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Topics - Dark_Phantom

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SWBF1 Modding / SWBF1 Lua Decompiler (WIP/beta)
« on: June 23, 2020, 01:58:03 PM »

I have been working on a basic lua 4.0.1 decompiler.  Right now it can take simple lua bytecode files (which have to be manually crafted from .script files and then run through luac -l, if you want some help let me know.).  There is an example addme.txt file included to show what it should look like after you run these commands.  There is no release build yet, so if you want to try it, you have to compile and run from source (and edit the filename variable).

Some stuff is still hard coded and clunky, it's pretty early stages but I'm extremely pleased with where it's come to at this point.  Attached to this post is the decompiled geonosis.script file that is included with the Xbox demo but obviously never used.

Released Assets / MOVED: SWBF mvs files discussion
« on: June 18, 2020, 11:00:16 AM »

Released Maps and Mods / Common and Shell Builder (2020 Revised)
« on: June 07, 2020, 06:40:14 PM »
Common and Shell Builder (2020 Revised);sa=view;down=1552

I reuploaded these not long ago, but with the release of the Steam/GOG multiplayer update, it made sense to do this.  If there are any errors, let me know.

Same as the traditional builders - edit your files, save them, then munge.  Your compiled file will be in _LVL_PC.  How this differs is that you need to select a version to munge for.  Mungeshellgog.bat will select the correct files for the GOG/Steam version of the game.  MungeShell will select the correct files for the disc version.  Both should work out of the box with no edits.

I recommend if munging for different versions you run cleanXXX.bat (you should probably do this after every munge anyway).

Current version (same download link has been updated) has ALL the shell and common scripts for the GOG version correct to probably 99% accuracy.  The "Premunged" folder is still included in case of emergency, and still will automatically take precedence over any other version of a file for GOG to prevent breakage (but it's currently empty. Make sure you are using the correct munge for your version.

Pandemic Studios - mod tools
Psych0fred - mod tools assistance and scripts
tirpider - documentation on lua bytecode creation (for manually reversing compiled scripts)
Led - and hosting, tutorials, and assistance
Dark_Phantom - Put it together

update 1 released 6/21/2020
update 2 released 7/10/2020

Released Maps and Mods / Battlefront 1 Sky Changer
« on: May 12, 2020, 06:47:31 AM »
Battlefront 1 Sky Changer;sa=view;down=1548

I made this to accompany AnthonyBF2's map pack with higher sky ranges.  This can edit the NearSceneRange, FarSceneRange, FogColor, and FogRange of any compiled map LVL file.

Until a patch is issued, this is as close as you're going to get to fixing some mod maps that no longer have source. 

Forum News and Forum Rules / SWBFgamers Server is up on Steam
« on: May 03, 2020, 07:54:51 AM »
I have managed to put a dedicated server called "" on Steam.  Feel free to play on it if you have the Steam version, put our name out there.

I will freely warn you, it is not as stable as SWBFSpy, and does not work with the disk versions.  SWBFSpy will stay up for the time being to support those versions.

Forum News and Forum Rules / Emergency Forum Maintenance
« on: April 18, 2020, 07:28:00 PM »
Please do not use non-standard characters when posting, otherwise this will happen:

I took the forum down for maintenance and at least stopped the inability to post, however, I still have yet to find the root of the problem.

Thank you for your patience.


Released Maps and Mods / BF2 Common.bnk Builder
« on: February 12, 2020, 04:30:30 PM »
BF2 Common.bnk Builder;sa=view;down=1542

I made this using my Sound Extractor - all the files generated are through it.  You should just be able to hit "commonmunge.bat" and generate a common.bnk in the same folder

I have made a list of hashes in hashrev.csv that I have manually renamed in the essence of usability. Their original names are probably lost to the depths of time or I just haven't found them yet (more likely).

It does not come out exactly the same as the stock common.bnk, but it is close enough that nobody should notice.  If there are any bugs, let me know.

Pandemic for Tools

Released Maps and Mods / Combined Common and Shell builders
« on: February 04, 2020, 01:56:17 PM »
Combined Common and Shell builders;sa=view;down=1541

Couldn't find these hosted on the site, reuploaded.

