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Messages - Robobermann

#1
SWBF2 Modding / Re: Adding a new Era
May 24, 2019, 04:12:30 PM
Eras can only be added by the era mod author as far as I know.
#2
Forum News and Forum Rules / Re: May the Fourth
May 04, 2019, 09:47:18 AM
Happy fourth everyone!
#4
Released Assets / Re: EE-4 Carbine Rifle
December 04, 2018, 02:51:30 PM
Very nice  :cheers:
#5
Welcome Center / Re: Hello, New Guy Here.
December 04, 2018, 08:35:04 AM
Nice to meet you  :cheers:
#6
SWBF1 Modding / Re: [WIP] "Coronet Luxury Spaceliner"
December 01, 2018, 10:18:17 PM
This map looks beautiful!
#7
SWBF2 Modding / Re: Help with my first mod
November 15, 2018, 01:55:39 PM
Those look like errors one would get if they are missing .req files. Are you following any tutorials?
#8
SWBF2 Modding / Re: Crashing With New Ordanance
November 14, 2018, 07:05:42 PM
Quote from: i2Bros on November 14, 2018, 03:13:46 AM
is that the complete log?

Yep, very weird. I got bf2_modtools.exe to work properly on a different computer (for some reason it hates the one I use for modding), but I haven't had the time to transfer the mod files and look at the bfront2log. I'm just thankful I got that part working, even if it's not the most ideal solution.

Quote from: Teancum on November 14, 2018, 05:54:21 AM
Any side mods installed?

No, unless you count v.1.3 patch. I uninstalled them when I reinstalled the game, but the issue still remains.
#9
General / Re: What happened to gametoast.com???
November 12, 2018, 05:02:54 PM
Works fine for me.
#10
SWBF2 Modding / Re: Crashing With New Ordanance
November 11, 2018, 04:44:59 PM
My BF2_modtools.exe crashes whenever I try and load a map (including vanilla), even though the normal application works fine. I'm using the modified no dvd version of BF2_modtools.exe from gametoast.

My BFront2.log says this:

[spoiler]Opened logfile BFront2.log  2018-11-11 1642
shell_interface: Entered
shell_interface: gPlatformStr, gOnlineServiceStr, gLangStr, gLangEnum:     PC    GameSpy    english    0
ifs_era_handler - Entered
ifs_era_handler - Exited
shell_interface: No custom_gc_0.lvl
shell_interface: No custom_gc_1.lvl
shell_interface: No custom_gc_2.lvl
shell_interface: No custom_gc_3.lvl
shell_interface: No custom_gc_4.lvl
shell_interface: No custom_gc_5.lvl
shell_interface: No custom_gc_6.lvl
shell_interface: No custom_gc_7.lvl
shell_interface: No custom_gc_8.lvl
shell_interface: No custom_gc_9.lvl
shell_interface: No custom_gc_10.lvl
custom_EraButtonList(): Finished building era button table    Known eras buttons: 28
custom_GetGMapEras(): Finished building era table    Known eras: 28
custom_GetGMapModes(): Finished building game mode table    Known Modes: 39
custom_GetMPGameModeList(): Finished building game mode list table    List Length: 40
custom_SetMovieLocation()
custom_GetGCButtonList()
custom_SetMovieLocation()
custom_GetFreeformBattleModeList(): Finished building freeform battle mode list    Known Modes: 39
ingame stream    movies\crawl.mvs
shell_interface: Opening movie:    movies\shell.mvs
shell_interface: Leaving
Mission Checker: Entered addme
Mission Checker: addme: Now listening in on AddDownloadableContent() calls
Mission Checker: Exited addme
prev =     none     iLastPage =     nil
prev =     texture     iLastPage =     1
prev =     texture     iLastPage =     2
prev =     texture     iLastPage =     3
ifs_legal.Exit

