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Messages - Dark_Phantom

#16
I'm going to recommend you look at other projects first before digging too far into your quest.  LibSWBF2 is a good way to start.  For sounds and cutscenes, I have a project called SoundFMVExtractor that can rip out all sounds and cutscenes from both games.  Both are hosted on Github.

The reason there's dependencies on DirectX is the fact that the images are compiled in a DX compatible format.  It shouldn't dissuade you since there's plenty of resources but just making sure you know why.

And just to be pedantic, SWBF1 and 2 are NOT the same engine as previous Pandemic games, despite popular belief.  The same style is there but a lot of it was written anew for the BF games, and mungers were used to convert from the old MSH (TCW and others) format to the new SWBF compatible formats.  Also some of the same people working on it and some reused libraries mean there are similarities but they aren't the same.

Good luck!
#17

Basically here we can see that end_weap_tripwire does work in the retail game.  The only thing that is needed is to make sure you have the tripwire asset from the END world folder, and also the animation files (zafbin/zaabin).

You will need to edit the end_weap_tripwire.msh file in XSI or Blender to remove the collision that has been set up - it seems that breaks it in the retail version (only... strangely enough).  The munger will generate the correct collision.

That's it!  I wish the trap class got more usage in mods but 20 years later, it's probably too little, too late.

A side note: Units and vehicles both DO trigger traps.  The difference seems to be the RayTriggerMinSpeed modifier.  The only other traps in the game are the tree smashers on Endor and the also unused log trap.
#18
Quote from: AnthonyBF2 on October 23, 2023, 06:00:12 PMCan you tell me more about this? Is the limit higher on Steam? Is the limit based on missions or total addons?

Steams is 512 iirc

BF1 1.2's (disk/dvd version) limit for mod map instances is 50.  Mostly we just say 20 because if you have 25 with 2 eras each, then you'll be at the limit (this includes TAT3).

The actual technical reason is that the array isn't big enough and once you hit 50 it just keeps writing over the last entry.  I'm not good enough at assembler to get a bigger spot in memory for it.
#19
Wine is a fickle beast and whoever created the wrapper probably didn't test every option for BF1.  I've only tested all those flags on Windows.
#20
SWBF1 Modding / Re: How do you rename a unit
March 10, 2023, 07:43:14 AM
If it's for the main game, you need a Core.lvl Tool that can compile for the main game.

If it's for a custom map, BFBuilder has an edit_localization batch that should suit.  You just need to find the key for cis_inf_super_battledroid (or whatever that odf is)
#21
Released Maps and Mods / 2023 SWBF1 Side Builders
January 22, 2023, 05:16:19 PM
I was requested to update the Side Builders and here they are. Everything should already be set up for 1.2 and this also includes munging for the side FPMs which I don't believe has been included before.

The munger does every side, please read the readme on how to disable one side from being munged.

Long live BF1!

http://www.swbfgamers.com/index.php?action=downloads;sa=view;down=1621
#22
http://www.swbfgamers.com/index.php?topic=13659.msg122080#msg122080

Rather than recreating, just import the stock maps and then use ZE to modify them.
Please make sure to read the download notes first, they answer very common questions.
#23
The answer is simpler than you're making it out to be.

The easiest way I believe would be to remove imp_droid_probe from the stock Hoth mission.  Searching "mission.lvl builder" should bring it up.  The one on the site is reasonably easy to use and would allow you to use the stock Hoth level.  It'd probably break online compatibility.
The other answer that nobody has really gotten to is to figure out why it's crashing.  I see the REQs listed correctly but the devs might have used a different model that's compatible with the game, or something else.

There are SWBF2 map conversions on here but that's not the correct answer to the problem you're experiencing and adding a whole other level of complexity.
#24
General / Re: Happy New Year
January 03, 2023, 07:49:06 AM
Happy New Year!
#25
Star Wars Battlefront (2004 Original) / Re: SWBFspy help
December 15, 2022, 06:24:18 AM
Also it's not just the exe, there's a whole package of files that include shell.lvl and common.lvl that need replaced.  Replacing the exe only will cause a black screen.
#26
Despite being labeled "Direct Connect", the implementation in BF1 was reliant on the Gamespy Master Server still.
#27
He's from Ukraine, and I'm sure most of the world is well-aware of the situation there.

He has more important things to think about than modding.
#28
Judging by that Wine bug log, it seems like some call when loading is not being handled by Wine correctly, which no mod is going to fix.
#29
That CPU stuff doesn't impact BF1.  The jerky physics is tied to framerate and always has been.  Other behavioral differences are just the AI controller and the quirks of a game from 2004.  The stuff you've observed was there long before Spectre fixes became a thing.

For the gunships crashing: The AI logic is not perfect.  Once again, 2004.  The flyers follow the same pathing as ground units except where specified (unless Geo has flight specific paths, which it could).
Another thing is that the AI never performs a check for collisions, the AI picks a path and takes it.  If the other gunship happens to be there, then RIP.  You can observe the same behavior with the ATTEs.  They just don't crash when they run into each other.
#30
There was no CPU bug patched.  The difficulty on PC was increased on purpose by Pandemic between 1.0 and 1.1 and I think even 1.1 to 1.2 (which the Steam version kept the same from my testing).

Like Unit 33 said, there's strategies to beat it.  It's by no means impossible.