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Messages - Antstafer

#1
General / Re: Under bombardment.
March 08, 2022, 03:55:02 PM
Wishing you the best!
#2

This will probably be one of the last updates for this mod for some time, as I've got other projects that I need to shift focus on. Unless a big modding breakthrough happens, the only updates you may see are small patches fixing game-breaking bugs and minor improvements.

Aside from some annoying bugs I couldn't fix on some of the maps, this mod is more or less feature complete.
DOWNLOAD

What's New in 2.6-
   
  • Gistech's improved ATST and ATAT models added back in
  • Added Free Camera Mode
  • Hi-Res Casting Shadows for all models
  • Vehicles and all grenades now use the large water splash effect when shooting water
  • Gave the large water explosion effect further LOD
  • Rebalanced Concussion grenades to make them a lot more fun, and deal a bit more damage to vehicles
  • Fix for light sabers not deflecting
  • Kashyyyk Islands- Mountain background and sky color corrected
  • Kashyyyk Islands- Foliage appearing inside certain buildings removed
  • Kashyyyk Docks- Fixed floating objects
  • Kashyyyk Docks- Edited HintNodes around beachhead so the defending team is actually looks like they're defending the position
  • Geonosis- Fixed issue with CIS not continuing the path through the canyon after CP capture
  • Geonosis- Fixed barriers on canyon rocks and added more HintNodes around the battlefield
   
Future wish list/modifications if we ever figure out a way to increase hard-coded memory limits-

    Remove the 16mb and 32mb memory limit so we can have HD Models for Units, Vehicles, Flora and buildings.
    Remove the memory limit on the animation system so all units use high-quality movement animations
    No limit to decals or effects such as blaster impacts on water
    Make extremely large view distances viewable and stable
    Remove 32mb limit on sound effects

CREDITS AND SPECIAL THANKS:
*************************

-Pandemic for the Mod Tools, and LucasArts for the game.

-Gistech for his Visual Sides mod ♥. Sounds and ATST/ATAT models

-Eisenfaust for giving me the inspiration to start this mod years back ♥



#3
Started as a successor to Eisenfaust's Realism Mod, this mod is set out to be the absolute pinnacle form of what Star Wars Battlefront could have been, and should be. I've always found the original Battlefront to be sluggish. Slow movement speed. Slow blaster fire that had almost no 'oomf' behind it. It was boring compared to the new shiny gameplay of the EA games. Now this mod restores, at least in my opinion, Battlefront's essence- Huge intense battles, immersive sound effects and visuals, do anything you want, go anywhere you want. Fight the battle YOUR way.


After releasing 2.4 a few weeks ago, I was finally tuned-up on the Battlefront modding knowledge I lost during a 3 year hiatus. I tend to shift interest in my hobbies around every couple of months or so, so I knew there was no time to waste. I HAD to get the hard stuff out of the way before It was too late. Thus, after many hours of personal modding-crunch time, brings a new update for all of you, this time focusing on the graphics and maps.

What's New in 2.5-

-New 'Enhanced' maps. These include HD textures, longer draw distances, Expanded mapspace, more decorations, etc. These do not replace the vanilla maps, but are added alongside them for those who prefer to play the classics.

NOTES:
Some maps I've chosen not to expand on too much, if at all, aside from some better hintnode placement and HD textures. Certain maps are borderline perfect from a design perspective, and there's nothing I could add that would have enhanced them in any definitive way.
        My Enhanced Naboo: Plains is functional, but suffers from the following bugs-
        1. Flying too high in the sky and looking down may cause the engine to crash
        2. Sounds for the ATAT, YWING, Droid fighter and Republic Gunship do not work, for whatever reason.
        3. Sounds when walking/jumping through water do not work, for whatever reason.

I decided to include my 'Enhanced' Mos Eisley as an optional addon, since I spent so much time on it.

Be warned, though the map is borderline finished and can be played, it lacks polish and suffers from numerous pathfinding issues. Some units on the map don't even attempt to move, for reasons unknown.
My best guess is that I got too ambitious, and the map is simply too massive for the pathfinding to work properly. I hope people enjoy what I attempted to do with it, and maybe one day I'll be able to sit down and get it working. But for now, it's a headache for another day.


