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Messages - {AR}MetalKiller

#31
I made an edit in the original post to avoid confusion.

We want to host a dedicated server for the steam version (through the battlefront executable).
The /norender option is definitely in the executable.
#32
Hi,

The AR clan tries to host a server for Steam.
Since we host on Linux we use wine.
Starting the Battlefront executable (from GOG) with the following options causes a page fault:
wine Battlefront.exe /win /norender /autonet dedicated /noaim /resolution 200 200 /nosound /gamename "..." rhn2a 200 200

The interesting thing here is that the server starts without the /norender option.
wine Battlefront.exe /win /autonet dedicated /noaim /resolution 200 200 /nosound /gamename "..." rhn2a 200 200
But as we use wine, the server takes >5min and 100% CPU usage over the whole time period (granted we don't have such a powerful machine).

Attached you find a crash log, but I doubt that it will help.

Any idea why the /norender option might cause a crash?

Note: Wine was the only thing running on the server.

Cheers!


EDIT: Remove misleading text.
#33
SWBF1 Modding / Re: Hoth Caves Assets
March 02, 2023, 12:10:09 PM
I used blender to create the model. However I am no artist.
Also, it is missing collision on the roof.
Feel free to use or improve it.

You cannot view this attachment.

Cheers
#34
SWBF1 Modding / Re: Hoth Caves Assets
March 01, 2023, 07:39:27 AM
Getting closer step by step ...
I helped myself by creating a custom model  :D
#35
SWBF1 Modding / Hoth Caves Assets
February 28, 2023, 08:54:56 AM
Hi folks,

I am looking for a certain asset on HOTH: CAVES. The accessible bacta tank.

You cannot view this attachment.

Does anyone have this asset or a similar one?
Haven't found anything in the downloads section.

Cheers!
#36
SWBF1 Modding / Sound Regions and Streams
February 11, 2023, 07:15:55 AM
Howdy,

recently, I added sound streams to my map and used multiple sound regions to play those on the map.
However, I am noticing some strange issues when stepping into the region.
It seems that the sound streams need to buffer before they can be played.

Example:
1. Stepping into 1st sound region.
2. Sound stream of the region plays (as expected so far).
3. Stepping outside the 1st sound region
4. Stepping into 2nd sound region.
5. Sound stream of region 1 plays for a couple of seconds.
6. Sound stream of the 2nd region plays.

This issue repeats for every region the player steps into.
Event for the sound that already should have been loaded.
Is the game loading the sound files from disk every time?!

Note:
Most of the sound files are ~30 seconds and have ~1-3 MB.

Any ideas what is causing this, or how I could solve this?
#37
SWBF1 Modding / Re: BFBuilder Script Error
February 04, 2023, 08:21:39 AM
The error is fixed.
It was caused by the script contents.
Since I had multiple issues in my script I can't pin down all problems.
However, at least one is clear.

The following function call was not working:
SetOutOfBoundsVoiceOver(2, "Allleaving");
SetOutOfBoundsVoiceOver(1, "Impleaving");

It should be:
SetOutOfBoundsVoiceOver(ALL, "Allleaving");
SetOutOfBoundsVoiceOver(IMP, "Impleaving");

I assume the error just says that the audio file can't be found in the respective data file.
#38
SWBF1 Modding / Re: Missing foliage
January 30, 2023, 08:18:59 AM
Sorry to bump this topic, but after I had the same problem on another map I revisited the old map and found a fix.
The solution is fairly simple, I just did not uncomment the prop section in the requirement file.

    REQN
    {
        "prop"
        -- "mapname"              <-- Comment had to be removed manually
    }
#39
SWBF1 Modding / Re: BFBuilder Script Error
January 29, 2023, 02:43:12 AM
Thanks for the hint.
#40
SWBF1 Modding / BFBuilder Script Error
January 28, 2023, 05:28:44 AM
Hi folks,

I just ran into a problem in the BFBuilderPro (same in BFBuilderPro2.0).
The error message can be found in only one unrelated post here in the forum.

