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Messages - Dark_Phantom

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I think the problem with the first one is going to be all the ambient VO that the clone troopers have doesn't exist in BF1.  BF1 was pretty simple with when the AI said something, BF2 has a lot of random lines thrown in everywhere - the capability exists in BF1 but aren't used as often.  I think there are some extra scenarios and checking for BF2 to make sure these lines get triggered as well.

TL;DR - you'd lose a lot of ambient VO situations if you moved the sounds from BF1 to BF2.

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

Other Games / Re: The Division 2
« on: February 11, 2020, 08:46:15 PM »
Yeah I would say if you are looking for a shooter with some good mechanics and good squad play possibilities (and solo, for that matter), you should pick it up and try it out.

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:

I mean, that's up to you, but I would anticipate probably not.  The reason I say that is that there was no recorded shortage of games or anything like that, and no especially defining details on a certain version of the software.  I think Wikipedia puts it best - "While all video games can be seen as collectible, some are noteworthy for being particularly rare or desirable, which in turn contributes to high values."

There generally aren't many modern day (being 2000 and later) games that meet these criteria because of current industry practices.  The best current example that I can think of would be Pokemon Heart Gold and Soul Silver, where production was limited and not many made it back into the market to meet high demand, driving up the price.  Where it was 50/60 when it came out, you can find it at about 80 for a used copy, and 200+ for a copy with everything with it (there was an extension called the Pokewalker where something like you connected it to your DS and could walk and train your Pokemon.  I never used mine.)

It seems as if there was a PS3 game in 2013 that also is desirable because of a promotion, but this is also getting rarer.

Like I said though, it's up to you.  Part of the mystery of collectibles is that sometimes you can't tell when something is or isn't going to be collectible down the road.

The best way to tell is to install it, and then look in "Multiplayer".  The top right corner I think says it.
I think the only version with 1.0 is the 3 CD version, but I could be wrong.  If so, then this is probably 1.1 (or 1.01?), which 99% of the differences are networking code and the other 1% is unit difficulty from what I see.  The only balancing unit changes were done in 1.2 (for Dark Trooper and Jet Trooper and others).

If anyone asks, Steam runs the 1.2 version of the game, which is the last stable update.  1.3, as far as anyone has found, only runs on the 3 disk install version of the game.

SWBF1 Modding / Re: is custom galactic conquest possible ?
« on: February 02, 2020, 03:43:02 PM »
Yeah it is, however, I'm the only one as far as I know that has done it on a casual level, and no one has released any mods with it.  And it is a royal pain.  Way too much is defined in too many different spots in lua - theres at least 6 different scripts that are all working together.  To improve flexibility, I plan to integrate some more modder friendly code.  But who knows how long that will take me.

SWBF1 Modding / Re: is a custom historical campaign possible ?
« on: February 01, 2020, 03:58:15 PM »
Yes.  You should be able to do three things:
1.) Custom shell for new button (or something like replacing current campaign).  You'll have to make a button on ifs_sp and tie it to SP_Campaign_WSA30h or something like that.
2.) Edit missionlist.lua to use your campaign scripts
3.) Create campaign scripts for the main mission.lvl (you can use regular scripts, and to finalize it the "correct" way is to set up HIS references in the map, and then use SetHistorical() in the campaign.  This can be seen in any stock map how to do this (look at vehicles)).

There is another way to do this that might be easier than editing the main scripts:
1.) Create a standard addon map, and replace the current campaign using addon.script.  I can make a tutorial how to do this if you really want.  BF2 users have done it for ages and I've never seen anyone do it for BF1.
2.) Add all your campaign missions to the addon mission.lvl and set all the maps up in the campaign folder.

The issue with this would be counting against the 50 addon map rule, but it would make it easier for people using your campaign to install and remove it without much hassle.  It's up to you how you think it would be best for users.

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.

Released Assets / Re: SWBF1 shell.mvs extracted .bik files
« on: January 24, 2020, 11:58:54 PM »
I looked at the logs and the original file.  That is a bug in my program that I will address - the program found a BIK "header" and proceeded to use the "size" header that it found in it's logical location, producing a file that isn't really anything. All the other files are correct.
BIK extraction was employed with a shortcut, unlike the sounds.  I will issue an update that should eliminate the problem.

I have the converted tutorial (in tuteng.mvs) and unlockable (in shell.mvs) movie files in a compiled shell (linked here, beware 1GB: and the associated shell/common to use them:, and can release the individual videos at some point tomorrow.  I told Gistech this already, but I believe I have all the console flybys already as well, pulled from the original files and converted to BIK format.  You don't need the RAD video tools unless you want to do the conversions as well, VLC media player works fine for BIK files.

I plan to implement this in a bigger, collaborative mod, kind of envisioned as a user patch with extra features.  But that's a topic for another day.

Edit: I have the french tutorials as well

SWBF1 Modding / Re: is there a droid with a jetpack asset ?
« on: January 23, 2020, 12:58:06 PM »
Searched "jet droid"
Was one of the first 10 results:

I have issued an update to this program:
New Features:
BF2 support
PS2 TCW support

SWBF1 Modding / Re: a way to get more than 2 ai to follow me ?
« on: January 21, 2020, 08:09:33 PM »
This seems to be a hard coded value.

SWBF1 Modding / Re: Problem with arc trooper texture.
« on: January 21, 2020, 05:50:27 PM »
I have a sneaking suspicion that the model was made for BF2, skirts don't work right in BF1 unless they've been made specifically for it.

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