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Messages - Dark_Phantom

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1
General / Re: The Last Jedi teaser
« on: April 27, 2017, 09:22:47 AM »
Some titles I look forward to:

"The Next to Last Jedi"
"The Last Sith"
"My Blaster got Broken"
"Ham Silo:  Evil Twin on a Farm"
This made my day.
I can't come up with such good names:
"Yoda Returns"
"Something Something Dark Side 2"
"We Don't Got No Jedi Or Sith No More"

And finally:
"We're Disney, So We're Going to End on a Cliffhanger in Episode IX so You Keep Paying Us!"
And yes, I will keep paying.

2
SWBF1 Modding / Re: Side Modding Clarification
« on: April 26, 2017, 10:49:13 AM »
If you are using the side builders, and you only change the .msh and .tga, you are ok.  As long as you didn't delete anything from the builder, everything that was stock is still being loaded in the game.

Theoretically, if you just munge the side builder, it would be exactly the same as the original sides ingame.

3
SWBF 1 and 2 Tournaments / Re: Tournament Idea
« on: April 13, 2017, 10:19:31 PM »
As summer rolls around, there should be more activity.  I think something more like an organized small team tournament (like the 3v3 option) might be good (and the ICW could always be run again come June/July if interest is there).

4
Star Wars Battlefront / Re: Eddie's maps?
« on: April 06, 2017, 08:14:13 AM »
Here's Tynna, it should work.  I've never tried modding any of the files in it, so they should all be original.
http://www.swbfgamers.com/index.php?action=downloads;sa=view;down=1426

6
SWBF1 Modding / Re: the rep_fly_vtrans thread
« on: March 22, 2017, 08:59:50 PM »
That's awesome!

I have no answers yet, isn't there a SpawnTime command or something in ZE?  And are the ATTE's tied to a CP?  (I don't think they are.  I'm going to have to fire up ZE tonight so that I quit feeling silly).
I feel like it would have to be something in the vehicle_pad ODF or in ZE.

7
Star Wars Battlefront / Re: Battlefront Map Conversion (Otoh Gunga)
« on: January 06, 2017, 04:16:24 PM »
We have discussed this on other threads, and Sereja will probably comment as well.

Sereja's maps were designed with Battlefront 1 in mind.  Even though both games run on relatively the same engine, it is still a different game, and has a different engine.  Sereja's maps have effects and a lot of other stuff in them that crashes in Battlefront 2.  Why? We don't know.  The assets for his maps are readily available on this site if you and others wish to try it yourself, but the odds are that it will be too big of a task to convert the map.

I know, I'm pessimistic.  But many have come and said "Let's convert his maps to Battlefront 2!", and none have been successful to my knowledge.

8
Forum News and Forum Rules / Re: New Moderator: Commander Awesome
« on: November 29, 2016, 01:47:38 PM »
Welcome to the ranks!

9
I will try to be at a couple events!

10
SWBF2 Modding / Re: Jets and Weapons; How to Modify?
« on: October 14, 2016, 07:41:46 AM »
Greetings fellow SWBFGamers! Today I bring to you an issue that has been continuing to plague me for my upcoming space map.

First off, I'm having issues modifying the jetpack. I've been trying to modify this chunk of code out of the standard Jet Trooper ODF for my new unit:
Code: [Select]
ControlSpeed        = "jet    1.50 1.25 1.25"

JetJump             = "5.0" //7 //The initial jump-push given when enabling the jet
JetPush             = "8.0" //The constant push given while the jet is enabled (20 is gravity)
JetAcceleration     = "30.0" //Acceleration while hovering.
JetEffect           = "rep_sfx_jetpack"
JetType             = "hover"
JetFuelRechargeRate = "0.12" //Additional fuel per second (fuel is 0 to 1)
JetFuelCost         = "0.16" //Cost per second when hovering (only used for jet-hovers)(fuel is 0 to 1)
JetFuelInitialCost  = "0.25" //initial cost when jet jumping(fuel is 0 to 1)
JetFuelMinBorder    = "0.24" //minimum fuel to perform a jet jump(fuel is 0 to 1)

Of these variables, I've been having problems with JetPush and JetAcceleration. It's as if these values do nothing, no matter how much I change them (I bumped each of them up to *320* and found no change.) Does anyone know how to change the functionality of the jetpack?
I'm unfamiliar with how SWBF2 handles jetpacks - I would assume the same as SWBF1, which is what I actually know.  If so, then there is a chance that you are not replacing the right file (if you are just replacing stock, make sure you are on a map that uses stock sides), or, the slightly more likely situation is that the Virtual Store is holding on to your files (or your munge is not happening correctly - check to see the last changed date on your "final file").  You are at the correct section of code, and I would try changing other factors like jet recharge rate and skins to see if they are being affected.

