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Messages - Antstafer

#31
Quote from: Giftheck on August 28, 2021, 01:07:49 AMIt's nice to see a returning modder!

Could you clarify? Removing the lowres models can and likely will cause issues, which is why I included them in the first place.

Oh, yeah I just used SchMEe to convert the high res to be compatible with the low rez skeleton. Looks a lot better since you don't lose polys, and haven't noticed any issues, even on maps with 100+ active units besides the animation system dragging behind.
#32
Quote from: Antstafer on August 25, 2021, 10:18:06 PM-Rebel Pilot floating head LOD fixed Nevermind. Still broken. I'll get em' next time, chief!


Fixed. Updated the new all.lvl in the main file on moddb.
#33
A new 2.4 update is now available. It includes a plethora of balancing fixes and additions.


Get the download Here


What's new-

-Changed FOV for ALL units and vehicles (Again. I missed a lot of vehicles last time. Should be good now.)

-HD Models from Gistech's Visually Improves Sides Mod. Low poly counterparts have been removed from these!)

-New sounds from 'Gistech Visually Improves Sides' mod.

-Rebel Pilot floating head LOD fixed Nevermind. Still broken. I'll get em' next time, chief!

-Gave a buff to Wookies, to give the rebels a bit more of an edge.

-Max fly height enabled on all maps

-Map AI counts decreased a bit for stability.

-Decreased damage for rifles and pistols and a few other weapons

-Grenade blast radius more realistic. No longer will it kill you when you should be far enough away.

-Rifles and simple blasters no longer knock you over as much. This was quite annoying.

-Tusken Raiders and other factions balanced

-Gunturrets balanced
#34
Quote from: AnthonyBF2 on August 23, 2021, 10:49:23 PMYou cannot have multiple sound files, ever. Errors will occur.
You need to load the Hoth sound file in your mission script then edit the weapon ODFs from the AT-ST to use reference the AT-AT weapon sounds.

I'm probably ignorant here, but I think that's exactly what I tried doing.

So the ODFS for the AT-ST are already changed to the AT-AT sounds. So how would I reference the hoth sound file on Endor, while still keeping the sound for the speederbikes? So its not possible to reference both the endor sound files and the hoth files in the same mission script?
#35
In addition to this, I'm also trying to replace the lowrez human animation files with their hirez counterparts, but just renaming and overwriting files in this folder just seems to lead to crashes. I assume there's a lot more work to do than that haha.

#36
So in a nutshell, I'm trying to change the AT-ST main blaster sound to the AT-AT blaster sound. After editing it, I noticed that it only works on maps where the AT-AT blaster sound is loaded into the .lvl of that map.

Is there some way to force the "ReadDataFile("sound\\" line to use more than one set?

I've tried the following orders-
ReadDataFile("sound\\end.lvl;end1gcw,hot.lvl;hot1gcw");

ReadDataFile("sound\\end.lvl;end1gcw;hot.lvl;hot1gcw");

ReadDataFile("sound\\end.lvl;end1gcw","sound\\hot.lvl;hot1gcw");


Surely there must be some way to get it to load and read both. If not, what are my best options to making sure the sound is present on all shipped maps that have the AT-ST?
#37

Quote from: Giftheck on August 22, 2021, 03:04:32 PMDon't have spaces in your folder names. It follows the same rules as the mod tools.

Ahhh thank you so much. Works if I put after C:. Never had that issue using the mod tools before, I always used them in folder paths with spaces. Weird.
#38
So I'm using Dark_Phantom's 'Common and Shell Builder (2020 Revised)' and it doesn't seem to be working for whatever reason when I try to use any of the munge.bats
Mungelog1 and 2 just repeat the same error as the cmd.

I've attached a picture of the error.
#39
A new v2.3 update is now available. This brings mainly balancing issues and fixes as well as higher fov for units and vehicles. Kamino and Theed are working as of this update.

Changes v2.3
--------
-Changed FOV for units and vehicles

-Decreased damage for rifles and pistols and a few other weapons

-Increased damage for recondroid explosion

-Decreased knockback for some weapons

-Tusken Raiders balanced

-Gunturrets balanced

-Mines balanced

-Other misc balancing fixes
#40
Presenting version 2.2, enjoy!