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\GameMovie.cpp(399)
Unable to find open movie segment shell_main

ifs_saveop_DoOps     LoadFileList
ifs_saveop_DoOps     LoadFileList
ifs_saveop_DoOps     LoadProfile
ifs_saveop_DoOps     LoadProfile
ifs_sp_campaign: Input_Accept(): Entered:     _tab_instant
missionlist_ExpandMapList()
ifs_missionselect_pcMulti_fnSetMapPreview(): Defaulting index to 1
ifs_missionselect_pcMulti_fnSetMapPreview(): Stored movie name, file:     preview-loop    MOVIES\pre-movie
custom_CheckChangeMovies(): Update(): Time to change movies
ifs_missionselect_pcMulti_ChangeMovieFile(): MovieFile:    nil
ifs_missionselect_pcMulti_ChangeMovieFile(): Closed any open movie
ifs_missionselect_pcMulti_ChangeMovieFile(): Opening movie:    MOVIES\pre-movie.mvs
ifs_missionselect_pcMulti_ChangeMovieFile(): Finished opening movie
ifs_missionselect_pcMulti_fnSetMapPreview(): Stored movie name, file:     preview-loop    MOVIES\pre-movie
custom_CheckChangeMovies(): Update(): Time to change movies
ifs_missionselect_pcMulti_ChangeMovieFile(): MovieFile:    nil
ifs_missionselect_pcMulti_ChangeMovieFile(): Same as last movie
this.CurButton =    nil
cur_button =    nil
Checkbox for check_era25 clicked
this.CurButton =    check_era25
cur_button =    nil
this.CurButton =    check_mode6
cur_button =    nil
custom_AddMapNew()
custom_printTable():    table: 0648F7CC
The key, value is:    change    table: 068A9A38
The key, value is:    mode_ctf_g    1
The key, value is:    mode_eli_g    1
The key is mapluafile, the formated value is:    tat2<A>_<B>
The key, value is:    bSelected    1
The key, value is:    era_c    1
The key, value is:    mode_ctf_c    1
The key, value is:    mode_hunt_g    1
The key, value is:    movieName    preview-loop
The key, value is:    mode_eli_y    1
The key, value is:    mode_con_p    1
The key, value is:    movieFile    MOVIES\pre-movie
The key, value is:    mode_con_c    1
The key, value is:    era_y    1
The key, value is:    era_g    1
The key, value is:    mode_con_g    1
The key, value is:    era_p    1
The key, value is:    mode_con_y    1
custom_printTable(): Returning
custom_printTable():    table: 0649172C
The key, value is:    key    mode_con
The key, value is:    subst    con
The key, value is:    showstr    modename.name.con
The key, value is:    descstr    modename.description.con
The key, value is:    icon    mode_icon_con
custom_printTable(): Returning
gMapEras.key =    era_y     Era =    era_y     subst =    y
Adding map:     tat2y_eli     idx:     1
this.CurButton =    _map_add
cur_button =    nil
this.CurButton =    Launch
cur_button =    nil[/spoiler]
#11
Welcome Center / Re: Hello, new guy here
November 10, 2018, 09:40:01 PM
Nice to meet you :)
#12
SWBF2 Modding / Crashing With New Ordanance
November 10, 2018, 12:00:27 PM
I have been trying to introduce a hero assault mode to my mod, but I have been having an issue where when I add new force powers to heroes. The game crashes when I try to load hero assault, but works perfectly fine in conquest. My first thought was that I should raise memory pools relating to emitterordanance, but that hasn't yielded any results which left me pretty confused. Here is my lua if it helps:

Code:
[spoiler]--
-- Copyright (c) 2005 Pandemic Studios, LLC. All rights reserved.
--
-- Mos Eisley Hero Deathmatch (uses Space Assault rules)
-- First team to reach 100 kills wins
--

ScriptCB_DoFile("setup_teams")
ScriptCB_DoFile("ObjectiveTDM")

---------------------------------------------------------------------------
-- ScriptPostLoad
---------------------------------------------------------------------------
function ScriptPostLoad()
   EnableSPHeroRules()
    -- This is the actual objective setup
   TDM = ObjectiveTDM:New{teamATT = 1, teamDEF = 2,
                  multiplayerScoreLimit = 100,
                  textATT = "game.modes.tdm",
                  textDEF = "game.modes.tdm2", multiplayerRules = true, isCelebrityDeathmatch = true}
   TDM:Start()