@tab328:
The main difference is that Jet Trooper has a "Hover" setting enabled (see JetType).  Dark Troopers do not.  Also, Dark Troopers have a higher jump (21.0 is the value), which is why they fly high and why it is sometimes referred to as a jump pack instead of a jet pack, but the dark trooper doesn't have a constant push, so they just come back down after the initial jump.  There is also no fuel cost for a dark trooper per second because it is just one jump.
__________

For my second issue, I've been trying to figure out how to modify stock weapons. I think the problem is that for the hierarchy they all lead to files in the Common side folder. However, when I edit these files, no changes appear in game. I guess I'm just looking for a little help on how to modify stock weapons.

Common is probably experiencing the same issue as above.  Make sure Virtual Store is cleaned out and that the file is actually munging correctly.  Note that a few custom maps have their own common supplied that they will call on.
__________

While I'm thinking about it, would anyone know how to set up the Hangar voice overs that play when you enter them?
Example:
"Victor Echo 1-2. Come in, repeat: Victor Echo 1-2!"

Or how about the rumbles that sometimes happen when you're inside a ship?
In both games, I believe these are handled by "SoundSpace" calls in the map itself (so you have to declare regions in ZeroEditor and then create the sounds).  SWBFGamers and Gametoast have many tutorials, and I think this one may help you out:  http://www.gametoast.com/viewtopic.php?f=27&t=9541.  Search on both sites:  I have not done much sound modding, and it is a tricky beast.

11
Other Games / Re: Opinions on Game Companions? [NOT STAR WARS SPECIFIC]
« on: October 05, 2016, 09:54:39 AM »
As opposed to some opinions, I much enjoyed most of the companions from both Dragon Age and Mass Effect, and even going back to KoTOR 1 and 2 (EA/Bioware strikes back, but Obsidian snuck in at the end).  I liked the witty banter in all of the games between the companions and interaction with me.  A lot of the time I didn't even care if they could fight (until I started struggling in the middle of these games because I have two spellcasters and a rogue in Dragon Age, or in Mass Effect when you have two biotics and an engineer or something and just get completely smashed by a Krogan Warlord).  Honestly, if I had to go with most character development over three games, Garrus and Tali from Mass Effect take the cake, and they became my two favorite characters, possibly across any game.  I could talk more but I'll spare you the pain, unless you want more ranting.

12
Videos and Screen Shots / Re: Weird SWBF1 Tank Glitch
« on: October 05, 2016, 09:19:27 AM »
It may happens because of Antialiasing. Try set it to x8 in the game options. Also in some videocard control panel this bug can be fixed by editing "Smoothvision" parameters.
I apparently need to use AntiAliasing to have even more fun in SWBF.

13
Well, I played it, and I am not disappointed. The only part of it I didn't like is that the Y-wings, B-wings, TIE Bombers and TIE Defenders are not playable. But I DO like that they are at least present.
I've always enjoyed the TIE Defender.  I wish that more games would have taken advantage of that.  The B-wing isn't too shabby either in games where it is actually implemented.

14
*I had a post and then you posted.

1.3 has not had any major compatibility issues with SWBFSpy.  If you find any, please document them very clearly and then tell us.
Please stop taking jabs at anyone on this site, including moderators.  When you post, describe your issue in detail and follow instructions given.  There's a chance they won't work, and you may need to reinstall your game, but we are trying to help.

15
SWBF1 Modding Tutorials / Re: Breakdown's Modding Guide [PC- Only]
« on: September 06, 2016, 09:27:36 PM »
This is about the best that I can give you:
Redownload BFBuilder and the modding tools from here.  Extract them just as they are onto your C:\ drive, as C:\BFBuilder2 or something of the like.
Create a new world in the original BFBuilder (don't try Pro yet).  Try to just munge it right after you create it and see what happens.  If somewhere along the line it hangs or does nothing, try BFBuilderPro and see what happens and then report the findings.

Everyone has their own issues with BFBuilder, I'm hoping we can somehow get yours fixed soon.  I believe on my laptop (it's been a while...) I had to create in BFBuilderPro and then munge in the original BFBuilder.  How that makes sense, I don't know, but somehow, it worked.  Windows XP was what should have worked best, but I use Windows 7 almost exclusively, so I can't personally vouch for it.

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