Here is the error:
An error has occured in the script on this page
Line: 1
Char: 1
Error: Subscript out of range: '[number 19]'
Code: 0

DO you want to continue running scripts on this page?

You cannot view this attachment.

Does anyone have an idea what is causing the error or where I should start searching for?

The subscript index was 18 before (after editing the wld file), so I assume it has something to do with the wld file.
I can still edit the file by opening the zeroeditor separately and opening the wld file.
Munging also works via the batch file.
However, I don't know if it is possible to create a custom SIDE without the BFFuilder UI.
Can I just copy the SIDE folder into my mod map?

Thanks for any help.
Cheers!
#41
Released Maps and Mods / Re: ALDERAAN: CASTLE
December 27, 2022, 08:11:50 AM
Hi,

just some minor fixes to the map:

- Added/Moved barriers for better AI pathfinding
- Added some walls which allowed to get inside objects or under the map
- Reduced bleed (2 CPs are enough to stop bleed)
- Rebalanced unit selection (fewer snipers)
- Minor changes to the minimap

---

@Admins or Moderators: Let me know if I should modify the original post or if it is OK to create another post.
#42
SWBF1 Modding / SWBF Tools
October 08, 2022, 05:23:48 AM
Hello there,

I want to share with you an idea that I had for a long time now (probably even when I first started modding).

There are quite a few modding tools for non-static data such as a resolution-fix launcher, ingame console launcher, name changers, ... .
Most of these tools probably use the same mechanics, and their creators reinvent the wheel all over again (I am guilty as well).
Not that there is something wrong with that, but we could use our time more effectively and be more productive developing more tools for this great game.
Maybe even lowering the barriers for new modders.

For a couple of months (when I had some time left) I worked on yet another launcher ::) and some tooling around it, that is able to render things on top of battlefront and interact with the game.
I am not going into details since it will take some more time until it is finished.
The working project title is SWBF Tools.
Here is a screenshot (with mocked data).

You cannot view this attachment.

The menus can be enabled/disabled with a key press.
Separate windows (widgets) can be enabled for certain topics.
In the future, I want to make the interface scriptable using SWBF's Lua API.

I imagine that there are quite a few use cases:
  • Editing the username between switching servers
  • Showing the list of players when playing
  • Show some general information
  • Ingame console
  • Private chat between 2 players
  • Trigger script functions
  • (Anti-cheat)
  • ...


What is your take on it?
Do we even need such a thing?
What are some other use cases?


Cheers, see you around.  :wave:
#43
Released Maps and Mods / Re: ALDERAAN: CASTLE
September 27, 2022, 06:10:56 AM
You got me :) I thought nobody would notice :p
#44
Released Maps and Mods / ALDERAAN: CASTLE
August 25, 2022, 03:34:44 AM
Hello there,

I would like to present my first and last mod map. The map is called "ALDERAAN: CASTLE". It was initially planned as a TDM map for close combat, but soon got too big. So it became a conquest map (which is also playable with AI).

I wanted to plant more trees to fit the theme of Alderaan, but there are too many props placed already  :confused: .
So it is only a little castle in the mountain regions.

The minimap is not pixel-perfect, but I think it is acceptable.
There are 2 areas with multiple layers, which are highlighted orange and yellow on the minimap, I hope that it is not too confusing. Also, I added some topology to the minimap. What's your opinion on that?

I hid away 10 gargoyles, so you might have some motivation to explore the map beyond the playable areas ;). Who can find them all?

The map is quite large with ~30MB. It is probably the amount of objects used on the map.
Download Link: You cannot view this attachment.


Cheers!


Some notable issues:
  • Flickering objects from a far distance.
  • Clipping errors on the stairs with the two gargoyles
  • AI might have problems in the area of the tomb and the barracks, since they overlap. However, they should not get stuck permanently.

Find some impressions attached.

#45
SWBF1 Modding / Re: Flickering objects on mod map
August 24, 2022, 12:18:18 PM
Thanks for the detailed explanation. At least the problem is now clear to me. Using an engine from before 2004 really has its flaws  :(
IMO, using fog takes you out of the game but seems to be the only solution since it there is no low res version of the objects causing the problems.

Cheers!