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Messages - PyroJockey

#31
Quote from: Buckler on May 08, 2013, 10:32:40 AM

OK, what I have installed right now is battlefront.exe 5,032 KB 11/18/2004 
It sounds like it is the patched.

Let me dig a bit.

EDIT:  OK, I found it, and I am running it using the HOSTS file option.  Let me know if you can see it.

I cannot see any PS2 servers, but to be honest I have not yet verified that my PS2 network configuration for OpenSpy works:

Primary DNS IP to: 99.198.122.113
Secondary DNS IP to: 208.67.222.222

On the server PC I tried editing the hosts file without success (I did have to guess at some of the values.)
I added the following to my hosts file:

127.0.0.1 localhost
#
198.91.90.160 swbfrontps2.ms10.gamespy.com
198.91.90.160 swbfrontps2.available.gamespy.com
198.91.90.160 available.gamespy.com
198.91.90.160 master.gamespy.com
198.91.90.160 swbfrontps2.master.gamespy.com
198.91.90.48 motd.gamespy.com
198.91.90.160 key.gamespy.com
198.91.90.160 peerchat.gamespy.com
198.91.90.160 gpsp.gamespy.com
198.91.90.160 gpcm.gamespy.com
198.91.90.160 natneg1.gamespy.com



How does this compare with your hosts file?
#32
Quote from: Buckler on May 08, 2013, 06:43:08 AM
I think I have the PS2 server versions here on the site.  If you can tell me which one is the correct one to use, I can put up a PS2 dedi server on my PC box so that it can be tested.

The installation program is named "swbattlefrontps2server.exe".
The original un-patched version of the installation program is 55,462 KB and dated 9/26/2004.
The executable "battlefront.exe" for the original un-patched version is 3,076 KB and dated 9/16/2004.

The patched version of the installation program is 57,635 KB and dated 12/22/2004.
I don't have file properties for the patched executable at the moment, but it would be dated around December 2004.

I prefer the original un-patched version over the patched. The reason being that Lucas stopped providing the patch in November of 2010. It is my understanding that when the patch is installed, although it is stored on the memory card, it is serialized to the PS2 and cannot be copied, transferred or shared. There are many people who have deleted the patch from their memory cards, lost the memory card with the patch, or like myself, never had the patch. Therefore supporting the un-patched version would allow anyone to play while the number of players with the patch are limited.

I know that prior to the termination of GameSpy support, only the patched versions of the game would show on the GameSpy master server list. I have no idea what OpenSpy would do with multiple versions.
#33
Great job on the patch. I'm testing the v1.2 dedicated server and it's working as advertized.

Any idea if this will work with the original and patched versions of the PS2 dedicated server executable as well? There are a lot of PS2 players still out there that were shut out when Lucas Arts stopped supplying the patch.
#34
SWBF2 Modding / Re: Looking for Fast Spawn modding info
February 02, 2012, 10:00:36 AM
FYI,

I think I was right on the money for adding the other ATTE. There was a similar posting on Gametoast about it.

I think I hit all the right values but the PS2 version of the game is hard-coded to use the data set from the disk.

I think the same is true for the SetSpawnDelay. I haven't found any additional information that would say otherwise. (Yet)

Thank you all for the feedback. Ill bump this post if I ever resolve this.
#35
SWBF2 Modding / Re: Looking for Fast Spawn modding info
January 31, 2012, 05:12:53 AM
Update: All the mods I made through hex editing for the PS2 version seem to work when applied to a PC version dedicated server. I think I'm on the right track, just need to find the right values.

Again, I think the PS2 version of the game is pulling some values off the lvl files on the PS2 disk and others downloaded from the dedicated server.

One example is I can edit the mission file and redirect the game to read different versions of a map file or sides file or from a different path, but not the ingame.lvl file. It appears that the path and name is either hard-coded or it's pulling it from the mission.lvl on the PS2 disk.

