Menu

Show posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Show posts Menu

Messages - Antstafer

#46
I've finally finished this! I've updated the main post with details, a video, and a new download link.
Hope you all enjoy it :D.
#47
Nice demonstration in the video! I've played around with the log trap myself, but I never found a way to look natural or at least not as clunky. Very obvious why they removed it.
#48
Sorry for the possible newbie question, but I've been reading a bunch of documentation regarding how sound modding is done, and I think it scrambled my brain a little bit. Figured I should just explain my problem here since you all are so helpful.

So I've been editing a bunch of the shipped worlds in zeroeditor, and I'm currently working on Kashyyyk: Docks. I've successfully added an extra AT-ST, and an AT-AT to the Imperial side. My issue is that any blaster sounds for the ATAT are completely inaudible, while blaster sounds for the AT-STs work absolutely fine. I've also noticed that speederbike sounds work as well without any extra hassle, so what makes those specific sounds for the ATAT so significant? How should I go about adding them?

Edit: Found the right tutorial for what I wanted to accomplish. http://www.swbfgamers.com/index.php?topic=3913.0

#49
SWBF1 Modding / Re: [WIP] Naboo: City of Theed
August 17, 2017, 01:30:13 PM
Quote from: Gistech on August 17, 2017, 01:12:36 PM
It's not a rip. He's recreated it by hand.

Oh really? Well it's damn impressive.
#50
SWBF1 Modding / Re: [WIP] Naboo: City of Theed
August 17, 2017, 01:11:27 PM
That's the thing I love about your maps, Sereja, they always push Battlefront's engine to it's limits. I'm surprised It's able to handle that SWBFEA interior, even if It's scaled down a bit in poly count.
#51
[Vendor 0x10DE Device 0x13C2 Hint 0xE9B00000]
1440 900 0 0 1
1920 1080 0 0 1
1680 1050 0 0 1
1600 1024 0 0 1
1600 900 0 0 1
1366 768 0 0 1
1360 768 0 0 1
1280 1024 0 0 1
1280 960 0 0 1
1280 800 0 0 1
1280 768 0 0 1
1280 720 0 0 1
1152 864 0 0 1
1024 768 0 0 1
800 600 0 0 1
720 576 0 0 1
720 480 0 0 1
640 480 0 0 1
1440 900 1 0 1
1920 1080 1 0 1
1680 1050 1 0 1
1600 1024 1 0 1
1600 900 1 0 1
1366 768 1 0 1
1360 768 1 0 1
1280 1024 1 0 1
1280 960 1 0 1
1280 800 1 0 1
1280 768 1 0 1
1280 720 1 0 1
1152 864 1 0 1
1024 768 1 0 1
800 600 1 0 1
720 576 1 0 1
720 480 1 0 1
640 480 1 0 1
1440 900 1 1 1
1920 1080 1 1 1
1680 1050 1 1 1
1600 1024 1 1 1
1600 900 1 1 1
1366 768 1 1 1
1360 768 1 1 1
1280 1024 1 1 1


[CMD]
COMMAND_LINE=/nointro

[IN_GAME_RESOLUTION]
WIDTH=1920
HEIGHT=1080
#52
Quote from: Led on August 14, 2017, 06:22:45 PM
Use BattleBelks too.  It is real widescreen.  No smooshing if you choose the correct modes.

Is there a certain setting of his launcher that I'm not enabling or something? His resolution launcher does a wonderful job at allowing Battlefront to play at higher resolutions, but from what I've seen, it is unable to allow the in-game camera to do REAL widescreen. It's smooshed. The menus and HUD are in proper 16:9 ratio, but your player model and everything else geometry-wise becomes stretched as soon as you spawn.

The only way I found to 'fix' it is by setting your monitor to a 4:3 ratio with black bars on the sides. I mean, it WORKS, but to pass it off as "real widescreen" is what I have an issue with, and you replied like this to numerous comments on your youtube channel.

Even in your widescreen tutorial you had to adjust the sides of the screen in order to make the image appear less stretched. It isn't widescreen. Real widescreen would be full, unstretched in-game resolution with FULL use of the monitor, not just a portion of it.

If it isn't possible, then just say it isn't possible.
#53
I've always been curious, is there any way to achieve REAL widescreen with Battlefront? The engine tends to keep the ratio 4:3, which causes it to look smooshed even at high resolutions.
#54
Checked the DataTemplate folder, and the line is in there. As Red mentioned, opening ZeroEditor for a new map causes the line of code to be removed for some odd reason.
#55
Pretty much explained in the title.
I also have this issue with "mod1","mod2" and newly created worlds. All documentation regarding bfbuilder or Zeroeditor does not address this bug, so I'm at a loss. I tried setting Zeroeditor to winxp compatability, but that didn't work either, as expected.
#56
Quote from: Red04 (CC-4398) on August 10, 2017, 03:22:04 PM
I think that happened to me when I reopened a shipped map with the ZeroEditor. Maybe the following line from "config.ini" has been deleted at the end:

FlipModelX = 1

If you put it back maybe you can open the map with all objects placed correctly, if I'm not mistaken.
(Make sure you haven't saved the map with the cluttered elements!)

That was the culprit! Don't know why, but it seems that line of code is never in newly generated config.ini's.
#57



Any idea why this might be occurring? Objects are either missing, or moved around in odd ways from how they should be. I noticed this on the vanilla Hoth map also.

I copied the geo1.wld file, the effects/msh/munged/odf folders and the original req file from the "Shipped Worlds" folder correctly (I've done it successfully many times a few days ago). The maps still munge properly and play fine, but there are either odd holes in the ground, or missing objects.

I don't however, notice this happening with Naboo: Plains.
#58
Quote from: Sereja on August 09, 2017, 02:28:34 PM
To fix it, you need to increase Anti Aliasing till x8 in option menu. Also in some video cards may be Smooth Adjusting option which also could help.

Just tried it, and no effect.

EDIT: I found a fix! Turns out if your monitor's refresh rate is too high, it can mess with the physics engine on certain games. I noticed this in the past with Skyrim, and the thought just occurred to me that I set my monitor to 144hz a few days ago, so I switched it back to 60hz and no flipping vehicals!
#59

I've been troubleshooting this a bit more, and I discovered that this happens in a completely vanilla game. -

http://www.youtube.com/v/TwfIQkZDMdw


I then decided to try the vanilla game WITH the vanilla battlefront.exe, which requires the disc.
I put the disc in and loaded it up, and the same weird physics bugs kept happening-

http://www.youtube.com/v/5aVBGWow6xs

I still have no idea how to prevent this strange bug. I've tried all compatibility modes as mentioned by MileHighGuy, but no luck. Maybe it has something to do with 64 bit machines? Who knows.
#60
Quote from: Ginev on August 08, 2017, 11:03:48 PM
This even happening on the original maps for me.I think its something related to installed mods but im not sure.

All I've done is messed with unit and reinforcement counts on a lot of maps, and modded the all/imp/rep/cis.lvl files. I'm going to try some more experimenting with the vanilla game files, and seeing what makes it tick.