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Messages - AnthonyBF2

#226
The only thing I can think of is that not all the images have the correct dimension or size. You must divide the entire image by power of 2. If each image is 128x128 then the entire image needs to be 512x512. If each image is 256x256 then the entire image needs to be 1024x1024.

I am also looking for a fast way to do this myself because I don't want to try to fit a ton of images into one image.  :P
#227
It's probably referred to as "swapmod" and it's fixed if the hosts uses this:
http://www.swbfgamers.com/index.php?topic=10920.0
#228
I believe popup_vote is munged into common.lvl

To make a common.lvl you first need to get the scripts from assets\scripts\pc and copy them to data_mod\common\scripts.

Next make the edits you want, which I guess is popup_vote. Right click on munge.bat in the build folder and make sure common is checked or on 1 then run munge.bat.

Munge.bat is a manual way to munge and does more than visual munge actually, I personally almost never use vm anymore.
#229
SWBF2 Modding / Re: new BF2 file release by fred
August 28, 2016, 05:23:09 AM
Quote from: Ginev on August 27, 2016, 04:20:32 PM
Too bad they cannot release the entire code for the game.I also would love to see a modded galactic conquest with more planets.I still wonder how Maveritchell made his Galactic Conquest for his Dark Times 2 mod.Someone know how he added more planets?Sorry for the offtopic question.

I think Mav just reskinned the planets using Lua (easy possible) and renamed the planets, also easy. With both, you get the illusion of planets that didn't exist before.
#230
SWBF2 Modding / Re: new BF2 file release by fred
August 27, 2016, 12:42:58 PM
The three primary things I've always wondered about are either hard coded or unavailable;

1) 500 mission limit
2) Being able to eject from ships
3) Getting the source files for the galactic conquest "map" so it could be remade with more planets and things
#231
SWBF2 Modding / Re: new BF2 file release by fred
August 27, 2016, 12:38:59 PM
I have some other stuff I've always wondered about, would you mind contacting Fred for me?
#232
SWBF2 Modding / Re: new BF2 file release by fred
August 27, 2016, 12:22:29 PM
Pardon my ignorance in that sort of thing... is this useful?
#233
I just ordered one of those as I just looked for my old one and could not locate it. I didn't want to but oh well. Also if my memory serves me right, the software easycap comes with sucks bad. I'm open to other software suggestions.
#234
So I picked up a PS2 again with SWFB2 because I just love and miss it. For now I don't have a tv to use it with. I need to know is there anyway to play it and use my laptop as a screen. I have a piece of hardware that connects red/white/yellow to VGA but am not sure if that's what I need, or how to use it. Is there any software that can tell the computer get input from the VGA port? I really don't want to have to get a tv because in my current living situation it will be a hassle. I have no room for it.
#235
Quote from: Incognito on August 10, 2016, 10:34:18 PM
I wish I knew...Yeah, it can only be this.

But how do we make it do that? :P
#236
My computer is 1366x768 but the game only does 1024x768, figuring out how it changed would be sweet.  :shrug:
#237
I'm going to answer each of your concerns the best I can in random order;

1) Fake Console is a client-sided visual thing, if the dedicated server has it, it's useless. The host side of the game cannot change visual menu items on each client's side of the game. About mod maps - it is absolutely impossible to have maps on the host side alone - all clients who intend to join will need the matching content.

2) You can edit the dedicated server's BattlefrontII.exe and go to offset 6EA55 and change the two bytes from 70 41 to 00 3F for instant spawn. This won't work on 2 - 3 levels throughout Naboo/Utapau

3) You need to make GameRanger look for "swbf2sm.exe" to run the dedicated server on GameRanger. When you click launch game within the room, GameRanger will bring up the server manager interface, you'll then click start on the server when you're ready to start the actual session. If you want to play in your own GameRanger dedicated server, you'll need to make a second Windows user account and install GameRanger with another account then join - or use a second computer, either way you'll need a second account if you intend to play in your own dedicated GR server. You also need to ensure that your dedicated server does not have the SWBFspy patch, as GR needs to locate and hijack the default Gamespy data to work properly.

4) About "No Force" mods - your best bet is to get someone else to do this for you or ask for someone's files who has already done it, or else you're gonna have to learn how to use the SWBF2 mod tools which isn't something you learn in a day.
#238
It's going to take EA three of four games to equal one or both of the original Battlefronts.
#239
Normally you cannot play in windowed mode on GameRanger for SWBF2 and this made me sad and mad, so I decided to do something about it. I made a small program in AutoIT 3 to fix this and I want to share it because I have to think many people like window mode.

Using the tool is very simple. You first download it, rename it to "swbf2sm.exe" and place it the game's GameData folder. You then need to tell GameRanger to look for this. When you click the Join button in a room, GameRanger will launch this tool. You then just click the launch SWBF2 button on the tool and play.

Source code is included.
#240
SWBF2 has complete controller support and is a game supported by the Steam controller. I've used the wired Xbox 360 controller, PS3 Sixaxis controller and PS2 controllers with a usb converter and they all work well. With regular controllers you can map everything except esc. With the Steam controller you can map any game function to any button including esc.