    AddAIGoal(1, "Deathmatch", 100)
    AddAIGoal(2, "Deathmatch", 100)
end

---------------------------------------------------------------------------
-- ScriptInit
---------------------------------------------------------------------------
function ScriptInit()
    StealArtistHeap(1536*1024)
    -- Designers, these two lines *MUST* be first!
    SetPS2ModelMemory(2097152 + 65536 * 8)
   
    SetMemoryPoolSize ("ClothData",30)
    SetMemoryPoolSize ("Combo",40)              -- should be ~ 2x number of jedi classes
    SetMemoryPoolSize ("Combo::State",600)      -- should be ~12x #Combo
    SetMemoryPoolSize ("Combo::Transition",800) -- should be a bit bigger than #Combo::State
    SetMemoryPoolSize ("Combo::Condition",800)  -- should be a bit bigger than #Combo::State
    SetMemoryPoolSize ("Combo::Attack",500)     -- should be ~8-12x #Combo
    SetMemoryPoolSize ("Combo::DamageSample",5000)  -- should be ~8-12x #Combo::Attack
    SetMemoryPoolSize ("Combo::Deflect",100)     -- should be ~1x #combo

    ReadDataFile("ingame.lvl")

   ALL = 1
   IMP = 2
   --  These variables do not change
   ATT = 1
   DEF = 2

    SetMaxFlyHeight(40)
   SetMaxPlayerFlyHeight(40)
ReadDataFile("DC:sound\\ABD.lvl;ABDgcw")   
    ReadDataFile("sound\\tat.lvl;tat2gcw")

    ReadDataFile("DC:SIDE\\all.lvl",
                "all_hero_luke_jedi",
                "all_hero_hansolo_tat",
                "all_hero_leia",
                "all_hero_chewbacca")
                   
    ReadDataFile("DC:SIDE\\imp.lvl",
                "imp_hero_darthvader",
                "imp_hero_lord_starkiller",
                "imp_hero_bobafett")
               
    ReadDataFile("DC:SIDE\\rep.lvl",
                "rep_hero_yoda",
                "rep_hero_opporancisis",
         --       "rep_hero_anakin",
         --       "rep_hero_aalya",
         --       "rep_hero_kiyadimundi",
                "rep_hero_obiwan")
               
    ReadDataFile("DC:SIDE\\cis.lvl",
                "cis_hero_grievous",
                "cis_hero_darthmaul",
                "cis_hero_countdooku",
                "cis_hero_jangofett")

    --[[ Turrets disabled
    ReadDataFile("SIDE\\tur.lvl",
                "tur_bldg_chaingun_roof",
                "tur_weap_built_gunturret")             
    SetMemoryPoolSize("MountedTurret", 15)
    --]]

    --ReadDataFile("SIDE\\snw.lvl", "snw_inf_wampa")
       
    SetupTeams{
        hero = {
            team = ALL,
            units = 32,
                reinforcements = -1,
                soldier = { "all_hero_hansolo_tat",1,2},
                assault = { "all_hero_chewbacca",   1,2},
                engineer= { "all_hero_luke_jedi",   1,2},
                sniper  = { "rep_hero_obiwan",  1,2},
                officer = { "rep_hero_yoda",        1,2},
                special = { "rep_hero_opporancisis",   1,2},           
        },
    }   

    AddUnitClass(ALL,"all_hero_leia",   1,2)
    AddUnitClass(ALL,"rep_hero_aalya",  1,2)
    AddUnitClass(ALL,"rep_hero_kiyadimundi",1,2)

    SetupTeams{
        villain = {
            team = IMP,
            units = 32,
            reinforcements = -1,
                soldier = { "imp_hero_bobafett",    1,2},
                assault = { "imp_hero_darthvader",1,2},
                engineer= { "cis_hero_darthmaul", 1,2},
                sniper  = { "cis_hero_jangofett", 1,2},
                officer = { "cis_hero_grievous",    1,2},
                special = { "imp_hero_lord_starkiller", 1,2},