Changes/fixes-
-------------------
-Clone Pilot's arccaster does much more damage, has more shots before overheating, and has further range

-All low LOD unit models replaced with hi-res counterparts

-Darkened red blaster effect a bit

-Snowspeeder blasters move at a higher velocity and do more damage to buildings and units

-ATST and ATAT now have faster laser velocity

-Added small explosion effect to wookie bowcaster fire

-Rifles and pistols are now more inaccurate the longer you fire

-Explosions from Super Battle Droid rockets now pack a bigger punch

-Fixed crash issue with Kamino

-Made turrets less precise when firing

Download

[spoiler]https://www.mediafire.com/file/dmy2h8aj79h6wc8/Antstafer%27s+Realism+Mod+v2.2.zip[/spoiler]
#41
Quote from: Jean on December 17, 2017, 12:43:15 AM
It was (somehow) calculated that the units in this game move faster than Usain Bolt while regularly walking. Why did you increase movement speed?

Didn't really raise it by much. I slowed down some of the heavier class units.
#42
Had some extra time to devote to this tonight, so I went ahead and added a 'No Blood' option along with some minor fixes. Updated the main download link along with a changelog underneath. Enjoy!
#43
Quote from: Led on December 16, 2017, 07:16:11 PM
how about recoloring the spray for CIS to be black for oil?

Well, the problem comes from the impact effects for the CIS. If a CIS unit shoots a REP unit, that REP unit will emit a bloodspray, which is ideal. This can't be done one way though, so any other CIS units that that CIS unit shoots will also have the bloodspray effect.

Sure, I could make a separate oil effect and have the republic's weapons cause an 'oilspray' on the CIS troops, but those CIS units would still occasionally shoot one other, resulting in the bloodspray.

The only option I see for someone who is very bothered by this, but doesn't want the bloodspray effect to be gone completely, would to only have the effect set for the IMP and ALL teams.
#44
Quote from: zealot on December 16, 2017, 04:23:48 PM
I love this mod so much, fantastic work, your so much better at this than i will ever be, the only thing i don't like is the blood effect mainly because the CIS also have it but there robots, only if i could turn it off myself for every team. But this is amazing makes the game feel new!

The blood effect should be turned off for the CIS. The only way to accidentally trigger it is to shoot your own CIS teammates, which I assume is what you did.

The only way to remove it would be to turn off the impact effect completely for the CIS weapons, but in doing so would remove the blood splatter for the REP. I might make an alternate version of the mod without the bloodspray effect for those who prefer the game without it. Thanks for the feedback!
#45
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.


Things this mod does-

  • Realistic Damage. 1-3 hits kills, depending on distance, type of unit and radius.
  • Larger Battle Sizes for each level depending on what it is (I.e, Geonosis will have more units on the battlefield as opposed to Bespin: Platforms)
  • 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.
  • HD Textures for units and effects
  • FOV Increased for all units and vehicles
  • New Immersive Sounds (From Gistech's amazing Visual Sides mod)
  • Blasterbeams move faster and go much farther
  • Blasterbeams now have a destructive impact effect like in the movies
  • Firing while moving is very inaccurate, and crouch/prone is more accurate than standing
  • Rocket launchers now have a bigger blast/push radius. You can now send units flying in a raw display of power.
  • Explosions from vehicles are semi-deadly, and knock back units
  • Sticky grenades can stick to troops and have more of an effect on troops
  • Imperial Jet Trooper, Wookies, and Republic Jet Troopers take 4-6 hits to take down
  • Vehicles are stronger, and tanks now live up to the name
  • Jedi/Sith can now die and block blaster fire
  • Blood Particle Effect is turned on
  • Each heavy weapon troop from each faction carries a machine gun, but moves slower (except for CIS, since they have droidekas).
  • Units generally move faster
  • Units now use the 'prone' position when taking cover, and hide in clever defensive spots waiting for the unsuspecting player to pass by. (ENHANCED-MAPS-ONLY FEATURE!)

GET THE MOD HERE

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