-Decreased the high reinforcement counts on all maps. This was an oversight left over in old versions when each and every shot was a 1-hit kill, so higher reinforcement counts were necessary for time balancing.

-Units now use the 'prone' position when taking cover, and hide in clever defensive spots waiting for the unexpecting player to pass by. (ENHANCED-MAPS-ONLY FEATURE!)

-Rocket launchers now have a bigger blast/push radius. You can now send units flying in a raw display of power.

-Tanks now move more akin to their vanilla speed. I found the sluggish movement I gave them prior a huge annoyance.

-Pilot droid's machine gun taken away. The pilot droid now acts as a regular battle droid, but with a fusion cutter alongside the rifle.

-HD Textures for units and effects

-HD Models by Gistech have been taken away for the time being. Their animations start to fall flat on maps with large numbers of units, and until there's a way to bypass the memory limit with models and animations, we will have to stick with the vanilla assets, which blend better into the game's style anyway.

DOWNLOAD ON MODDB

Future wishlist/modifications if we ever figure out a way to increase hardcoded memory limits-

-Remove the 16mb and 32mb memory limit so we can have HD Models for Units, Vehicles, Flora and buildings.
-Remove the memory limit on the animation system so all units use high-quality movement animations
-No limit to decals or effects such as blaster impacts on water
-Make extremely large view distances viewable and stable
-Remove 32mb limit on sound effects
#4
SWBF1 Modding / Change Field of View for death animation?
September 17, 2021, 10:55:52 PM
It seems even though soldier FOV is set to 90, it instantly reverts back to the default FOV upon death. Especially noticeable if you get blasted into the air after you die.

Is this something that can be edited, or is it hard-coded?
#5
SWBF1 Modding / Re: Antstafer's Many Modding Problems
September 12, 2021, 12:21:55 PM
So this is the big smoke effect that appears on the downed technounion ship on Geonosis.

After 40 seconds it slowly starts to disappear and never starts again.

I've tried messing with the 'LifeTime' values, but it doesn't solve the issue.

Am I missing something obvious in the code here in the fx?