        },
    }   
    AddUnitClass(IMP, "rep_hero_anakin",1,2)
    AddUnitClass(IMP, "cis_hero_countdooku",1,2)

    --  Level Stats
    ClearWalkers()
    AddWalkerType(0, 0) -- special -> droidekas
    AddWalkerType(1, 0) -- 1x2 (1 pair of legs)
    AddWalkerType(2, 0) -- 2x2 (2 pairs of legs)
    AddWalkerType(3, 0) -- 3x2 (3 pairs of legs)
   
    local weaponCnt = 96
    SetMemoryPoolSize("Aimer", 1)
    SetMemoryPoolSize("AmmoCounter", weaponCnt)
    SetMemoryPoolSize("BaseHint", 320)
    SetMemoryPoolSize("ConnectivityGraphFollower", 23)
    SetMemoryPoolSize("EnergyBar", weaponCnt)
    SetMemoryPoolSize("EntityCloth",41)
    SetMemoryPoolSize("EntityDefenseGridTurret", 0)
    SetMemoryPoolSize("EntityDroid", 0)
   SetMemoryPoolSize("EntityFlyer", 5) -- to account for 5 chewbaccas
    SetMemoryPoolSize("EntityLight", 80, 80) -- stupid trickery to actually set lights to 80
    SetMemoryPoolSize("EntityPortableTurret", 0) -- nobody has autoturrets AFAIK - MZ
    SetMemoryPoolSize("EntitySoundStream", 2)
    SetMemoryPoolSize("EntitySoundStatic", 45)
    SetMemoryPoolSize("MountedTurret", 0)
    SetMemoryPoolSize("Navigator", 23)
    SetMemoryPoolSize("Obstacle", 667)
    SetMemoryPoolSize("Ordnance", 160)   -- not much ordnance going on in the level
    SetMemoryPoolSize("ParticleEmitter", 600)
    SetMemoryPoolSize("ParticleEmitterInfoData", 600)
    SetMemoryPoolSize("PathFollower", 23)
    SetMemoryPoolSize("PathNode", 128)
    SetMemoryPoolSize("ShieldEffect", 0)
    SetMemoryPoolSize("TentacleSimulator", 24)
    SetMemoryPoolSize("TreeGridStack", 290)
    SetMemoryPoolSize("UnitAgent", 23)
    SetMemoryPoolSize("UnitController", 23)
SetMemoryPoolSize("ParticleEmitterObject", 500)
SetMemoryPoolSize("FLEffectObject::OffsetMatrix", 120)
    SetMemoryPoolSize("Weapon", weaponCnt)

    SetSpawnDelay(10.0, 0.25)
    ReadDataFile("TAT\\tat2.lvl", "tat2_tdm")
    SetDenseEnvironment("false")

    --  Sound Stats
   
    ScriptCB_EnableHeroMusic(0)
    ScriptCB_EnableHeroVO(0)
   
    voiceSlow = OpenAudioStream("sound\\global.lvl", "all_unit_vo_slow")
    AudioStreamAppendSegments("sound\\global.lvl", "imp_unit_vo_slow", voiceSlow)
    AudioStreamAppendSegments("sound\\global.lvl", "global_vo_slow", voiceSlow)
   
    voiceQuick = OpenAudioStream("sound\\global.lvl",  "all_unit_vo_quick")
    AudioStreamAppendSegments("sound\\global.lvl",  "imp_unit_vo_quick", voiceQuick)   
   
    OpenAudioStream("sound\\global.lvl",  "gcw_music")
    OpenAudioStream("sound\\tat.lvl",  "tat2")
    OpenAudioStream("sound\\tat.lvl",  "tat2")
    -- OpenAudioStream("sound\\global.lvl",  "global_vo_quick")
    -- OpenAudioStream("sound\\global.lvl",  "global_vo_slow")

