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Messages - SleepKiller

#1906
You get the idea.

/spawn
/logfinalscore
/audiomaxchannels
/audiosamplerate
/audionoenhance
/audiomixbuffer
/ppass
/email
/name
/connect
/install
/fixedfunction
/win
/nocheckcd
/log
/resolution
/gameslice
/difficulty
/noteamdamage
/noaim
/password
/noframelock
/tps
/nomovies
/randomize
/heroes
/netregion
/bots
/sideselect
/netplayers
/throttle
/crashed
/noai
/soundwarning
/quakecam
/skill
/team
/fixedrate
/nostartupmusic
/nosound
/nowait
/norender
/lan
/gamename
/playerlimit
/playercount
/autonet
/nodrag
/loss
/latency
/bandwidth
/nonames
/firstperson
/nointro
/ShowAllServers
/ShowAllSessions
/notvalues
/playback
/record
/loadspam
/lang
/demomode
/unlimitedammo
/invincible
/framerate
/ainotext
/ai
/profile


Once again these are not tested but I found them in the section that has the ones that do work so....

EDIT: Oh and for these go in battlefront server.ini under APP_COMMAND_LINE_BASIC= . Just saying for those newbies....
#1907
SWBF1 Modding / Animation Research
June 18, 2011, 05:12:22 AM
While I was going through the SWBF1 exe (I WAS NOT MODIFYING IT) to research ODF stuff I found some animation stuff my findings are below.

They will only be useful if you wish to expand on/redo the anamation banks.

A standered anmation is done in the fowlowing format.

human_bank_pose_action


These prove that anmation banks are hard coded in SWBF1.
Animation Banks
---------------
gam
lascannon
bdroid
sbdroid
sabre
tool
pistol
bazooka
rifle
---------------

Poses
---------------
stand
crouch
prone
---------------

Animation Actions
---------------
runleft
runright
runbackward
walkleft
walkright
walkbackward
walkforward
turnright
turnleft
idle_lookaround
idle_checkweapon
idle_emote
stand_death_right
stand_death_left
stand_death_backward
stand_death_forward
stand_getdown_prone
stand_getupback
stand_getupfront
prone_getup_crouch
prone_getup_stand
crouch_getdown_prone
jetpack_hover
diveforward
thrown_restbacksoft
thrown_restfrontsoft
thrown_landbacksoft
thrown_landfrontsoft
thrown_bouncebacksoft
thrown_bouncefrontsoft
thrown_tumbleback
thrown_tumblefront
thrown_flyingright
thrown_flyingleft
thrown_flyingback
thrown_flyingfront
thrown_flail
fall
landhard
landsoft
jump_up
jump
reload
shoot
shoot2
shoot3
---------------

A note the lists have not been tested and some of the things on them may or may not work.
#1908
General / Re: Swbf broken
June 13, 2011, 12:43:39 AM
Quote from: zap on June 12, 2011, 10:02:46 PM
The cd broke... O_O

Well then there's not much that can be done about it that is legal to do. So I'd just get a new CD they should be quite cheep to get now as the game is several years old.
#1909
Quote from: Bamdur on June 10, 2011, 08:43:12 AM
look excellent, the hp fire on that flame thrower might be a bit off though

Well it's an effect that does the work for the flame thrower so I can just offset the emmiter point to fix that :)

And to the people who signed up for the beta I'll try to have it up tomorrow for you lot to test.

-- EDIT

Okay the beta is on hold while I work on implementing some awesome new features.


-- Update!


Okay we have a new class now it will replace the sniper on maps where Sniping is basically obsolete.

Clone Recon Trooper

With this class you can hit you enemy from long range or up close and personal.