ParticleEmitter("Smoke")
{
   MaxParticles(10000.0000,10000.0000);
   StartDelay(0.0000,0.0000);
   BurstDelay(0.2000, 0.4000);
   BurstCount(1.0000,1.0000);
   MaxLodDist(1000.0000);
   MinLodDist(800.0000);
   BoundingRadius(40.0);
   Size(1.0000, 1.0000);
   Hue(255.0000, 255.0000);
   Saturation(255.0000, 255.0000);
   Value(255.0000, 255.0000);
   Alpha(255.0000, 255.0000);
   Spawner()
   {
      Spread()
      {
         PositionX(-0.4000,0.4000);
         PositionY(3.0000,4.0000);
         PositionZ(-0.4000,0.4000);
      }
      Offset()
      {
         PositionX(0.0000,0.0000);
         PositionY(0.0000,0.0000);
         PositionZ(0.0000,0.0000);
      }
      PositionScale(0.0000,0.0000);
      VelocityScale(1.5000,1.5000);
      InheritVelocityFactor(0.0000,0.0000);
      Size(0, 5.0000, 7.7500);
      Red(0, 175.0000, 175.0000);
      Green(0, 117.0000, 117.0000);
      Blue(0, 78.0000, 78.0000);
      Alpha(0, 0.0000, 0.0000);
      StartRotation(0, -30.0000, 30.0000);
      RotationVelocity(0, -10.0000, 10.0000);
      FadeInTime(0.0000);
   }
   Transformer()
   {
      LifeTime(10.0000);
      Position()
      {
         LifeTime(3.0000)
         Accelerate(2.0000, -0.1000, 0.0000);
      }
      Size(0)
      {
         LifeTime(10.0000)
         Scale(3.0000);
      }
      Color(0)
      {
         LifeTime(1.0000)
         Move(0.0000,0.0000,0.0000,170.0000);
         Next()
         {
            LifeTime(9.0000)
            Reach(175.0000,117.0000,78.0000,0.0000);
         }
      }
   }
   Geometry()
   {
      BlendMode("NORMAL");
      Type("PARTICLE");
      Texture("underlitesmoke2");
   }
   ParticleEmitter("Smoke")
   {
      MaxParticles(10000.0000,10000.0000);
      StartDelay(0.0000,0.0000);
      BurstDelay(0.2000, 0.4000);
      BurstCount(1.0000,1.0000);
      MaxLodDist(1000.0000);
      MinLodDist(800.0000);
      Size(1.0000, 1.0000);
      Hue(255.0000, 255.0000);
      Saturation(255.0000, 255.0000);
      Value(255.0000, 255.0000);
      Alpha(255.0000, 255.0000);
      Spawner()
      {
         Spread()
         {
            PositionX(-1.0000,1.0000);
            PositionY(3.0000,4.0000);
            PositionZ(-1.0000,1.0000);
         }
         Offset()
         {
            PositionX(-3.0000,3.0000);
            PositionY(-1.0000,1.0000);
            PositionZ(-3.0000,3.0000);
         }
         PositionScale(0.0000,0.0000);
         VelocityScale(1.5000,1.5000);
         InheritVelocityFactor(0.0000,0.0000);
         Size(0, 2.0000, 4.7500);
         Red(0, 175.0000, 175.0000);
         Green(0, 117.0000, 117.0000);
         Blue(0, 78.0000, 78.0000);
         Alpha(0, 0.0000, 0.0000);
         StartRotation(0, -30.0000, 30.0000);
         RotationVelocity(0, -10.0000, 10.0000);
         FadeInTime(0.0000);
      }
      Transformer()
      {
         LifeTime(10.0000);
         Position()
         {
            LifeTime(3.0000)
            Accelerate(2.0000, -0.1000, 0.0000);
         }
         Size(0)
         {
            LifeTime(10.0000)
            Scale(4.0000);
         }
         Color(0)
         {
            LifeTime(1.0000)
            Move(0.0000,0.0000,0.0000,170.0000);
            Next()
            {
               LifeTime(9.0000)
               Reach(175.0000,117.0000,78.0000,0.0000);
            }
         }
      }
      Geometry()
      {
         BlendMode("NORMAL");
         Type("PARTICLE");
         Texture("underlitesmoke2");
      }
   }
}
#6
SWBF1 Modding / Re: Antstafer's Many Modding Problems
September 09, 2021, 06:49:51 PM
So I found a solution, but I'm not 100% confident that this is what fixed it, but here it goes.


So I got units moving around most of the map, except for this one section separated by a broken bridge. Basically it was almost like two battlefields that were separated by the downed bridge, but with a CP in the center that when captured, would allow the other team to spawn on the other side. Sounds cool, right? Well not to battlefront it seems.

My guess is Battlefront doesn't like it when hubs aren't connected to one big main net. Even though mine technically was, the end of the bridge was blocked with barriers to keep the units from falling off.

My guess is half of them wanted to fight on this isolated side, and the other half didn't want to. They wanted to go to the other command posts. To the main net.


One more tricky troubleshooting session down. Now I can continue with these maps until the next headache surfaces.
#7
SWBF1 Modding / Re: Antstafer's Many Modding Problems
September 09, 2021, 12:54:28 AM
Did some more testing, and I don't think the planning paths I place end up finalizing in the main map for some reason. The units don't follow the ones I placed, but they seem to follow the default ones laid out by Pandemic.

What will happen is a group of units will spawn, wait around for like 10 seconds, then one or two will slowly trickle out and seek a command post. I noticed these units do not follow the planning paths I laid out, but instead are navigating around the barriers.

SPTEST throws an error akin to- "memory pool "obstacle" is too low, set to at least 2100".

Which is obviously ABSURD. I have reason to believe now that these planning paths aren't working at all for whatever reason, and engine is struggling having all the units try and chart their own course in a very convoluted way.

Either way, I'm sure its something really dumb and obvious that I'm doing wrong, but I can't seem to find it.
#8
SWBF1 Modding / Re: Antstafer's Many Modding Problems
September 08, 2021, 11:52:46 PM
Having an issue with units standing around again.

