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Messages - Giftheck

#2056
It's unintended behaviour that might cause gameplay glitches. I haven't tried it yet. That and some forums might see that as me trying to get an illegal no-cd patch.

EDIT: There are no glitches. I'm just curious as to why it's happened.
#2057
So I recently bought SWBF2 PC DVD version. I uninstalled Steam and the   SWBF2 I bought off Steam, installed a fresh copy of SWBF2 with the DVD.   Go to install the Unofficial 1.3 patch, and when I am done, SWBF2   automatically runs. The DVD is not in the drive. I thought it was a   side-effect of the installation so I tried starting BF2 after installing   it. Same thing again - the game works without the DVD. The DVD is not   pirated because I bought it from a supermarket's games section, the   serial number I used works.

So I am wondering, has my Steam version created a 'no-CD' version of BF2? If it hasn't, what the hell is going on?

I'm not trying to condone piracy, BTW. I am honestly baffled by this, and I would like to fix the issue.
#2058
SWBF1 Modding / Re: Main Play Mod 7
October 02, 2010, 02:24:38 PM
I'm sorry to have to tell you this but it appears as though the Main Play Mod for SWBF1 may not be going anywhere for the forseeable future. I'd love to transfer what I've done to BFII now I have the DVD version (the Steam version always ran badly). I feel as though I've reached the limits of the SWBF engine and I need something more that SWBF1 just doesn't have. I did what I set out to do. I may or may not come back to it in the future but right now I do not want to finish Main Play Mod 7.

Sorry, guys.
#2059
SWBF1 Modding / Re: an idea of mine
October 02, 2010, 03:05:16 AM
Napseeker released a fixed for BF1 Aayla model that removes the bones from her tentacles.
#2060
Oh, I solved that with my mission maps. I simply used the CW era as a base, replaced all imperial sounds with Clone sounds.

If we had shell.lvl contents we could possibly change a few things here and there but we do not have it, and I have a sneaky feeling the Campaign mode is hardcoded.
#2061
SWBF1 Modding / Re: {HELP} editing shell.lvl
October 02, 2010, 02:55:06 AM
BattleBelk has never edited shell.lvl. And there's nothing in there apparently for what you want to do (I'm guessing adding more units and/or eras)
#2062
Quote from: Maveritchell on April 20, 2010, 01:42:40 PM
You are overcomplicating a simple process, and "conversion" is a bit of a misnomer.

1) Open SWBF1 .odf
2) Replace geometry with SWBF2 geometry

Done.

There's nothing "hardwired" about classparents, it's just a shortcut the devs made for SWBF2 to make things cleaner. Any classparent is just another .odf file, and all you have to do - if you really want to do it the backwards way you describe - is merge the data from any parent .odfs into the child .odf.

Not all weapons are going to work, your sounds are going to reference different things, and there will be extraneous parameters (e.g. awards), so like I said it's really a waste of time to do it the way you mention above. It's far simpler to make your unit and then just copy the geometry. If you want to use the same weapons you would just change the references in your .odfs to those weapon .odfs. I don't know why you would - you're asking for a huge hassle because the common effects/textures used in either game have different names - but if you did, that's the simplest way.

This is the way everybody I know, including myself, did it.

Also, addons do work but you need to be very careful as only certain addons work. AnimatedAddon DOES work in BF1. Count Dooku and Darth Vader have this for their capes.
#2063
"New Lucasarts president Paul Meegan  certainly isn't wasting any   time. Barely two months into the job and we hear he's already swinging   the axe and cancelling high profile sequels. If  you were wondering why it was strange that Force Unleashed II creative   director Haden Blackman would leave mid-project, this may explain  things: according to sources at Lucasarts, Meegan has cancelled a third Force Unleashed game that was already in development, and members of   Force Unleashed II's team (though we're not sure exactly how many) will   be shown the door once that game ships.
Another unnamed project, due to ship next year, has avoided the axe, but has been "put on hold" while important developers have been told to "expect management and reporting changes". Those changes are down to the departure of Blackman, who as work was winding down on Force Unleashed II had been leading development on this secret  project.
These sources say "morale and productivity are at all-time lows" since Meegan took over, with most Lucasarts developers only finding out  about Force Unleashed II's cancellation on the PSP by reading it on gaming news sites.
We've also been told that another sweeping change made by Meegan is that the majority of "external" development of Lucasarts properties is coming to an end, with BioWare's Old Republic MMO to be the last game not developed internally at Lucasarts. That would presumably mean, for example, no more LEGO Star Wars or LEGO Indiana Jones titles after the   upcoming LEGO: Clone Wars, as those have all been handled by Traveller's Tales.
So, yes, if this is all indeed correct, big changes are afoot at the house that Star Wars built. Lots of them bad news for the developers currently there, but looking at the big picture, the silver lining could be that such drastic shake-ups could be exactly what's needed at a publisher and developer that, courtesy of its licenses and history, should be doing a lot better both commercially and critically than it currently is."
Source: Kotaku
Discuss.
#2064
Here's a dose of rather-obvious strategy for Elite Squadron