    SetBleedingVoiceOver(ALL, ALL, "all_off_com_report_us_overwhelmed", 1)
    SetBleedingVoiceOver(ALL, IMP, "all_off_com_report_enemy_losing",   1)
    SetBleedingVoiceOver(IMP, ALL, "imp_off_com_report_enemy_losing",   1)
    SetBleedingVoiceOver(IMP, IMP, "imp_off_com_report_us_overwhelmed", 1)

    SetLowReinforcementsVoiceOver(ALL, ALL, "all_off_defeat_im", .1, 1)
    SetLowReinforcementsVoiceOver(ALL, IMP, "all_off_victory_im", .1, 1)
    SetLowReinforcementsVoiceOver(IMP, IMP, "imp_off_defeat_im", .1, 1)
    SetLowReinforcementsVoiceOver(IMP, ALL, "imp_off_victory_im", .1, 1)

    SetOutOfBoundsVoiceOver(1, "Allleaving")
    SetOutOfBoundsVoiceOver(2, "Impleaving")

    SetAmbientMusic(ALL, 1.0, "gen_amb_celebDeathmatch",  0,1)
    -- SetAmbientMusic(ALL, 0.9, "all_tat_amb_middle", 1,1)
    -- SetAmbientMusic(ALL, 0.1, "all_tat_amb_end",    2,1)
    SetAmbientMusic(IMP, 1.0, "gen_amb_celebDeathmatch",  0,1)
    -- SetAmbientMusic(IMP, 0.9, "imp_tat_amb_middle", 1,1)
    -- SetAmbientMusic(IMP, 0.1, "imp_tat_amb_end",    2,1)

    SetVictoryMusic(ALL, "all_tat_amb_victory")
    SetDefeatMusic (ALL, "all_tat_amb_defeat")
    SetVictoryMusic(IMP, "imp_tat_amb_victory")
    SetDefeatMusic (IMP, "imp_tat_amb_defeat")

    SetSoundEffect("ScopeDisplayZoomIn",  "binocularzoomin")
    SetSoundEffect("ScopeDisplayZoomOut", "binocularzoomout")
    --SetSoundEffect("WeaponUnableSelect",  "com_weap_inf_weaponchange_null")
    --SetSoundEffect("WeaponModeUnableSelect",  "com_weap_inf_modechange_null")
    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")

    SetAttackingTeam(ATT)

    --  Camera Stats
    --Tat2 Mos Eisley
    AddCameraShot(0.974338, -0.222180, 0.035172, 0.008020, -82.664650, 23.668301, 43.955681);
    AddCameraShot(0.390197, -0.089729, -0.893040, -0.205362, 23.563562, 12.914885, -101.465561);
    AddCameraShot(0.169759, 0.002225, -0.985398, 0.012916, 126.972809, 4.039628, -22.020613);
    AddCameraShot(0.677453, -0.041535, 0.733016, 0.044942, 97.517807, 4.039628, 36.853477);
    AddCameraShot(0.866029, -0.156506, 0.467299, 0.084449, 7.685640, 7.130688, -10.895234);
end[/spoiler]
#13
SWBF2 Modding / Re: RANT (with useless BF2Log)
November 07, 2018, 07:07:37 PM
It makes me sad to hear that. I should have started modding this game years ago, but here I am now. Modding this game has become my favorite thing to do in my free time because I always wanted make things the way I wanted them to be since I was a kid.
#14
SWBF2 Modding / Homefront - Sides mod
November 07, 2018, 11:11:03 AM
Hey guys, I've been working on a sides mod and I thought I could share a little teaser for a custom hero with you guys before I release it to the public:

https://youtu.be/ZcLLq_VlWQg

Clone wars era showcase (outdated):


It has support for conquest on every stock map (more game modes to come in the future) and features custom units, sounds, etc. I've been playing this mod with a group of friends online, and we've had a lot of fun. A trailer is currently in the works, so I will let you guys download it whenever that is finished.
#15
If only we could get this Grievous:

That would be a good day.