No limit to decals or effects such as blaster impacts on water
    Make extremely large view distances viewable and stable
    Remove 32mb limit on sound effects

CREDITS AND SPECIAL THANKS:
*************************

-Pandemic for the Mod Tools, and LucasArts for the game.

-Gistech for his Visual Sides mod ♥. Sounds and ATST/ATAT models

-Eisenfaust for giving me the inspiration to start this mod years back ♥



#6
Started as a successor to Eisenfaust's Realism Mod, this mod is set out to be the absolute pinnacle form of what Star Wars Battlefront could have been, and should be. I've always found the original Battlefront to be sluggish. Slow movement speed. Slow blaster fire that had almost no 'oomf' behind it. It was boring compared to the new shiny gameplay of the EA games. Now this mod restores, at least in my opinion, Battlefront's essence- Huge intense battles, immersive sound effects and visuals, do anything you want, go anywhere you want. Fight the battle YOUR way.


After releasing 2.4 a few weeks ago, I was finally tuned-up on the Battlefront modding knowledge I lost during a 3 year hiatus. I tend to shift interest in my hobbies around every couple of months or so, so I knew there was no time to waste. I HAD to get the hard stuff out of the way before It was too late. Thus, after many hours of personal modding-crunch time, brings a new update for all of you, this time focusing on the graphics and maps.

What's New in 2.5-

-New 'Enhanced' maps. These include HD textures, longer draw distances, Expanded mapspace, more decorations, etc. These do not replace the vanilla maps, but are added alongside them for those who prefer to play the classics.

NOTES:
Some maps I've chosen not to expand on too much, if at all, aside from some better hintnode placement and HD textures. Certain maps are borderline perfect from a design perspective, and there's nothing I could add that would have enhanced them in any definitive way.
        My Enhanced Naboo: Plains is functional, but suffers from the following bugs-
        1. Flying too high in the sky and looking down may cause the engine to crash
        2. Sounds for the ATAT, YWING, Droid fighter and Republic Gunship do not work, for whatever reason.
        3. Sounds when walking/jumping through water do not work, for whatever reason.

I decided to include my 'Enhanced' Mos Eisley as an optional addon, since I spent so much time on it.

Be warned, though the map is borderline finished and can be played, it lacks polish and suffers from numerous pathfinding issues. Some units on the map don't even attempt to move, for reasons unknown.
My best guess is that I got too ambitious, and the map is simply too massive for the pathfinding to work properly. I hope people enjoy what I attempted to do with it, and maybe one day I'll be able to sit down and get it working. But for now, it's a headache for another day.


-Decreased the high reinforcement counts on all maps. This was an oversight left over in old versions when each and every shot was a 1-hit kill, so higher reinforcement counts were necessary for time balancing.

-Units now use the 'prone' position when taking cover, and hide in clever defensive spots waiting for the unexpecting player to pass by. (ENHANCED-MAPS-ONLY FEATURE!)

-Rocket launchers now have a bigger blast/push radius. You can now send units flying in a raw display of power.

-Tanks now move more akin to their vanilla speed. I found the sluggish movement I gave them prior a huge annoyance.

-Pilot droid's machine gun taken away. The pilot droid now acts as a regular battle droid, but with a fusion cutter alongside the rifle.

-HD Textures for units and effects

-HD Models by Gistech have been taken away for the time being. Their animations start to fall flat on maps with large numbers of units, and until there's a way to bypass the memory limit with models and animations, we will have to stick with the vanilla assets, which blend better into the game's style anyway.

DOWNLOAD ON MODDB

Future wishlist/modifications if we ever figure out a way to increase hardcoded memory limits-

-Remove the 16mb and 32mb memory limit so we can have HD Models for Units, Vehicles, Flora and buildings.
-Remove the memory limit on the animation system so all units use high-quality movement animations
-No limit to decals or effects such as blaster impacts on water
-Make extremely large view distances viewable and stable
-Remove 32mb limit on sound effects
#7
SWBF1 Modding / Change Field of View for death animation?
September 17, 2021, 10:55:52 PM
It seems even though soldier FOV is set to 90, it instantly reverts back to the default FOV upon death. Especially noticeable if you get blasted into the air after you die.

Is this something that can be edited, or is it hard-coded?
#8
SWBF1 Modding / Re: Antstafer's Many Modding Problems
September 12, 2021, 12:21:55 PM
So this is the big smoke effect that appears on the downed technounion ship on Geonosis.

