Recent posts

#1
SWBF1 Modding / Re: Sniper range
Last post by Zelenium - April 22, 2024, 01:51:25 PM
All right, I did it.
It was really hard. The specific number (59) is nowhere to be found, it uses very strange formulas (that don't make sense, I checked).

All bots can now calmly fire at the maximum weapon firing distance. Eventually I'll create a topic where I'll collect my findings on the executable, so that everyone can choose what they need.
Current Instruction:
1. Using HexEditor, navigate to address "141D80"
2. Сhange the code from "D9 44 24 1C" to "D9 E8 90 90"
3. Enjoy snipers killing you through the entire map
#2
SWBF1 Modding / Re: Mission.lvl side import he...
Last post by Led - April 22, 2024, 01:42:29 AM
Thanks for the follow-up!
#3
SWBF1 Modding / Re: Mission.lvl side import he...
Last post by VulkanMU - April 21, 2024, 08:03:49 PM
I figured out what I needed. There are conflicts if you try to read any items that have the same side name and same side prefix. Example rep_inf_macewindu. Calling this class twice from two separate rep.lvl files will cause the second one to have certain graphics overwritten by the first or just not work at all. I've learn quite a bit about side.lvl and mission.lvl files over the past week. I'm thinking of putting together a tutorial on how to create a new side and add it into a shipped map as a 4th local side.
#4
Requests / Re: Dead links all over the si...
Last post by RevanSithLord - April 21, 2024, 06:30:52 PM
https://www.swbfgamers.com/index.php?action=downloads;sa=view;down=1138

Hello. This link seems to be broken. Some reason I cannot open .hta files to use BFBuilder for *ANY* reason on this computer, no matter what I do and if anyone has the .exe versions provided in this download, that'd be greatly appreciated. HTA files are incompatible with my OS and no matter what I searched, there were no legitimate ways to circumvent my problems with the regular HTA files. Just thought I'd let people know the link was broken. I would love to mod BF1, but I simply *cannot* at this point.  :( BF2 is great and all, but I want to mod BF1.
#5
SWBF1 Modding / Re: Mission.lvl side import he...
Last post by Led - April 21, 2024, 08:41:45 AM
Hard to know if it is a limit, but it is easy to find out with a stock map or just try stock sides with the map.

#6
SWBF1 Modding / Re: Mission.lvl side import he...
Last post by VulkanMU - April 20, 2024, 02:20:41 PM
Can you read from two separate side files that have the same name? Or is that an engine limit?
#7
SWBF1 Modding / Re: Mission.lvl side import he...
Last post by Led - April 20, 2024, 01:52:02 PM
That is often a mis-named or mis-located file name for your map or your side.  You should check them.  You are reading in two rep.lvl files.
#8
SWBF1 Modding / Mission.lvl side import help
Last post by VulkanMU - April 20, 2024, 11:15:49 AM
Not sure exactly what I am doing wrong here. After inspecting geo3's Mission.lvl file from Execution at Geonosis mod in a hex editor, I made a similar looking command in my mods Mission.lvl. However it crashes a soon as I try to play the map. The map works if I remove the dc: rep side call. Any ideas what I am doing wrong? Obviously I am not doing something the engine is expecting.

--start header
function ScriptInit()
local CIS = 2
local REP = 1
local ATT = 1
local DEF = 2
--end header
--start objectives
AddMissionObjective(REP,"red", "level.GeoM1.objectives.1");
AddMissionObjective(REP,"orange", "level.GeoM1.objectives.2");
AddMissionObjective(REP,"orange", "level.GeoM1.objectives.3");
AddMissionObjective(CIS,"red", "level.GeoM1.objectives.1");
AddMissionObjective(CIS,"orange", "level.GeoM1.objectives.2");
AddMissionObjective(CIS,"orange","level.GeoM1.objectives.3");
--end objectives
--start soundlvl
ReadDataFile("sound\\geo.lvl;geo1cw");
--end soundlvl