You'll need Thermal Detonators or Cluster grenades for this strategy to work in Elite Squadron.

Start the map and head straight for and capture the Ion Cannon. Use it to take out the enemy cap ship's shields, then fly up there, board it, and destroy the reactor. Escape via the hangar into a ship and go into your capital ship. Man the orbital strike cannon and take down anything owned by the enemy, because the strike cannon can neutralize CPs. It is also pretty much the only weapon capable of putting the Ion cannon out of action should the enemy take it.

After this, your ground forces can pretty much do the rest while you sit pretty and safe in your cap ship.
#2065
SWBF1 Modding / Re: Kashyyyk - Beach
June 28, 2010, 01:41:08 PM
What enormous tree? There's a tree that comes with BF2 but it's never lagged on my Kashyyyk: Beachhead conversion.
#2066
SWBF1 Modding / Re: Main Play Mod 7
June 27, 2010, 11:57:55 AM
Steam doesn't have SWBF1.

I've had to can the Naboo: Plains mod portion as it keeps crashing unexplainedly (SP_Test doesn't tell me why it crashes at all). I'm going to create a couple of Space Maps as well - "Space: Coruscant", "Space: Kashyyyk", "Space: Tatooine" and "Space: Yavin IV". There won't be any BF2 conversion maps included straight-up except for Kashyyyk: Beachhead as I'm still ironing out many of the kinks with the maps I'm converting (Jedi Temple, Kamino, and Utapau for collision fixes)
#2067
SWBF1 Modding / Kashyyyk - Beach
June 27, 2010, 11:41:27 AM
Bad news: I've had to cancel "Kashyyyk: Island".

Good news: I'm starting preliminary work on Kashyyyk: Beach. It's essentially a completely rebuilt version of Docks, minus the docks. It's sort of based on a combination of the three Kashyyyk maps seen in BF1 and BF2.

No screens yet, work is just starting but I have a map drawn. It'll be a vehicluar battle as well as a ground battle taking place in a beachside village.
#2068
Yep. That reminds me, I need to swap my laptop's RAM for something more powerful to support both Steam and SWBF2 at the same time (It runs many maps but not all)
#2069
Other Games / Re: E3
June 12, 2010, 11:19:57 AM
Seen the E3 trailer for Force Unleashed 2? Holy cow, Starkiller incinerated the Stormtroopers with a Force Repulse!
#2070
I now have the PSP version so I'll rate it now. I give it 7/10. It's not got the same charm as BF2, not by a long shot.

The game is somewhat more repetitive than the previous ones. It was a nice concept but linking the map so you can take part in space, ground or interior lacks something. Space battles fail to have much of an impact on the ground battle unless you've captured all the CPs on the ground. I also disliked the fact that you have two vehicle choices in space - fighter and drop ship. I also disliked the use of 'secondary' ships as base ships. Another point is the personalization feature is EXACTLY THE SAME as Renegade Squadron. We were promised more. The only thing that they added was the need to unlock personalization features and weapons, and only a couple of new weapons were added. I was expecting the deeper customization Rebellion boasted about, and it was missing. Another thing is the abscense of a couple of planets from the game, and a few absent-from-personalization units (which feature in the game itself). I would have liked to see Geonosis and Kamino (which has been absent from the PSP versions of Battlefront), Rhen Var, Naboo and other planets.

So that's pretty much all I have to say, and I hope if Rebellion make another Battlefront, they take this into consideration.