At each command post, there's a good 10 that stand around, while 2 or three of them actually go out and follow the paths.

I'm having to delete more hubs and command posts than necessary to even get them to do THAT much. Its bizarre. I can't pinpoint what's causing this, but it seems the default Pandemic hub placements have no issue, and units spawning close to those do just fine. I have no idea what's going on.
#9
SWBF1 Modding / Re: Antstafer's Many Modding Problems
September 06, 2021, 10:34:06 PM
So apparently having over 250 hubs causes most of the ai to stop working haha. The less hubs I had, the more units would stop standing around and actually going places.

This normally Isn't an issue on open maps like hoth or geonosis, but Mos Eisley is a whole other can of worms. I've never even heard there was a limit to paths. Zero editor prompts you once you hit the 256 hub limis.

I managed to consolidate the default hub placement to something more streamlined so I could utilize the extra space.

Still never figured out why they won't move on the buildings through. Very strange.
#10
SWBF1 Modding / Fix For Maps Crashing With A Lot Of Water
September 06, 2021, 10:26:08 PM
So through a LOT of trial and error and troubleshooting, I figured out I was doing nothing wrong with adding the water to my map, but the fact that there was too much of it for the game to handle.

I'm sure there's more nuance to it, but this is something you can try too if all else fails and you're getting random crashes depending on render distance-

Change the default entries for your modid.fx file to this-
LODDecimation( 8 );
Velocity(0.05, 0.05);
FarSceneRange(800);

I tested FarSceneRange extensively, and it seems like values over 800 always inevitably crash.

EDIT: I discovered that this was a special case scenario, and there's a bigger problem at play causing the issue. If all else fails, this works, but its not normal.
#11
SWBF1 Modding / Re: Antstafer's Many Modding Problems
September 05, 2021, 08:08:32 PM


So I got rid of the building, and I'm having this problem at a few other command posts as well.

I'm sure the hubs and connections are set up correctly, but the units refuse to move when they spawn.

At some command posts, most of them stand still while only a couple of them actually go and follow the path.

Am I hitting some weird memory limit? The map is pretty large.
#12
SWBF1 Modding / Re: Antstafer's Many Modding Problems
September 05, 2021, 07:13:12 PM
Ran into a frustrating problem that I hope one of the expert map makers can answer.

So I got some building pieces set up, with spawn paths on top of it-



Even though I have the barriers set up correctly, and hubs leading down with their respected connections, the units make ZERO effort to move. They just stand there.

Is there something I'm missing?
#13
SWBF1 Modding / Re: Antstafer's Many Modding Problems
August 31, 2021, 09:12:29 PM
Any tutorials on adding foliage? I can't find any documentation anywhere on how to add it.

EDIT: Figured out something by myself for once!

For anyone else having trouble, go into your modid.reg file and edit out the '--' next to the prop line-

REQN
    {
        "prop"
    --    "modid"
    }


Foliage is handled by the modid.prp file in your world folder. You can edit it with notepad like most of the other files if needed.
#14
SWBF1 Modding / Re: Antstafer's Many Modding Problems
August 31, 2021, 10:30:09 AM
Just started from scratch again with a completely default shipped world. No crashing.

I used to be pretty good about making an edit and testing, but I got a little cocky this time around, and paid the price.

New map makers, ALWAYS test your maps, even after the smallest change haha. Save yourself days of troubleshooting.
#15
Quote from: Giftheck on August 31, 2021, 03:32:12 AMDo you have an .FX file in your World folder, containing a Water section? That stung me for ages on Scarif before I figured that one out. What I'd do is copy one from one of the stock world folders (IE Kashyyyk Docks) and rename it to your world file. You then need to edit your .REQ and un-comment the 'envfx' section.

And are you including all the water textures in your Effects folder, and referencing them in the .REQ?

That's some good stuff to keep in mind, but there's no water on the map anymore, nor is any of it referenced in the reqs.

Low view distance is fine, its only when its on high and I turn to the right side of the map, or go out too far does it crash