The same may be true for the HEX values I've tested so far. I'll keep pushing to find any that work. Maybe the number of ATT's on Polis Masa CW CTF. That should be a simple 2 byte edit.
#36
SWBF2 Modding / Re: Looking for Fast Spawn modding info
January 30, 2012, 11:48:36 AM
Quote from: Buckler on January 30, 2012, 10:50:07 AM
Be sure to use Sleepkiller's tool for SWBF2 (Battlebelks is for SWBF).

Sleepkiller already took care of me in that regard:

Quote from: SleepKiller on January 27, 2012, 02:42:21 PM
Here I've modified Battlebelks SWBF1 mission.lvl builder into a SWBFII mission.lvl builder this will let you munge a new Mission.lvl for SWBFII letting you change the Spawn delay (And some other values like max fly height etc etc etc.) http://www.mediafire.com/?9dirnmi4kugnml7

Been there, done that. Thanks Sleepkiller

Quote from: Buckler on January 30, 2012, 10:50:07 AM
I don't believe that you can increase the number of ATTE on a map with that value--I think each one still needs a spawn point in the map lvl file.

I'm experienced with HEX editing the vehicle spawns and I've already addressed the vehicle spawns in the Geonosis map file. Currently in Geonosis conquest the ATTE will spawn at any of 4 vehicle spawns and will belong to the side that controls the CP associated with the vehicle spawn. The ATTE will only spawn if the associated CP is not neutral. It will no longer spawn for the Republic unconditionally. I want to increase the number of ATTEs so they can duel. I have increased the maximum number of concurrent vehicles per each vehicle spawn. This works well for most vehicles on  most maps, but the maximum number of ATTE per mission is restricted in the mission file.

An example of this is evident on Polis Masa. When playing GCW era CTF I can spawn up to 5 Alliance ACCs from the 3 vehicle spawns but for CW era CTF only one ATT from any of the same 3 vehicle spawns with the same properties.

I have done something similar to what I want in Hoth conquest. An imperial ATAT will spawn in the Eastern snowfield as usual, but a Alliance ATAT will spawn in the western edge of the Alliance hangar opening. These ATATs are not associated with any CP's and will always spawn, one for the Imperials, one for the Alliance.

On Hoth I also modded the vehicle spawns in the hangar to all spawn ATSTs when the CP is controlled by the Imperials.

I love vehicular homicide.  :D

Quote from: Buckler on January 30, 2012, 10:50:07 AM
The integer representation for PS2 and PC may be different, I don't know about that but Tirpider might be able to help there.

I do not believe the lvl files are platform specific and that the HEX values valid for both the PC and PS2 versions. The containing folder is even named "_LVL_PC" for both versions of the dedicated server. I will test this theory tonight. I'll put up a dedicated server for the PC version and use all the lvl files from my PS2 dedicated server including all the mods. It should be interesting.

Thanks for all the feedback. I can be pretty persistent with some of these mods. It took me 6 months before I figured out how to spawn a holicron as a second flag in the center of Kamino CW 1 flag CTF.
#37
SWBF2 Modding / Re: Looking for Fast Spawn modding info
January 30, 2012, 05:36:58 AM
I'm looking up a lot of stuff, doing a lot of trial and error, but so far have no results. I suspect the PS2 version of the game draws a lot of the values, like the spawn timer, from the local disk, not the server.

I am continuing to experiment with the Battlebelks program, seeking out some of the other elusive values. One of the items I've been pursuing is to add additional ATTEs to Geonosis conquest.

I found these values in the Geonosis conquest script

AddWalkerType(3, 0)
SetMemoryPoolSize("CommandWalker", 1)

and altered them to what I think are appropriate for a second ATTE (matches the values in the Hoth conquest script for ATATs)

AddWalkerType(3, 2)
SetMemoryPoolSize("CommandWalker", 2)

I identified the 4 bytes that change, 2 bytes for each setting, and feel certain I located them in the mission file. When I HEX edit them however the game will crash on loading.  :(
#38
SWBF2 Modding / Re: Looking for Fast Spawn modding info
January 28, 2012, 10:22:12 AM
Thanks,

I need to figure our how to use it.

