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Messages - Dark_Phantasmagorical

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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.

SWBF1 Modding / Re: The "Strange things" Thread
« on: November 14, 2019, 12:53:15 PM »
Possible, yet impractical as you lose mouse control for no reason.  It seems that it overloads into the mouse functionality after 5 eras.

Nice to see you again Snake!  Glad to hear you're doing well!
It's nice that this had an impact on your future Ty294 - it's interesting to hear what people did after leaving the scene as well.

My story maybe isn't as interesting.  BF1 was not my first experience playing online - I was playing JK:DF2 back about 2001-2002, made some friends, settled on a screen name for eternity.  I was familiar with the modding scene and mod maps of the game, but never truly learned how to do it (I knew the terminology and the tools and where to download them.  I'm sure I played 100+ mod maps in DF2.)  MSN Zone went down and that was pretty much the end of that (except I still played single player and checked out new MP maps).

Skip ahead, I started playing on PS2 when BF1 came out in 2004 - I was and still am a huge Star Wars fan, like most of you here.  I loved it, played it with my brother and friends, never really got tired of it.  BF2 came out and I played it all the time on PS2.  In 2006 I got it for PC, played online for a little while, backed off when I started playing American football and other organized sports.  We then have to skip ahead to 2009, when I had a lot of free time and picked the game up again.  I never stopped after that.  I joined the clan scene in 1.0, learned about the wonders of 1.2, but ended up sticking with 1.0 except on special occasions.  However, I did start picking up modding the game in 2010, which led me here.  At first it was just to download mod maps, then it was for the knowledge and the tools, then for the community.  I've never been particularly apt at a lot of the aspects, but I did effectively create a basis for my programming knowledge by modding this game.  I already knew I wanted to go into the technology field but now I had a lot of stuff to build off of.  I've always been fascinated at how to "break" the game's engine, or make it do something that somebody hadn't thought of or attempted.

I went to college, graduated, got married, got a tech job, living the dream.  As of now, the game is still a big part of my life, as it's how I started speedrunning and streaming, which has become a fun part of my days.  I still mod the game, although maybe in a less visible aspect - I have various projects going on, and it's really stretching my programming skills to the limits.

TLDR; Joined, never left, became admin, hope the server doesn't go down. :cheers:

Released Assets / Re: TCW Dogma, Hardcase and others
« on: November 12, 2019, 02:39:38 PM »
Looks like a dropbox link.  Someone will have to have to reupload - that's the problem with not storing them here :)

Welcome Center / Re: Ty294 has entered the Battlefield
« on: November 12, 2019, 11:11:55 AM »
Glad to see you back!  Some of your maps were among the first I played when I learned about mods and modding.
I hope you'll find that we have the resources you need!

Videos and Screen Shots / Re: Funny SWBF pics
« on: November 11, 2019, 03:46:27 PM »
Uh oh.
Combine with this for maximum effect.

Forum News and Forum Rules / Re: Errors on Website
« on: November 08, 2019, 11:07:49 AM »
Site is now functioning as normal again.  Move along :)

Forum News and Forum Rules / Errors on Website
« on: November 07, 2019, 01:16:49 PM »
The website is still browseable, but we are working on the errors between SMF and an apparently recent update to the PHP on the host.  Please be patient.

SWBF1 Modding / Re: how to make an auto turret for swbf 1 ?
« on: November 06, 2019, 06:54:47 AM »
As far as I know, the only thing you can use is PilotType = self (you have to modify the recon droid) but I don't remember how well it works.  You can't assign it a team in BF1.
The functionality for autoturrets is pretty bare in BF1.

SWBF1 Modding / Re: how to lower visibility range ?
« on: November 04, 2019, 04:31:17 PM »
I believe what you are looking for is "NearSceneRange" and "FarSceneRange"
There might also be something like a fog option for more hiding of the map.

Released Maps and Mods / Sound and Full Motion Video Extractor for BF1
« on: October 31, 2019, 08:30:40 PM »
So if you have been keeping up, I have been releasing some of the sounds from the demos and also ported the tutorials/special features from consoles for PC.  If you're interested, you should check them out.  This is the magical tool that does the legwork, receiving its first public release:

I won't go into the details (there's a readme and source code for that), but essentially, you can take any file from the BF1 sound folder (common.bnk or .lvl files), follow the instructions on running it, and receive mostly playable sounds from it.  I say mostly because you need a program to listen to the compressed sounds from the .lvl files, but they can be converted and munged back in without much loss at all (there's not really a recompression phenomenon).

Right now, it only does BF1 sounds, but next on the "Features" list is BF2 support.  Common.bnk for BF2 already works (same exact format) but you should make sure you use the BF2 switch for compatibility reasons anyway.

If you want the program, up above links to the release quality exe.  If you're so inclined, hopefully I commented the source code well enough for those who want to look at it to understand it.

I would also like to ask anyone that has the language localizations to please contact me - For a bigger project I am hunting down the alternate languages.

SWBF1 Modding / Re: how to spawn vehicles for team 4 ?
« on: October 25, 2019, 11:32:33 AM »
What I'm saying is that you can't specify a difference between team 3 and team 4.  Team 3 and 4 are going to get the exact same vehicles, as a hard-coded limitation. (if it works at all)

SWBF1 Modding / Re: how to spawn vehicles for team 4 ?
« on: October 25, 2019, 06:56:00 AM »
The calls are hard coded - I think you would have to use ClassLocals("") and accept that if team 3 takes the CP that they can use the vehicles as well.
I spent a lot of time looking at CPs yesterday and this is one of those things that seems hard coded.

I think there is a set of side builders with the probe droid included for exactly this problem, which does occur on PC.  However, I don't remember which one.  However, what Gistech says will work - you could probably unmunge the stock sides for PC as well and get the same result.  I'd be interested if the demo one is any different.

Released Assets / Xbox Demo Sounds
« on: October 21, 2019, 10:46:48 PM »
Xbox Demo Sounds;sa=view;down=1521

Included is all the sounds in the Xbox demo of the game.  This should be most of the included sounds because there wasn't really that much.  There's some tactical VO, shell VO, sounds, background sound clips, and other goodies.  Same issues as with PS2, you're going to have to dig through the hashes (and some of them didn't name correctly anyway).

I've already done the work of converting them back to a munge-friendly format that should play on any media player.

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