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Messages - Antstafer

#76
Not to get too side tracked from the discussion, the main reason I think the new Battlefront failed as a Battlefront game, is that all it made was a pretty good Star Wars game, and nothing else. It's so blatantly obvious that EA used "Battlefront" as the name for their new game, just so they can leech off the original's popularity. It's a shame it ended up turning out the way it did though. I was hoping for a game that would stay true to the original Battlefront, but throw in some new planets, weapons, larger battles, etc. Literally the only things holding Battlefront 1 back are it's engine limitations and dated animations and graphics (which still don't look too shabby for it being 12 years old.
#77
Hmm, now correct me if I'm wrong, but If the game was free to play instead, and the developers weren't making any profit off it, wouldn't it technically be perfectly legal? I'm pretty sure it falls under the category of 'fan creations' if no profit is being made. Although, I imagine EA would still try to find the smallest loophole to shut them down, regardless.
#78




This video is not mine. Thankfully I downloaded it a while back before the original uploader deleted their account. I sadly do not know the name of the uploader, as I've tried searching everywhere but to no avail.

Regardless, this is one of the most interesting glitches I've ever seen from this game. Still not sure what could of caused it. I love how the entire time he was playing, his friends didn't believe him, haha.

#79
Here's a new video for all of you. This is a custom map made by The Air called Kashyyyk: Landing Beach. I like to think of it as Omaha Beach but with Battlefront.
Without the help of Led, this wouldn't have been possible =). I really appreciate the help!

So with this little edit of a beautifully created map, we have 5000 reinforcements for the attacking team, and 4000 for the defensive. Also with the edition of Eisenfaust's realism mod, things are about to get crazy. Kudos for Battlefront being able to handle this  :tu:.

https://youtu.be/YD_Xqidnc6U (gets real intense around 5:20)





If I had any luck with zero editor, I'd love to add in a AT AT and a few more obstacles on the Beach, but that's just me. 
#80
Quote from: Led on March 22, 2016, 08:09:03 PM
awesome.

The values were not in the spot that I thought they would be in your mission file, so this final video installment shows how I located them (and had a lucky guess)

https://youtu.be/_3glnEOW1Vs

Thanks once again =). If I manage to get it working tomorrow I'll be sure to upload a video (giving credit to the person to made the map as well).
#81
Worked like a charm! Thanks Led =). Simple, easy to follow tutorials as always.

The unit count should be pretty easy to change too following this method. I'll see what I can do on my own.
#82
Quote from: Led on March 22, 2016, 07:27:35 PM
One more question--what was the original ticket count for this map?

Not sure what you mean by ticket count, but I have a good guess.

Attacker- 325
Defender- 250
#83
Quote from: Led on March 22, 2016, 06:43:47 PM
You need to find the location of the reinforcement count in mission.lvl.  The easiest way to do that is to work with a mission.lvl file that you can change using battlebelks misison builder.

Once you know what to look for then you can look for that location in the mission.lvl file you really want to edit.

Please attach the mission.lvl file you want to edit to this post and I will see what I can do.

I'll give it a go myself, but here's the custom map's file anyway.
#84
Quote from: Led on March 22, 2016, 05:46:07 PM
This is what you need to do:

create a mission.lvl file for a map with a known reinforcement count
create a new mission.file for the same map with twice as many reinforcements and no other changes at all

use the "deep diff" program to search for the difference between the two files
(I will look for a link)  http://www.softpedia.com/get/System/File-Management/Deep-Diff.shtml

use xvi32 to open the file and change the reinforcement count now that you know where to look. 
http://www.chmaas.handshake.de/delphi/freeware/xvi32/xvi32.htm

Keep in mind that it will probably be a hexidecimal value. http://www.binaryhexconverter.com/hex-to-decimal-converter



Here is a link to a tutorial on CP changes to maps--gives you some idea what you will get in to

Thanks for the help Led =). Directions are a little confusing for me to follow, but it's my fault for not explaining further.

I got this custom map I downloaded that's basically like the invasion of Omaha Beach but with Battlefront, lol. My only gripe with the level is that it could use a lot more units. 

So in order to increase the unit count/reinforcements, I'll have to do the following?-
1. Take the mission.lvl from some other map that has an already modified unit count (like my modded Geonosis).
2. Use the deep diff program to find differences between the geonosis mission.lvl and the custom map's mission.lvl.
3. Continue with xvi32 etc.

I have a feeling I got the wrong idea though. The hex values for the levels would be so different that it'd be impossible to find the right ones. I'm not even sure how to go about creating a mission.lvl for a map.
#85
Quote from: Led on March 15, 2016, 07:45:44 PM
It is possible, but it takes some work.

Since most modders never released their lua assets, you will either have to:

-reconstruct the lua based on your guess as to what the unit names (and other details) were

or

-hex edit in the new values into the existing mission.lvl file


Hex editing has a steeper learning curve, but ultimately will give you more flexibility to edit more mission.lvl files.

Decided to revisit this. I've been looking around the website trying to find tutorials on hex editing, but any tutorial I find is either drastically different than what I'm trying to achieve, or the pictures that go with it are no longer available :/.

If anyone knows what I'd have to hex edit in a level's mission.lvl to make reinforcement and unit counts higher, I'd greatly appreciate it.
#86
Here's a mediafire link which includes both the edited maps and realistic weapons. Enjoy!

https://www.mediafire.com/?ogjosmb7eboakar

I'd love to someday see someone merge Eisenfaust's realism mod with milehighguy's graphics improvement mod. The two, sadly don't work together <=(.
#87
QuoteCool! I know you didn't make the mod but it looks like the damage for the ground troop guns needs to be scaled down a lot for vehicles. Vehicles will otherwise be useless if a plan old rifle can blow it up in a few hits. Just a note in case someone wants to make a new one for this.

Actually, I was just happening to shoot the vehicles right when they were near death anyways lol. A simple blaster barley does any damage to the vehicles =).
#88
I did some simple editing of level lua files to make battles massive (appropriate for the specific map), and used Eisenfaust's realism mod (http://www.gamefront.com/files/files/4155665/erm_0.8.7z) on top of that (Which is a VERY good mod! Might not be every player's cup of tea, but it makes charging your enemy terrifying! It forces you to take cover).

If anyone wants me to put a download of my SIDES and mission.lvl I'd be happy to =). If you want to see more pictures/recorded footage of other maps let me know!

Here's a recording I made of the battle along with pictures-
https://youtu.be/xwVr-MU7HBY
(I had to increase the reinforcements on the republic in order to give them any fighting chance. They get slaughtered on this map even if they have 1000 more reserves than the CIS. I edited it to make it a little more balanced. Although I still think I made the number too high, might lower the republic by 500 troops.



#89
Ahh, I see. Thanks for the help!
#90
I recently have been using BattlebelkToolBox for editing the reinforcement count and spawn count on the main maps, and I tried to see if there way a way to edit custom addon maps to make armies on them bigger also, but to no avail. Is there a way to do this?