After 40 seconds it slowly starts to disappear and never starts again.

I've tried messing with the 'LifeTime' values, but it doesn't solve the issue.

Am I missing something obvious in the code here in the fx?



ParticleEmitter("Smoke")
{
   MaxParticles(10000.0000,10000.0000);
   StartDelay(0.0000,0.0000);
   BurstDelay(0.2000, 0.4000);
   BurstCount(1.0000,1.0000);
   MaxLodDist(1000.0000);
   MinLodDist(800.0000);
   BoundingRadius(40.0);
   Size(1.0000, 1.0000);
   Hue(255.0000, 255.0000);
   Saturation(255.0000, 255.0000);
   Value(255.0000, 255.0000);
   Alpha(255.0000, 255.0000);
   Spawner()
   {
      Spread()
      {
         PositionX(-0.4000,0.4000);
         PositionY(3.0000,4.0000);
         PositionZ(-0.4000,0.4000);
      }
      Offset()
      {
         PositionX(0.0000,0.0000);
         PositionY(0.0000,0.0000);
         PositionZ(0.0000,0.0000);
      }
      PositionScale(0.0000,0.0000);
      VelocityScale(1.5000,1.5000);
      InheritVelocityFactor(0.0000,0.0000);
      Size(0, 5.0000, 7.7500);
      Red(0, 175.0000, 175.0000);
      Green(0, 117.0000, 117.0000);
      Blue(0, 78.0000, 78.0000);
      Alpha(0, 0.0000, 0.0000);
      StartRotation(0, -30.0000, 30.0000);
      RotationVelocity(0, -10.0000, 10.0000);
      FadeInTime(0.0000);
   }
   Transformer()
   {
      LifeTime(10.0000);
      Position()
      {
         LifeTime(3.0000)
         Accelerate(2.0000, -0.1000, 0.0000);
      }
      Size(0)
      {
         LifeTime(10.0000)
         Scale(3.0000);
      }
      Color(0)
      {
         LifeTime(1.0000)
         Move(0.0000,0.0000,0.0000,170.0000);
         Next()
         {
            LifeTime(9.0000)
            Reach(175.0000,117.0000,78.0000,0.0000);
         }
      }
   }
   Geometry()
   {
      BlendMode("NORMAL");
      Type("PARTICLE");
      Texture("underlitesmoke2");
   }
   ParticleEmitter("Smoke")
   {
      MaxParticles(10000.0000,10000.0000);
      StartDelay(0.0000,0.0000);
      BurstDelay(0.2000, 0.4000);
      BurstCount(1.0000,1.0000);
      MaxLodDist(1000.0000);
      MinLodDist(800.0000);
      Size(1.0000, 1.0000);
      Hue(255.0000, 255.0000);
      Saturation(255.0000, 255.0000);
      Value(255.0000, 255.0000);
      Alpha(255.0000, 255.0000);
      Spawner()
      {
         Spread()
         {
            PositionX(-1.0000,1.0000);
            PositionY(3.0000,4.0000);
            PositionZ(-1.0000,1.0000);
         }
         Offset()
         {
            PositionX(-3.0000,3.0000);
            PositionY(-1.0000,1.0000);
            PositionZ(-3.0000,3.0000);
         }
         PositionScale(0.0000,0.0000);
         VelocityScale(1.5000,1.5000);
         InheritVelocityFactor(0.0000,0.0000);
         Size(0, 2.0000, 4.7500);
         Red(0, 175.0000, 175.0000);
         Green(0, 117.0000, 117.0000);
         Blue(0, 78.0000, 78.0000);
         Alpha(0, 0.0000, 0.0000);
         StartRotation(0, -30.0000, 30.0000);
         RotationVelocity(0, -10.0000, 10.0000);
         FadeInTime(0.0000);
      }
      Transformer()
      {
         LifeTime(10.0000);
         Position()
         {
            LifeTime(3.0000)
            Accelerate(2.0000, -0.1000, 0.0000);
         }
         Size(0)
         {
            LifeTime(10.0000)
            Scale(4.0000);
         }
         Color(0)
         {
            LifeTime(1.0000)
            Move(0.0000,0.0000,0.0000,170.0000);
            Next()
            {
               LifeTime(9.0000)
               Reach(175.0000,117.0000,78.0000,0.0000);
            }
         }
      }
      Geometry()
      {
         BlendMode("NORMAL");
         Type("PARTICLE");
         Texture("underlitesmoke2");
      }
   }
}
#9
SWBF1 Modding / Re: Antstafer's Many Modding Problems
September 09, 2021, 06:49:51 PM
So I found a solution, but I'm not 100% confident that this is what fixed it, but here it goes.