-- Start sidelvls
ReadDataFile("SIDE\\cis.lvl",
"cis_inf_basic",
"cis_inf_countdooku",
"cis_inf_droideka");
ReadDataFile("SIDE\\rep.lvl",
"rep_bldg_forwardcenter",
"rep_fly_assault_dome",
"rep_fly_gunship",
"rep_fly_gunship_dome",
"rep_fly_jedifighter_dome",
"rep_inf_basic",
"rep_inf_jet_trooper",
"rep_inf_macewindu",
"rep_walk_atte")
ReadDataFile("dc:..\\..\\..\\geo2\\Data\\_LVL_PC\\Side\\rep.lvl",
"rep_inf_jedimale",                                                             
"rep_inf_jedimaleb",                                                           
"rep_inf_jedimaley")
--end sidelvls
--start loadouts
SetTeamName(CIS, "CIS")
SetTeamIcon(CIS, "cis_icon")
AddUnitClass(CIS, "cis_inf_battledroid",10)
AddUnitClass(CIS, "cis_inf_assault",1)
AddUnitClass(CIS, "cis_inf_pilotdroid",2)
AddUnitClass(CIS, "cis_inf_assassindroid",2)
AddUnitClass(CIS, "cis_inf_droideka",1)
SetHeroClass(CIS, "cis_inf_countdooku")
SetTeamName(REP, "Republic")
SetTeamIcon(REP, "rep_icon")
AddUnitClass(REP, "rep_inf_clone_trooper",10)
AddUnitClass(REP, "rep_inf_arc_trooper",1)
AddUnitClass(REP, "rep_inf_clone_pilot",2)
AddUnitClass(REP, "rep_inf_clone_sharpshooter",2)
AddUnitClass(REP, "rep_inf_jet_trooper",1)
SetHeroClass(REP, "rep_inf_macewindu")
--end loadouts
--start teamstats
SetUnitCount(ATT, 16)
SetReinforcementCount(ATT, 200)
SetUnitCount(DEF, 16)
SetReinforcementCount(DEF, 200)
--end teamstats
--start alliances
SetTeamAsFriend(ATT, 1)
SetTeamAsEnemy(ATT, 2)
SetTeamAsFriend(DEF, 2)
SetTeamAsEnemy(DEF, 1)
SetAttackingTeam(ATT);

SetTeamName(4, "locals")
    AddUnitClass(4, "rep_inf_jedimale",2)
    AddUnitClass(4, "rep_inf_jedimaleb",2)
    AddUnitClass(4, "rep_inf_jedimaley",2)
    SetUnitCount(4, 6)
    SetTeamAsFriend(4, ATT)
--end alliances

--start memorypools
ClearWalkers()
AddWalkerType(0, 4)-- special -> droidekas
AddWalkerType(1, 4)-- 1x2 (1 pair of legs)
AddWalkerType(2, 0)-- 2x2 (2 pairs of legs)
AddWalkerType(3, 0)-- 3x2 (3 pairs of legs)
SetMemoryPoolSize("PowerupItem", 60)
SetMemoryPoolSize("EntityMine", 40)
--end memorypools
--start worldlvl
ReadDataFile("dc:GeoM1\\GeoM1.lvl")
--end worldlvl
--start spawndelay
SetSpawnDelay(10.0, 0.25)
--end spawndelay
--start flyheight
--end flyheight
--start ainotify
--end ainotify
--start stayinturrets
--end stayinturrets
--start denseenvironment
SetDenseEnvironment("true")
--end denseenvironment
--start birdsandfish
--end birdsandfish
--start deathregions
--end deathregions