Edit, first note, no spaces in path....

Edit, I think I got it figured out, but no luck. I was focusing on the Endor conquest map "end1g_con.lua". I found no instances of "SetSpawnDelayTeam". I did find one instance of "SetSpawnDelay(10.0, 0.25)".

I munged the scripts, then edited the instance of  "SetSpawnDelay(10.0, 0.25)" to "SetSpawnDelay(01.0, 0.25)" and re-munged it. I compared the results of both munges and found 2 bytes that changed. I found the matching byte strings in the game mission.lvl file and changed them accordingly. There were 88 occurrences of the string and there are 85 multiplayer missions. Rather than playing hit-or-miss I changed them all. I still have a 15 second spawn timer.

Any suggestions as to where I can find or set "SetSpawnDelayTeam"?

Great tool by the way, I plan to test it to the max. Thanks.
#39
SWBF2 Modding / Re: Looking for Fast Spawn modding info
January 26, 2012, 07:02:50 PM
I have located instances of "SetSpawnDelay" for all the missions in the mission file. I only located a few instances of "SetSpawnDelayTeam" and always singular. I attempted manipulating some of the HEX values following them, all with bad results.

At this point it is unknown if a remunged mission file will work with the PS2 version. Would you be willing to provide me with a mission file for evaluation? I would like to examine the HEX values and test it as a proof of concept before going full bore with the editing tools.

Thanks,
#40
SWBF2 Modding / Re: Looking for Fast Spawn modding info
January 26, 2012, 05:14:56 AM
Quote from: Buckler on January 26, 2012, 01:16:26 AM
I think it could be done by hex edits, but it doesn't need to be.  It is a server side mod.  I will edit this post later today to show you how via mssion.lvl re-munge.

Sounds promising. I have not had much luck with the SWBF2 PC MOD tools. I was never able to get the Zero Editor running on Vista x32 and I doubt I will have much luck on Win 7 x64 (will not run any 16 bit code). I did get it to start without error on one of my XP x32 machines, but it was not usable. I have since rebuilt that XP machine and lost that install, but I'm willing to give it another go.
#41
SWBF2 Modding / Looking for Fast Spawn modding info
January 25, 2012, 08:04:32 PM
Greetings,

I am a modder of the PS2 version of the dedicated server. I am seeking information on how the fast spawn mod is done in hopes of applying it to the PS2 version vis HEX editing. This would have to be a "no download" type of mod.

Can anyone provide information on this mod?  :blink:

Thanks.
#42
Welcome Center / Greetings
January 25, 2012, 07:50:47 PM
Greetings,

I'm PyroJockey and I've been blowing stuff up in video games since 1978 (Space Invaders). My all-time favorite video game is the Descent series, originally released in 1995. Descent is where my gamertag is derived from and I still play it today.

I am of course a fan of the Star Wars franchise and was at the first showings of episodes IV, V, VI and I (yes, I'm that old). My sons got me involved with the PS2 version of the Battlefront series. I am a software engineer by trade and got involved with modding the dedicated server via HEX editing. I saw this as a challenge since the PS2 version was never intended to be modified (unlike the PC and XBox versions). I like to push it to the edge and see how far it can go.

I currently run 3 SWBFII servers with 2 other partners that run 24/7 in the 3 international regions, North America, Europe and Japan. While Sony didn't allow for cross region play, I did find ways around that and we occasionally host international events.

I also have the PC versions of the Battlefront series and am a fan of Valve games such as the Portal and Half Life series. I'm also on the lookout for any new 6DOF shooters such as Miner Wars, which is still in development but I have the pre-alpha version.

Disclaimer: The SWBFII servers we run are "Glitching" servers.  :td: Yeah, yeah, I know. While glitching is allowed in our servers , we do not condone, advocate or encourage glitching in any non-glitching servers. The servers act as a sandbox for testing my mods and I let the kids play in them. I don't glitch in any other servers and I advise our members not to either. :whip: