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Messages - Rayce

#1261
SWBF1 Modding / Re: Help with eras
October 30, 2013, 10:15:44 AM
Quote from: Phobos on October 29, 2013, 11:26:30 AM
That does sound like a shell LUA bug possibly missionlist. To enable the era buttons for those 4 maps you need to add the reference for their era letter to missionlist and also a dummy reference to opposite era.

Does SPtest show any error logs?
I haven't done SPtest yet, only been testing with game.
Quote from: Dark_Phantom on October 29, 2013, 02:49:03 PM
I will try to recreate this later tonight.  I still think there is something wrong with the mission.lvl.
Ok, the bug with one era levels was a missionlist fix I thought I did through that missionlist.lua.
The other bug I think still has something to do with level naming.  Pick one.  You reference that it says [map abbrev]lcw.  Therefore, your lua must be named [map abbrev]lcw, not [map abbrev]l like I saw you had in your files.
Example:
Game says RHN2lcw, must find lua named RHN2lcw.  All the subreqs and req files must say RHN2lcw, not RHN2l.
Nothing's calling for [map abbrev]lcw in any of the .reqs of .luas.
#1262
SWBF1 Modding / Re: Help with eras
October 29, 2013, 10:17:03 AM
Quote from: Phobos on October 27, 2013, 12:25:56 PM
I think you can have up to 22 new eras (every letter in the alphabet except A C I R).

I looked through era files.zip briefly and I think it would be a good idea to rename all your mission LUAs from "lcw" to "l".

For example change bes1lcw.lua to bes1l.lua
bes2lcw to bes2l.lua
etc.

The mission REQs you built call on those names too.
Code (bes1l.req) Select
ucft
{
    REQN
    {
        "script"
        "bes1l"
    }
}



If your mission REQ calls on bes1l.lua then that is the file that must be present for it to munge the mission properly. Your game is crashing because the mission LUAs aren't being loaded. Rename the mission LUA scripts and you should get a bigger mission LVL when you munge now.

The other problem I see is in your mission.req. It's not loading the subreq files properly so it's not even munging those.

Note the mission REQ specifies sub-REQ files, so the way you have it now, its calling on bes1lcw.REQ, it needs to call on bes1l.REQ.
The sub REQs call on the LUAs, not the mission.REQ.

So change your mission.REQ to this (should patch all the subreqs).
ucft
{
    REQN
    {
        "lvl"
        "bes1a"
        "bes1a_h"
"bes1r"
        "bes1l"
"bes2a"
"bes2a_h"
"bes2r"
        "bes2l"
"end1a"
"end1a_h"
        "end1l"
"GEO1r"
"GEO1r_h"
        "GEO1l"
"hot1i"
"hot1i_h"
        "hot1l"
"kam1c"
"kam1c_h"
        "kam1l"
"kas1c"
"kas1c_h"
"kas1i"
        "kas1l"
"kas2c"
"kas2c_h"
"kas2i"
        "kas2l"
"NAB1c"
"NAB1c_h"
"NAB1i"
        "NAB1l"
"nab2a"
"nab2c"
"nab2c_h"
        "nab2l"
"rhn1r_h"
"rhn1i"
"rhn1r"
        "rhn1l"
"rhn2a"
"rhn2a_h"
"rhn2c"
        "rhn2l"
"tat1i"
"tat1i_h"
"tat1r"
        "tat1l"
"tat2i"
"tat2i_h"
"tat2r"
        "tat2l"
"yav1c"
"yav1i"
"yav1i_h"
        "yav1l"
"yav2i"
"yav2i_h"
"yav2r"
        "yav2l"
"nab2h"
    }
}



I haven't looked through the shell scripts yet but once you patch these things your mission.LVL should be all set.
It's still crashing,  I don't know what's wrong. The missions still show up as "[map abbreviation]lcw" in the instant action menu and the button won't show up for endor, geonosis, hoth or kamino. 
#1263
SWBF1 Modding / Re: Help with eras
October 27, 2013, 11:42:07 AM
lcw is my era code...
#1264
SWBF1 Modding / Re: Help with eras
October 26, 2013, 10:40:31 AM
Quote from: Dark_Phantom on October 25, 2013, 10:52:35 AM
In ifs_sp_era, check to see if it is "L",  if I remember right all your levels are just labeled "L", but Late Clone Wars is labeled LCW.  Check and see if what comes up on the Instant Action queue is the same as your lua names.

My fault for not proofreading enough I guess.
The names of my mission .luas all end with "lcw", I wasn't sure weather I should put just 1 letter or my era code.
#1265
SWBF1 Modding / Re: Help with eras
October 25, 2013, 10:14:52 AM
Ok, the button is showing up but it crashes on startup.
#1266
SWBF1 Modding / Re: Help with eras
October 24, 2013, 09:24:01 AM
Here you go.
Note: "Late Clone Wars" is a test era and probably won't be released. "ep3.lvl" is the Republic from Napseeker's Battle of Coruscant map.
#1267
SWBF1 Modding / Re: Help with eras
October 23, 2013, 06:21:02 PM
Hmm... it won't let me post .lua or .req files. And I cannot sent pms with attachments.
#1268
SWBF1 Modding / Re: Help with eras
October 22, 2013, 08:25:37 PM
The eras aren't showing up, here are the scripts:
[spoiler=ifs_sp_era.lua]--function ifs_sp_era_fnDidDifficulty()
--   ScriptCB_SetIFScreen("ifs_sp_briefing")
--end

ifs_sp_era = NewIFShellScreen {
   movieIntro      = nil,
   movieBackground = nil,
   
--   title = NewIFText {
--      string = "ifs.sp.pick_era",
--      font = "gamefont_large",
--      textw = 460,
--      ScreenRelativeX = 0.5, -- center
--      ScreenRelativeY = 0.5, -- top
--   },

   buttons = NewIFContainer {
      ScreenRelativeX = 0.5, -- center
      ScreenRelativeY = 0.5, -- top
      y = 20, -- go slightly down from center
   },

   Enter = function(this, bFwd)
      gIFShellScreenTemplate_fnEnter(this, bFwd) -- call default enter function

      if(bFwd and ScriptCB_IsSPStateSaved()) then
            ifs_movietrans_PushScreen(ifs_sp_briefing)
      end
   end,

   Input_Accept = function(this)
      -- If base class handled this work, then we're done
      if(gShellScreen_fnDefaultInputAccept(this)) then
         return
      end

      ifelm_shellscreen_fnPlaySound(this.acceptSound)
      ifs_sp_briefing.era = this.CurButton
      if( bFwd ) then
         ScriptCB_PushScreen("ifs_sp_briefing")
      else
         ifs_movietrans_PushScreen(ifs_sp_briefing)
      end
   end,
}

ifs_sp_era_vbutton_layout = {
--   yTop = -70,
   xWidth = 350,
   width = 350,
   xSpacing = 10,
   ySpacing = 5,
   font = "gamefont_medium",
   buttonlist = {
      { tag = "new", string = "common.era.cw", },
      { tag = "classic", string = "common.era.gcw", },
                              {tag = "lcw", string = "Late Clone Wars", },
   },
   title = "ifs.sp.pick_era",
       rotY = 35,
}

ifs_sp_era.CurButton = AddVerticalButtons(ifs_sp_era.buttons,ifs_sp_era_vbutton_layout)
AddIFScreen(ifs_sp_era,"ifs_sp_era")[/spoiler]
[spoiler=missionlist.lua]-- List of missions presented to the user for IA/MP/splitscreen/etc.
-- This list is kept in alphabetical order (in English, anyhow).
--
-- Each entry should be in the following form:
-- {    -- starts a table entry
--   mapluafile = "END1", -- base name of map, w/o attacking side, no ".lua" either
--   showstr = "planets.endor.name1", -- localization key in DB of item to show
--   side_a = 1,  -- [OPTIONAL] Put this in the table if there is a "a" version of the map
--   side_c = 1,  -- [OPTIONAL] Put this in the table if there is a "c" version of the map
--   side_i = 1,  -- [OPTIONAL] Put this in the table if there is a "i" version of the map
--   side_r = 1,  -- [OPTIONAL] Put this in the table if there is a "r" version of the map
--   side_a_team1 = "common.sides.all.name" -- [OPTIONAL] -- localized name of team1 in an 'a' version of this map
--   side_a_team2 = "common.sides.imp.name" -- [OPTIONAL] -- localized name of team2 in an 'a' version of this map
--    -- Note, there's also OPTIONAL side_c_team1, side_i_team1, side_r_team1,
--    -- side_c_team2, side_i_team2, side_r_team2 fields.
--
-- },   -- ends a table entry
--
-- Below, things are in one-entry-per-line format to make it easier to
-- comment in/out maps by commenting in/out a single line


-- Names for the attacking team. Entries must have same tags as the
-- next list, and the button layout list
gMissionSelectAttackerTeams = {
   a = "common.sides.all.name",
   i = "common.sides.imp.name",
   r = "common.sides.rep.name",
   c = "common.sides.cis.name",
}

gMissionSelectDefenderTeams = {
   a = "common.sides.imp.name",
   i = "common.sides.all.name",
   r = "common.sides.cis.name",
   c = "common.sides.rep.name",
}

-- For making the 'seal_XXX' name
gExpandedSideNames = {
   a = "all",
   i = "imp",
   r = "rep",
   c = "cis",
}

sp_missionselect_listbox_contents = {
   { mapluafile = "BES1", showstr = "planets.bespin.mapname1", side_r = 1, side_a = 1, side_l = 1},
   { mapluafile = "BES2", showstr = "planets.bespin.mapname2", side_r = 1, side_a = 1, side_l = 1},

   { mapluafile = "END1", showstr = "planets.endor.mapname1", side_a = 1, side_l = 1},

   { mapluafile = "GEO1", showstr = "planets.geonosis.mapname1", side_r = 1, side_l = 1},

   { mapluafile = "HOT1", showstr = "planets.hoth.mapname1", side_i = 1, side_l = 1},

   { mapluafile = "KAM1", showstr = "planets.kamino.mapname1", side_c = 1, side_l = 1},

   { mapluafile = "KAS1", showstr = "planets.kashyyyk.mapname1", side_c = 1, side_i = 1, side_l = 1},
   { mapluafile = "KAS2", showstr = "planets.kashyyyk.mapname2", side_c = 1, side_i = 1, side_l = 1},

   { mapluafile = "NAB1", showstr = "planets.naboo.mapname1", side_c = 1, side_i = 1, side_l = 1},
   { mapluafile = "NAB2", showstr = "planets.naboo.mapname2", side_c = 1, side_a = 1, side_l = 1},

   { mapluafile = "RHN1", showstr = "planets.rhenvar.mapname1", side_r = 1, side_i = 1, side_l = 1},
   { mapluafile = "RHN2", showstr = "planets.rhenvar.mapname2", side_c = 1, side_a = 1, side_l = 1},

   { mapluafile = "TAT1", showstr = "planets.tatooine.mapname1", side_r = 1, side_i = 1, side_l = 1},
   { mapluafile = "TAT2", showstr = "planets.tatooine.mapname2", side_r = 1, side_i = 1, side_l = 1},

   { mapluafile = "YAV1", showstr = "planets.yavin.mapname1", side_c = 1, side_i = 1, side_l = 1},
   { mapluafile = "YAV2", showstr = "planets.yavin.mapname2", side_r = 1, side_i = 1, side_l = 1},

}

mp_missionselect_listbox_contents = {
   { mapluafile = "BES1", showstr = "planets.bespin.mapname1", side_r = 1, side_a = 1, side_l = 1},
   { mapluafile = "BES2", showstr = "planets.bespin.mapname2", side_r = 1, side_a = 1, side_l = 1},

   { mapluafile = "END1", showstr = "planets.endor.mapname1", side_a = 1, side_l = 1},

   { mapluafile = "GEO1", showstr = "planets.geonosis.mapname1", side_r = 1, side_l = 1},

   { mapluafile = "HOT1", showstr = "planets.hoth.mapname1", side_i = 1, side_l = 1},

   { mapluafile = "KAM1", showstr = "planets.kamino.mapname1", side_c = 1, side_l = 1},

   { mapluafile = "KAS1", showstr = "planets.kashyyyk.mapname1", side_c = 1, side_i = 1, side_l = 1},
   { mapluafile = "KAS2", showstr = "planets.kashyyyk.mapname2", side_c = 1, side_i = 1, side_l = 1},

   { mapluafile = "NAB1", showstr = "planets.naboo.mapname1", side_c = 1, side_i = 1, side_l = 1},
   { mapluafile = "NAB2", showstr = "planets.naboo.mapname2", side_c = 1, side_a = 1, side_l = 1},

   { mapluafile = "RHN1", showstr = "planets.rhenvar.mapname1", side_r = 1, side_i = 1, side_l = 1},
   { mapluafile = "RHN2", showstr = "planets.rhenvar.mapname2", side_c = 1, side_a = 1, side_l = 1},

   { mapluafile = "TAT1", showstr = "planets.tatooine.mapname1", side_r = 1, side_i = 1, side_l = 1},
   { mapluafile = "TAT2", showstr = "planets.tatooine.mapname2", side_r = 1, side_i = 1, side_l = 1},

   { mapluafile = "YAV1", showstr = "planets.yavin.mapname1", side_c = 1, side_i = 1, side_l = 1},
   { mapluafile = "YAV2", showstr = "planets.yavin.mapname2", side_r = 1, side_i = 1, side_l = 1},
}

-- List of maps usable in attract mode. These should be the raw lua
-- filenames (without ".lua"), and one per line, so we can turn them
-- on/off easily. Historical missions could go in here if desired.
attract_mode_maps = {
   "bes1a",
   "bes1r",
   "bes2a",
   "bes2r",
   "end1a",
   "geo1r",
   "hot1i",
   "kam1c",
   "kas1c",
   "kas1i",
   "kas2c",
   "kas2i",
   "nab1c",
   "nab1i",
   "nab2a",
   "nab2c",
   "rhn1i",
   "rhn1r",
   "tat1i",
   "tat1r",
   "tat2i",
   "tat2r",
   "yav1c",
   "yav1i",
   "yav2i",
   "yav2r",

   -- Historical maps, off by default
   "nab1c_h",
   "nab2c_h",
   "kas1c_h",
   "geo1r_h",
   "kam1c_h",
   "rhn1r_h",
   "kas2c_h",
   "tat1i_h",
   "tat2i_h",
   "rhn2a_h",
   "yav2i_h",
   "yav1i_h",
   "hot1i_h",
   "bes2a_h",
   "bes1a_h",
   "end1a_h",
}


-- Singleplayer campaigns. Each of these tables has a set of
-- sub-tables, one sub-table per mission. These are run through in
-- order. Note: there is a max of 255 missions in a campaign. Todo:
-- add in listings for VOs, backgrounds, etc.
--
-- Optional params per line:
--   side = 2,    -- forces the user to team 2 (defender). If omitted, team 1 (attacker) is forced
--   intromovie = "", --movie played before yoda
--   outtromovie = "", --movie played after yoda, before mission
--   exitmovie = "", --movie played after mission is done (and you win)
-- [More will be coming, which refer to text to print, voiceover, etc.]

SPCampaign_CW = {
   --Player is CIS
   {
      mapluafile = "nab1c_h",
      side = 1,
      showstr = "ifs.sp.cw.map1name",
      description = "ifs.sp.cw.map1descr",
      movie = "nab1fly",
      voiceover = "cis_missionbriefing_nab1",
      intromovie = "nab1h01",
--no tutorials on the pc
--      outtromovie = "tutorial01cw",
--      outtromovie_left = 90,
--      outtromovie_top = 60,
--      outtromovie_width = 460,
--      outtromovie_height = 350,
--      outtromovielocalized = 1,
      briefingmusic = "shell_droidinvasion",
      iconmodel = "com_icon_CIS"
   }, --Player is CIS
   {
      mapluafile = "nab2c_h",
      side = 1,
      showstr = "ifs.sp.cw.map2name",
      description = "ifs.sp.cw.map2descr",
      movie = "nab2fly",
      voiceover = "cis_missionbriefing_nab2",
      outtromovie = "nab2h01",
      briefingmusic = "shell_droidinvasion",
      --unlockable = 1,
      iconmodel = "com_icon_CIS"
   }, --Player is CIS
   {
      mapluafile = "kas1c_h",
      side = 1,
      showstr = "ifs.sp.cw.map3name",
      description = "ifs.sp.cw.map3descr",
      movie = "kas1fly",
      voiceover = "cis_missionbriefing_kas1",
      briefingmusic = "shell_droidinvasion",
      --unlockable = 2,
      iconmodel = "com_icon_CIS"
   },

   --Player is Republic
   {
      mapluafile = "geo1r_h",
      side = 1,
      showstr = "ifs.sp.cw.map4name",
      description = "ifs.sp.cw.map4descr",
      movie = "geo1fly",
      outtromovie = "geo1h01",
      voiceover = "rep_missionbriefing_geo1",
      briefingmusic = "shell_clonewars",
      --unlockable = 3,
      iconmodel = "com_icon_republic"
   },
   
   --Player is Republic
   {
      mapluafile = "kam1c_h",
      side = 2,
      showstr = "ifs.sp.cw.map5name",
      description = "ifs.sp.cw.map5descr",
      movie = "kam1fly",
      intromovie = "kam1h01",
      outtromovie = "kam1h02",
      voiceover = "rep_missionbriefing_kam1",
      briefingmusic = "shell_clonewars",
      --unlockable = 4,   
      iconmodel = "com_icon_republic"
   },--Player is Republic
   {
      mapluafile = "rhn1r_h",
      side = 1,
      showstr = "ifs.sp.cw.map6name",
      description = "ifs.sp.cw.map6descr",
      movie = "rhn1fly",
      voiceover = "rep_missionbriefing_rhn1",
      briefingmusic = "shell_clonewars",
      --unlockable = 5,
      iconmodel = "com_icon_republic"
   },--Player is Republic
   {
      mapluafile = "kas2c_h",
      side = 2,
      showstr = "ifs.sp.cw.map7name",
      description = "ifs.sp.cw.map7descr", side = 2,
      movie = "kas2fly",
      voiceover = "rep_missionbriefing_kas1",
      briefingmusic = "shell_clonewars",
      exitmovie = "kas2h01",
      iconmodel = "com_icon_republic"
   },--Player is Republic
}

SPCampaign_GCW = {
   --Player is the Empire
   {
      mapluafile = "tat1i_h",
      side = 1,
      showstr = "ifs.sp.gcw.map1name",
      description = "ifs.sp.gcw.map1descr",
      movie = "tat1fly",
      intromovie = "tat1h01",
-- no tutorials on pc
--      outtromovie = "tutorial01gcw",
--      outtromovie_left = 90,
--      outtromovie_top = 60,
--      outtromovie_width = 460,
--      outtromovie_height = 350,
--      outtromovielocalized = 1,
      voiceover = "imp_missionbriefing_tat1",
      briefingmusic = "shell_imperialmarch",
      iconmodel = "com_icon_imperial"
   },--Player is the Empire
   {
      mapluafile = "tat2i_h",
      side = 1,      
      showstr = "ifs.sp.gcw.map2name",
      description = "ifs.sp.gcw.map2descr",
      movie = "tat2fly",
      intromovie = "tat2h01",
      voiceover = "imp_missionbriefing_tat2",
      briefingmusic = "shell_imperialmarch",
      --unlockable = 6,
      iconmodel = "com_icon_imperial"
   },--Player is the Empire
   {
      mapluafile = "rhn2a_h",
      side = 2,
      showstr = "ifs.sp.gcw.map3name",
      description = "ifs.sp.gcw.map3descr",
      movie = "rhn2fly",
      voiceover = "imp_missionbriefing_rhn1",
      briefingmusic = "shell_imperialmarch",
      iconmodel = "com_icon_imperial"
   },--Player is the Empire
   {
      mapluafile = "yav2i_h",
      side = 1,      
      showstr = "ifs.sp.gcw.map4name",
      description = "ifs.sp.gcw.map4descr",
      movie = "yav2fly",
      intromovie = "yav2h01",
      voiceover = "imp_missionbriefing_yav1",
      briefingmusic = "shell_imperialmarch",
      iconmodel = "com_icon_imperial"
   },--Player is the Alliance
   {
      mapluafile = "yav1i_h",
      side = 2,      
      showstr = "ifs.sp.gcw.map5name",
      description = "ifs.sp.gcw.map5descr",
      movie = "yav1fly",
      intromovie = "yav1h01",
      voiceover = "all_missionbriefing_yav1",
      briefingmusic = "shell_clash",
      --unlockable = 7,
      iconmodel = "com_icon_alliance"      
   },--Player is the Alliance

   --Player is the Alliance
   {
      mapluafile = "hot1i_h",
      side = 2,      
      showstr = "ifs.sp.gcw.map6name",
      description = "ifs.sp.gcw.map6descr", side = 2,
      movie = "hot1fly",
      outtromovie = "hot1h02",
      voiceover = "all_missionbriefing_hot1",
      briefingmusic = "shell_clash",
      --unlockable = 8,
      iconmodel = "com_icon_alliance"      
   },--Player is the Alliance
   {
      mapluafile = "bes2a_h",
      side = 1,
      showstr = "ifs.sp.gcw.map7name",
      description = "ifs.sp.gcw.map7descr",
      movie = "bes2fly",
      intromovie = "bes2h01",
      voiceover = "all_missionbriefing_bes1",
      briefingmusic = "shell_clash",
      --unlockable = 9,
      iconmodel = "com_icon_alliance"      
   },--Player is the Alliance
   {
      mapluafile = "bes1a_h",
      side = 1,
      showstr = "ifs.sp.gcw.map8name",
      description = "ifs.sp.gcw.map8descr",
      movie = "bes1fly",
      outtromovie = "bes1h01",
      voiceover = "all_missionbriefing_bes2",
      briefingmusic = "shell_clash",
      --unlockable = 10,
      iconmodel = "com_icon_alliance"      
   },--Player is the Alliance
   {
      mapluafile = "end1a_h",
      side = 1,      
      showstr = "ifs.sp.gcw.map9name",
      description = "ifs.sp.gcw.map9descr",
      movie = "end1fly",
      outtromovie = "end1h02",
      exitmovie = "end1h03",
      voiceover = "all_missionbriefing_end1",
      briefingmusic = "shell_clash",
      iconmodel = "com_icon_alliance"      
   },--Player is the Alliance
}


-- Tables for cached mapname lookups. The key for each entry will
-- be the 'abbrev' passed into missionlist_GetLocalizedMapName(abbrev)
-- if present.
gMapName0Table = {}
gMapName1Table = {}
gMapName2Table = {}

-- API
-- ShowUStr, iSource = missionlist_GetLocalizedName("tat3a")
--
-- Given an abbreviation (e.g. "tat3a"), returns a localized unicode
-- string that should be shown. Also returns an index of where that
-- string came from:
-- 0: localize database
-- 1: addon map w/ English-only string
-- 2: fallback (abbrev upconverted to Unicode)
function missionlist_GetLocalizedMapName(abbrev)
   -- Look in cached lookups first
   local CacheUStr

   CacheUStr = gMapName0Table[abbrev]
   if(CacheUStr) then
      --      print("gMapName0Table["..abbrev.."] found")
      return CacheUStr, 0
   end

   CacheUStr = gMapName1Table[abbrev]
   if(CacheUStr) then
      --      print("gMapName1Table["..abbrev.."] found")
      return CacheUStr, 1
   end

   CacheUStr = gMapName2Table[abbrev]
   if(CacheUStr) then
      --      print("gMapName2Table["..abbrev.."] found")
      return CacheUStr, 2
   end

   ------- Not cached. Do lookup, stick it in cache

   local i,j,l
   l = strlen(abbrev)

   -- Pass #1, try and find it in current missionlist
   if(missionselect_listbox_contents) then
      for i = 0,1 do
         local TrimmedStr = strupper(strsub(abbrev, 1, l - i))
         for j = 1,getn(missionselect_listbox_contents) do
            if(TrimmedStr == strupper(missionselect_listbox_contents[j].mapluafile)) then
               local DisplayUStr = ScriptCB_getlocalizestr(missionselect_listbox_contents[j].showstr, 1) -- 2nd param: return nil if not found
               if(DisplayUStr) then
                  gMapName0Table[abbrev] = DisplayUStr
                  return DisplayUStr, 0
               else
                  DisplayUStr = ScriptCB_tounicode(missionselect_listbox_contents[j].showstr)
                  gMapName1Table[abbrev] = DisplayUStr
                  return DisplayUStr, 1
               end
            end
         end -- j loop over missionselect_listbox_contents
      end -- i loop over trimming suffixes
   end

   -- Final fallback: show what was received
   local DisplayUStr = ScriptCB_tounicode(abbrev)
   gMapName2Table[abbrev] = DisplayUStr
   return DisplayUStr, 2
end
[/spoiler]
[spoiler=mission.req]ucft
{
    REQN
    {
        "lvl"
        "bes1a"
        "bes1a_h"
   "bes1r"
        "bes1lcw"
   "bes2a"
   "bes2a_h"
   "bes2r"
        "bes2lcw"
   "end1a"
   "end1a_h"
        "end1lcw"
   "GEO1r"
   "GEO1r_h"
        "GEO1lcw"
   "hot1i"
   "hot1i_h"
        "hot1lcw"
   "kam1c"
   "kam1c_h"
        "kam1lcw"
   "kas1c"
   "kas1c_h"
   "kas1i"
        "kas1lcw"
   "kas2c"
   "kas2c_h"
   "kas2i"
        "kas2lcw"
   "NAB1c"
   "NAB1c_h"
   "NAB1i"
        "NAB1lcw"
   "nab2a"
   "nab2c"
   "nab2c_h"
        "nab2lcw"
   "rhn1r_h"
   "rhn1i"
   "rhn1r"
        "rhn1lcw"   
   "rhn2a"
   "rhn2a_h"
   "rhn2c"
        "rhn2lcw"
   "tat1i"
   "tat1i_h"
   "tat1r"
        "tat1lcw"
   "tat2i"
   "tat2i_h"
   "tat2r"
        "tat2lcw"
   "yav1c"   
   "yav1i"
   "yav1i_h"
        "yav1lcw"
   "yav2i"
   "yav2i_h"
   "yav2r"
        "yav2lcw"
   "nab2h"
    }
}

[/spoiler]
There insn't anything wrong with the individual mission .reqs and .luas.
Note: "Late Clone Wars" is a test era and will likely never be released.
#1269
SWBF1 Modding / Re: BFBuilder opens notepad
October 15, 2013, 07:44:14 PM
Fixed. Thanks!
#1270
SWBF1 Modding / [SOLVED] BFBuilder opens notepad
October 15, 2013, 09:50:38 AM
Whenever I try to run BFbuilder it opens notepad, is there any way to fix this?
#1271
Requests / Re: Reference pics needed for SWTOR mod
October 05, 2013, 10:29:00 AM
Quote from: tirpider on October 04, 2013, 08:39:02 PM
You are gonna love this.

DarthD.U.C.K. on gametoast released 15 thousand SW reference pics.

It's broken up into several downloads, but is a lovely set of categorized reference imagery, well worth the time to download and unpack.

I don't know if it will have exactly what you are looking for, but there is a good chance it does.
Not quite what I wanted, but it's got some nice references of locations. Thanks for the link.
#1272
Requests / Reference pics needed for SWTOR mod (Solved)
October 04, 2013, 08:21:42 PM
I am beginning a Star Wars: The Old Republic themed era mod for SWBF1 (too early for WIP thread) and I need some reference pictures for the following items:

  • Imperial Scout (as seen on coruscant)
  • Red armored Imperial Troopers (Called "shock troopers" on coruscant)
  • White armored Imperial Troopers (as seen in the esseles flashpoint)
  • Shotgun
  • Imperial Officer
I would get these myself but 1. I do not have a smuggler or an imperial charactor 2. the imperial enemies move too fast to get a clear picture and i'm usually too focused on the quest/fight to take a screenshot.
I'd also like some info about potential hero units.
#1273
SWBF1 Modding / Re: Help with eras
September 29, 2013, 06:28:10 PM
Thanks for the help. BTW, how many new eras can you have at once?
#1274
Sereja made a version of Utapau: Sinkhole. Link: http://www.swbfgamers.com/index.php?action=downloads;sa=view;down=1029
#1275
Hidden Because of long list.
[spoiler=What I want in it from the old games]No gory/realistic death.
Minimal (if any) blood.
PC Version
Singleplayer
Ability to sprint
Clone Wars era
Combined land, air and space battles.
Heroes
Playable & AI Heroes
Classic Game Modes such as Hero Assault & Hunt
Galactic Conquest
Instant Action
Story Campaign
Character Customization
Ability to mod it.
Award Weapons
Melee Weapons (force pike & electrostaff)[/spoiler]
[spoiler=New ideas I have for it]New eras:

  • KotOR/TOR era
  • Early and late GCW (pre-RotJ/post-RotJ)
Pick legion of clones/stormies (Instead of team colors)
New ideas for game modes:

  • Siege (Attack/Defend a fixed point on the map)
  • Survival (Player(s) vs. endless waves of enemies)
  • Team Deathmatch (Self Explanatory)
  • Classic Conquest (Swbf1 or 2 Style)
  • Order 66 (Jedi vs. Clones)
TFU Quality Physics
Story campaign for every faction.
New ideas for award weapons:

  • Different models then the default weapons
  • Award weapon is removed when it's ammo is depleted
New ideas for Weapons:

  • Melee attack as a secondary.
  • More types of grenades/mines (frag, sonic, plasma, etc.)
New ideas for GC:

  • Attackers always start on their ship
  • Ability to upgrade your fleet
    • Example: Fleet lvl 1: Cruiser w/ 2 corvettes. Fleet lvl 2: Cruiser w/ 2 corvettes & 2 frigates. Fleet lvl 3:
      Dreadnought w/ 2 cruisers, 2 corvettes & 2 frigates.
In/out animations for vehicles
Props can be destroyed
Choose between uniform types (Phase I & II clones, Rebel fleet & Normal Rebel Infantry, etc.)
Blaster scorch marks. (but not on infantry)[/spoiler]
[spoiler=New Heroes I would like to see]For the Republic:

  • Cody & other Clone Commanders
  • Kit Fisto
  • Plo Koon
  • Padme Amadala
  • Bail Organa
  • Ashoka
  • Luminara
  • Barris Offiee
  • Aayla Secura
  • Ki-Adi Mundi
  • Shaak Ti
  • Quinlan Vos
  • Adi Gallia
  • Delta Squad
  • Eeth Koth
  • Cin Dralling
  • Sara Keeto
  • Even Piel
For the CIS:

  • Asajj Ventress
  • Durge
  • Gizor Deslo
  • Cad Bane
  • Zam Wessel
  • Aurra Sing
  • Bossk
  • General Loathsome
  • The general from the Onderon episodes of TCW
  • Admiral Trench
For the Rebels/New Republic:

  • Starkiller
  • General Kota
  • Obi-Wan (as old ben)
  • Admiral Ackbar
  • Wedge Antilles
  • Lando
  • Leia Ograna (as a Jedi)
  • Kyle Katarn
  • Jaden Korr
  • The Solo Twins
  • Anakin Solo
  • Mara Jade
For the Empire:

  • Vader's Apprentice (The "perfect" clone of Starkiller)
  • Desaan
  • Jerec
  • Tavion
  • Admiral Thawn
  • Admiral Galak Fryar
  • Bossk
  • IG-88
  • Dengar
  • Palpatine Clone
[/spoiler]
[spoiler=Some maps i'd like to see from the old games]
Bespin: Platforms
Jedi Temple
Naboo: Plains
Tantive IV
Jabba's Palace
[/spoiler]
[spoiler=some new maps/planets i'd like to see]
Umbara
Malacor V
Telos: Citadel Station (Include the Ravager)
Alderaan (Pre-Destruction)
Star Forge
Dathomir
Anamar
RAS Prosacutor
Ord Mantell
Tython
CIS Core Ship
Geonosis Arena
Dantooine
Serraco
Nar Shadda
Taris: Ruins
Kamino: Timera City
Corellia
Dromond Kass
Korriban
Sullist
Onderon
Dxun
Kashyyyk: Shadowlands
Cato Nemoidia
Peragus Mining Facility
Salucami
Raxus Prime
Ordo Plutonia
Rhen Var
Mandalore
[/spoiler]