--start soundconfig
OpenAudioStream("sound\\tat.lvl","tatcw_music");
OpenAudioStream("sound\\tat.lvl","tat1");
OpenAudioStream("sound\\tat.lvl","tat1");
OpenAudioStream("sound\\cw.lvl","cw_vo");
OpenAudioStream("sound\\cw.lvl","cw_tac_vo");
OpenAudioStream("sound\\tat.lvl","tat1_emt");
SetBleedingVoiceOver(CIS,CIS,"cis_off_com_report_us_overwhelmed",1);
SetBleedingVoiceOver(CIS,REP,"cis_off_com_report_enemy_losing",1);
SetBleedingVoiceOver(REP,CIS,"rep_off_com_report_enemy_losing",1);
SetBleedingVoiceOver(REP,REP,"rep_off_com_report_us_overwhelmed",1);
SetLowReinforcementsVoiceOver(CIS, CIS, "cis_off_defeat_im", .1,1);
SetLowReinforcementsVoiceOver(CIS, REP, "cis_off_victory_im", .1,1);
SetLowReinforcementsVoiceOver(REP, REP, "rep_off_defeat_im", .1,1);
SetLowReinforcementsVoiceOver(REP, CIS, "rep_off_victory_im", .1,1);
SetOutOfBoundsVoiceOver(2,"Allleaving");
SetOutOfBoundsVoiceOver(1,"Impleaving");
SetAmbientMusic(CIS,1.0,"cis_tat_amb_start",0,1);
SetAmbientMusic(CIS,0.99,"cis_tat_amb_middle",1,1);
SetAmbientMusic(CIS,0.1,"cis_tat_amb_end",2,1);
SetAmbientMusic(REP,1.0,"rep_tat_amb_start",0,1);
SetAmbientMusic(REP,0.99,"rep_tat_amb_middle",1,1);
SetAmbientMusic(REP,0.1,"rep_tat_amb_end",2,1);
SetVictoryMusic(CIS,"cis_tat_amb_victory");
SetDefeatMusic (CIS,"cis_tat_amb_defeat");
SetVictoryMusic(REP,"rep_tat_amb_victory");
SetDefeatMusic (REP,"rep_tat_amb_defeat");
SetSoundEffect("ScopeDisplayZoomIn","binocularzoomin");
SetSoundEffect("ScopeDisplayZoomOut","binocularzoomout");
SetSoundEffect("SpawnDisplayUnitChange","shell_select_unit");
SetSoundEffect("SpawnDisplayUnitAccept","shell_menu_enter");
SetSoundEffect("SpawnDisplaySpawnPointChange","shell_select_change");
SetSoundEffect("SpawnDisplaySpawnPointAccept","shell_menu_enter");
SetSoundEffect("SpawnDisplayBack","shell_menu_exit");
SetPlanetaryBonusVoiceOver(REP,REP,0,"rep_bonus_rep_medical");
SetPlanetaryBonusVoiceOver(REP,CIS,0,"rep_bonus_cis_medical");
SetPlanetaryBonusVoiceOver(REP,REP,1,"");
SetPlanetaryBonusVoiceOver(REP,CIS,1,"");
SetPlanetaryBonusVoiceOver(REP,REP,2,"rep_bonus_rep_sensors");
SetPlanetaryBonusVoiceOver(REP,CIS,2,"rep_bonus_cis_sensors");
SetPlanetaryBonusVoiceOver(REP,REP,3,"rep_bonus_rep_hero");
SetPlanetaryBonusVoiceOver(REP,CIS,3,"rep_bonus_cis_hero");
SetPlanetaryBonusVoiceOver(REP,REP,4,"rep_bonus_rep_reserves");
SetPlanetaryBonusVoiceOver(REP,CIS,4,"rep_bonus_cis_reserves");
SetPlanetaryBonusVoiceOver(REP,REP,5,"rep_bonus_rep_sabotage");--sabotage
SetPlanetaryBonusVoiceOver(REP,CIS,5,"rep_bonus_cis_sabotage");
SetPlanetaryBonusVoiceOver(REP,REP,6,"");
SetPlanetaryBonusVoiceOver(REP,CIS,6,"");
SetPlanetaryBonusVoiceOver(REP,REP,7,"rep_bonus_rep_training");--advanced training
SetPlanetaryBonusVoiceOver(REP,CIS,7,"rep_bonus_cis_training");--advanced training
SetPlanetaryBonusVoiceOver(CIS,CIS,0,"cis_bonus_cis_medical");
SetPlanetaryBonusVoiceOver(CIS,REP,0,"cis_bonus_rep_medical");
SetPlanetaryBonusVoiceOver(CIS,CIS,1,"");
SetPlanetaryBonusVoiceOver(CIS,REP,1,"");
SetPlanetaryBonusVoiceOver(CIS,CIS,2,"cis_bonus_cis_sensors");
SetPlanetaryBonusVoiceOver(CIS,REP,2,"cis_bonus_rep_sensors");
SetPlanetaryBonusVoiceOver(CIS,CIS,3,"cis_bonus_cis_hero");
SetPlanetaryBonusVoiceOver(CIS,REP,3,"cis_bonus_rep_hero");
SetPlanetaryBonusVoiceOver(CIS,CIS,4,"cis_bonus_cis_reserves");
SetPlanetaryBonusVoiceOver(CIS,REP,4,"cis_bonus_rep_reserves");
SetPlanetaryBonusVoiceOver(CIS,CIS,5,"cis_bonus_cis_sabotage");--sabotage
SetPlanetaryBonusVoiceOver(CIS,REP,5,"cis_bonus_rep_sabotage");
SetPlanetaryBonusVoiceOver(CIS,CIS,6,"");
SetPlanetaryBonusVoiceOver(CIS,REP,6,"");
SetPlanetaryBonusVoiceOver(CIS,CIS,7,"cis_bonus_cis_training");--advanced training
SetPlanetaryBonusVoiceOver(CIS,REP,7,"cis_bonus_rep_training");--advanced training
--end soundconfig