So I got units moving around most of the map, except for this one section separated by a broken bridge. Basically it was almost like two battlefields that were separated by the downed bridge, but with a CP in the center that when captured, would allow the other team to spawn on the other side. Sounds cool, right? Well not to battlefront it seems.

My guess is Battlefront doesn't like it when hubs aren't connected to one big main net. Even though mine technically was, the end of the bridge was blocked with barriers to keep the units from falling off.

My guess is half of them wanted to fight on this isolated side, and the other half didn't want to. They wanted to go to the other command posts. To the main net.


One more tricky troubleshooting session down. Now I can continue with these maps until the next headache surfaces.
#10
SWBF1 Modding / Re: Antstafer's Many Modding Problems
September 09, 2021, 12:54:28 AM
Did some more testing, and I don't think the planning paths I place end up finalizing in the main map for some reason. The units don't follow the ones I placed, but they seem to follow the default ones laid out by Pandemic.

What will happen is a group of units will spawn, wait around for like 10 seconds, then one or two will slowly trickle out and seek a command post. I noticed these units do not follow the planning paths I laid out, but instead are navigating around the barriers.

SPTEST throws an error akin to- "memory pool "obstacle" is too low, set to at least 2100".

Which is obviously ABSURD. I have reason to believe now that these planning paths aren't working at all for whatever reason, and engine is struggling having all the units try and chart their own course in a very convoluted way.

Either way, I'm sure its something really dumb and obvious that I'm doing wrong, but I can't seem to find it.
#11
SWBF1 Modding / Re: Antstafer's Many Modding Problems
September 08, 2021, 11:52:46 PM
Having an issue with units standing around again.

At each command post, there's a good 10 that stand around, while 2 or three of them actually go out and follow the paths.

I'm having to delete more hubs and command posts than necessary to even get them to do THAT much. Its bizarre. I can't pinpoint what's causing this, but it seems the default Pandemic hub placements have no issue, and units spawning close to those do just fine. I have no idea what's going on.
#12
SWBF1 Modding / Re: Antstafer's Many Modding Problems
September 06, 2021, 10:34:06 PM
So apparently having over 250 hubs causes most of the ai to stop working haha. The less hubs I had, the more units would stop standing around and actually going places.

This normally Isn't an issue on open maps like hoth or geonosis, but Mos Eisley is a whole other can of worms. I've never even heard there was a limit to paths. Zero editor prompts you once you hit the 256 hub limis.

I managed to consolidate the default hub placement to something more streamlined so I could utilize the extra space.

Still never figured out why they won't move on the buildings through. Very strange.
#13
SWBF1 Modding / Fix For Maps Crashing With A Lot Of Water
September 06, 2021, 10:26:08 PM
So through a LOT of trial and error and troubleshooting, I figured out I was doing nothing wrong with adding the water to my map, but the fact that there was too much of it for the game to handle.

I'm sure there's more nuance to it, but this is something you can try too if all else fails and you're getting random crashes depending on render distance-

Change the default entries for your modid.fx file to this-
LODDecimation( 8 );
Velocity(0.05, 0.05);
FarSceneRange(800);

I tested FarSceneRange extensively, and it seems like values over 800 always inevitably crash.

EDIT: I discovered that this was a special case scenario, and there's a bigger problem at play causing the issue. If all else fails, this works, but its not normal.
#14
SWBF1 Modding / Re: Antstafer's Many Modding Problems
September 05, 2021, 08:08:32 PM


So I got rid of the building, and I'm having this problem at a few other command posts as well.

I'm sure the hubs and connections are set up correctly, but the units refuse to move when they spawn.

At some command posts, most of them stand still while only a couple of them actually go and follow the path.

Am I hitting some weird memory limit? The map is pretty large.
#15
SWBF1 Modding / Re: Antstafer's Many Modding Problems
September 05, 2021, 07:13:12 PM
Ran into a frustrating problem that I hope one of the expert map makers can answer.

So I got some building pieces set up, with spawn paths on top of it-



Even though I have the barriers set up correctly, and hubs leading down with their respected connections, the units make ZERO effort to move. They just stand there.

Is there something I'm missing?