Released Assets / DP's Common.bnk Builder
« on: February 03, 2020, 01:49:12 PM »
DP's Common.bnk Builder;sa=view;down=1540

Does exactly what it says.  Rebuilds the main common.bnk for BF1 in Data\_LVL_PC\Sound\  :shrug:

Released Assets / Tutorials and Unlockables converted to PC ready format
« on: January 28, 2020, 09:44:58 AM »
These are my conversions of the tutorial videos that are used in my shell/common update.  They are extracted from the PS2 version and went through a series of steps to get them to be easily placeable ingame.

Forum News and Forum Rules / SMF Upgrade
« on: January 14, 2020, 11:54:24 PM »
I have upgraded us to SMF 2.0.17.
If you notice any issues, please let us know.  I believe I have everything up and running as before, but I may have missed something.

SWBF1 Modding / BF1 Demo Mysteries/Restoration/something
« on: January 09, 2020, 11:05:08 AM »
I'm not totally sure what the goal of this really is, other than to satisfy my curious nature, so here it goes.
If you've been keeping up with DP's releases, I released two compilations of sounds from the betas back in October:;sa=view;down=1520 (PS2, late demo);sa=view;down=1521 (Xbox, early demo)
and here I posted a video of getting the PS2 demo menus accessible just recently:
Edit: new vid showing GC:

The PS2 is really the only one I can work with as I have no access to an Xbox currently, nor any experience with it.
I have made some other interesting finds that weren't really clear in the video and aren't utilized in the stock game:
  • Different campaign screen and VO, but they are still functional
  • Multiplayer GC placeholder (doesn't work right, sends you to a Single Player GC session).  MP settings are not functional (Launch doesn't do anything, yet)
  • Choice of attacker in instant action and GC (instead of just two mission eras, there are 4, which is relevant).
  • Some different localization (Rhen Var: Citidel and Rhen Var: Stronghold)

Example of bullet 3 (Choice of attacker): You are attacking Rhen Var: Harbor in Galactic Conquest as the Empire.  Ok, it's normal, you have an AT-AT, you win.  Later on the Rebels attack Rhen Var in a valiant attempt to recapture it, they are now team 1, and have a hovernaut at their disposal.  This behavior can be replicated in the stock game with a shell\missionlist.lua update and mission.lvl update (OR probably just a quick check to see who is the "official" attacker, untested).

I am able to get a new shell into the demo, kinda.  The file formats are the same so for maps that don't exist, I can drop the final maps ingame. The capabilities are lower (like the AT-AT disappears on Rhen Var because of limits on-screen).  I am fascinated with this demo (although I'd like the Xbox one more, because earlier), even though there are some issues with it.

Questions? Ideas?

SWBF1 Modding / BF1 Randomizer
« on: December 16, 2019, 09:59:22 AM »
It's time for me to show off my newest project:
<a href=";allowFullScreen=&quot;true&quot;" target="_blank" rel="noopener noreferrer" class="bbc_link bbc_flash_disabled new_win">;allowFullScreen=&quot;true&quot;</a>
What this project does:
  • Takes all the stock sides in BF1 and randomly selects 5 of them
  • Selects a random bonus for each team
  • Some vehicle randomization
  • I have incorporated it into a custom campaign, as not to interfere with stock maps
  • Online compatibility

Future plans:
  • Random difficulties, based on unit selection and AI difficulty
  • Preset randomizations - Want to duke it out with all rocketeers?  Or Snipers vs Rocketteers?  Or locals only?  Or use the preset seeding system that I'm going to create.
  • Full sound support, including cross era/local unit VOs and sfx
  • Extensibility - add entries for your own custom side to make it your own
  • More to come!

Comments and suggestions are appreciated.

Released Maps and Mods / BF1 PS2 shell munger
« on: November 14, 2019, 11:47:21 PM »
BF1 PS2 shell munger;sa=view;down=1526

This does as it says, it munges the PS2 shell.
I will be updating this download, but I know there are some people that wanted to get started working with it.  There are a bunch of files that still need reconciled but it is usable.  Please read the Readme to get started with your PS2 shell mods.

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