--start activebonus
--end activebonus

--start camerashots
AddCameraShot(-0.404895, 0.000992, -0.914360, -0.002240, -85.539894, 20.536297, 141.699493);
AddCameraShot(0.040922, 0.004049, -0.994299, 0.098381, -139.729523, 17.546598, -34.360893);
AddCameraShot(-0.312360, 0.016223, -0.948547, -0.049263, -217.381485, 20.150953, 54.514324);
--end camerashots

--start footer
end
--end footer



#9
Forum News and Forum Rules / Re: Celebrate with us!
Last post by Anyder - April 18, 2024, 02:02:43 PM
Hey folks! :)

Here's an update in case you missed it.

SWBF1 Server Rotation:
  • Core - Bespin: CC
  • Core - Rhen Var: Citadel
  • Core - Tatooine: Mos Eisley
  • ModMap - Giftheck's Scarif: Beach
  • ModMap - Sereja's Umbara: Shadow Forest
  • ModMap -  Sereja's Coronet Luxury Spaceliner
  • ModMap - Red04's Mustafar Refinery (SWBF2 Conversion)
  • ModMap -  Red04's Kamino (SWBF2 Conversion)
Download mappack here --> http://tiny.cc/cantinablast // SWBF1-Mappack.rar

SWBF2 Server Rotation:
  • Core - Mustafar
  • Core - Mos Eisley
  • Core - Corus
  • Core - Death Star
  • ModMap - Eddie's Italia
  • ModMap - Saleucami
Download mappack here --> http://tiny.cc/cantinablast // SWBF2-Mappack.rar

Special thanks to Giftheck, Sereja & Red04 for their modmaps.

Remember, you can join us in the community discord here: SWBFGamers Discord Server
#10
SWBF1 Modding / Re: Finally colored command po...
Last post by Giftheck - April 18, 2024, 01:09:18 PM
Quote from: Zelenium on April 18, 2024, 11:29:56 AMCool result!

Don't bump topics, please.