Equipment
Light Sniper Rifle
DC-15S Blaster
Knife
Timebombs
#1910
SWBF1 Modding / Re: Back From the Grave
June 10, 2011, 07:35:41 PM
Not that I know what your mod is if Bamdur says it was looking good, it probably was so I could help with some stuff.
#1911
Released Assets / SleepKillers First Skin Pack
June 10, 2011, 02:21:40 PM
SleepKillers First Skin Pack

http://www.swbfgamers.com/index.php?action=downloads;sa=view;down=349

Here we have several assorted skins
They are.
White Dark Trooper
HD Clone Trooper
Silver Clone Trooper
501st Strike Clone
Republic Snow Commando
.
Use them as you wish but credit me(SleepKiller) if you do use them.
And if you reskin them be sure to credit me still.

I hope you enjoy them. :cheers:
#1912
Quote from: MusketSniper on June 09, 2011, 09:57:56 AM
I'll test for you if you'd like.
Cool, I'll send you a PM with the link when it is ready.(You will still be waiting a bit not too long though)
#1913
Demo.
#1914
Quote from: Zombie Hotel Developer on June 09, 2011, 02:03:34 PM
I would not advise against it. Battlebelk modified sptest (using cheat engine) to create the sptest loader and remove greenscreen, which is technically an illegal EULA violation. The truth is though, nobody in lucas arts or pandemic cares. Nothing has even been done about it except by GT admins. Nobody would do anything unless it was going to seriously inhibit sales of the game. (Like the supposedly illegal NO CD modded exe that almost everyone has and lucasarts does not care) And unlocking a 6th unit would certainly not cause any problems for them.

An alien wars era would be a fun mod to make. What exactly is a "mind trick" and what is the LUA code to use it in bf1?

I know some people are opposed to the idea of finding out how to modify the executable to unlock the 6th unit on spawn screen for bf1; and those people don't have to participate in our efforts to make the game more fun.


Taken from the EULA

All rights not specifically granted under this Agreement are reserved by LucasArts and, as applicable, their licensors.  You may not:  (1) except as may be required in connection with the installation of the Software, copy the Software; (2) distribute, rent, lease, sublicense or otherwise commercially exploit all or any portion of the Software; (3) modify or prepare derivative works of the Software, except as otherwise may be specifically allowed herein; (4) reverse engineer the Software, derive source code, or otherwise attempt to reconstruct or discover any underlying source code, ideas, algorithms, file formats, programming or interoperability interfaces of the Software by any means whatsoever, except to the extent expressly permitted by law despite a contractual provision to the contrary, and then only after you have notified LucasArts in writing of your intended activities; (5) remove, disable, or circumvent any proprietary notices or labels that may be contained on or within the Software; (6) export or re-export the Software or any copy or adaptation thereof in violation of any applicable laws or regulations; or (7) commercially exploit the Software. 


(2)     New Levels may not modify any COM, EXE, DLL or other executable files. 


Okay so using cheat engine could be passable since it modifys  the memory feed not the EXE it self so you could do something like that but otherwise it is ilegal.

Quote from: ggctuk2005 on June 09, 2011, 02:38:22 PM
Can I ask exactly what modifying the BF1 executeable has to do with BFIII?
Good question.


#1915
I was going to gives yous a video this time but it had a epic lag. So I'm giving some more pictures for now.






I'm also sending out a call of duty now if you would like to be in the first closed beta test. Tell me now. And I want beta testers who will test the mod and are not just trying to get there hands on it early.

Until next update  :cheers:

#1916
No offence to what your doing jdee-barc but modifying the exe is against the EULA that comes with the modtools which makes it illegal to do. I would strongly advise against it. 
#1917
I've been following this on GT and I definitely will download it when it comes out.   :D
#1918
Quote from: jdee-barc on June 05, 2011, 08:37:37 AM
:o can't thank you enough, who made that?
I made it :)
#1919
Quote from: Buckler on June 04, 2011, 04:25:12 PM
I think what Deagle means is, could he get the server files to host his own server? 

I asked him to contact SleepKiller directly for the link.

Aha I see I'll PM him the link then :)
#1920
Ah. I think I can help you with that download this http://www.mediafire.com/?1mi1r26fudj8tlx and put it in your BFBuilder directory and then read the readme.