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#803
Requests / CIS reskin request
November 30, 2011, 07:13:48 PM
Hi,
Can someone make a CIS reskin, for silver CIS units? The only special thing I would need is for the unit names to be different that the standard CIS, like use
css_inf_battledroid
instead of
cis_inf_battledroid
so that we can have CIS vs CIS in the update.
Or, if you know how, but don't have time, please give me advice (I have gimp, but not a working xsi).
Can someone make a CIS reskin, for silver CIS units? The only special thing I would need is for the unit names to be different that the standard CIS, like use
css_inf_battledroid
instead of
cis_inf_battledroid
so that we can have CIS vs CIS in the update.
Or, if you know how, but don't have time, please give me advice (I have gimp, but not a working xsi).
#804
SWBF1 Modding / Eras, can we add a new designation?
November 29, 2011, 05:05:35 PM
When in multiplayer, SWBF detects what era is being played by the last letter in the map lua file.
For example, for the script bes2a, the "a" refers to "Galactic Civil War" and this is what is displayed in the
era box on the multiplayer game menu.
If the last letter is something else, it just displays the last letter. For example, when I hosted nab2_h, it had "h" in the era box on the multiplayer game menu.
Does anyone know if we can customize this? I would like to have all the new map luas have an "x" at the end, and display "SWBFgamers.com Update" in the era box.
For example, for the script bes2a, the "a" refers to "Galactic Civil War" and this is what is displayed in the
era box on the multiplayer game menu.
If the last letter is something else, it just displays the last letter. For example, when I hosted nab2_h, it had "h" in the era box on the multiplayer game menu.
Does anyone know if we can customize this? I would like to have all the new map luas have an "x" at the end, and display "SWBFgamers.com Update" in the era box.
#805
Released Maps and Mods / Theed for 6 teams
November 25, 2011, 10:36:04 AM #806
Released Maps and Mods / Modded Theed for J-Dee
November 25, 2011, 09:51:59 AM
http://www.swbfgamers.com/index.php?action=downloads;sa=view;down=398
I will work on modding Theed for Multiple Native units.
This post will have some information that I have found about the map.
Mos Eisley is nab2.lvl.
Stock map has:
Team 1 as Rebel/CIS
Team 2 as Empire/Republic
Note: byte offsets are given for the lvl file installed with the game, not the dedicated server file. Game lvl files can be used on the dedicated server, but dedicated server files can not be used for single player or host player games (you wont see any terrain/building if you do use it).
CP1: given to team 1: byte offset: 2892FD8 (change to integer value for other team, 0 for neutral)
CP2: given to team 1: byte offset: 28927A8 (change to integer value for other team, 0 for neutral)
CP3: given to team 1: byte offset: 2982BC0 (change to integer value for other team, 0 for neutral)
CP4: given to team 1: byte offset: 28AB59C (change to integer value for other team, 0 for neutral)
CP5: given to team 2: byte offset: 28AD114 (change to integer value for other team, 0 for neutral)
CP6: given to team 2: byte offset: 28AAFAC (change to integer value for other team, 0 for neutral)
Team 1 (rebel/cis CP names)
Plaze: CP6
Rotunda: CP7
Embasy: CP3
Team 2 (empire/republic CP names)
Office: CP2
Palace: CP8
Guard: CP1
I can change any of the 6 CPs listed to any other team.
CP1: given to team 2: byte offset: 2892FD8
CP2: given to team 1: byte offset: 28927A8
CP3: given to team 3: byte offset: 2982BC0
CP4: given to team 4: byte offset: 28AB59C
CP5: given to team 5: byte offset: 28AD114
CP6: given to team 6: byte offset: 28AAFAC
Note: you will need to create a mission.lua file that defines the 6 teams. CP colors may be unpredictable.
I will work on modding Theed for Multiple Native units.
This post will have some information that I have found about the map.
Mos Eisley is nab2.lvl.
Stock map has:
Team 1 as Rebel/CIS
Team 2 as Empire/Republic
Note: byte offsets are given for the lvl file installed with the game, not the dedicated server file. Game lvl files can be used on the dedicated server, but dedicated server files can not be used for single player or host player games (you wont see any terrain/building if you do use it).
CP1: given to team 1: byte offset: 2892FD8 (change to integer value for other team, 0 for neutral)
CP2: given to team 1: byte offset: 28927A8 (change to integer value for other team, 0 for neutral)
CP3: given to team 1: byte offset: 2982BC0 (change to integer value for other team, 0 for neutral)
CP4: given to team 1: byte offset: 28AB59C (change to integer value for other team, 0 for neutral)
CP5: given to team 2: byte offset: 28AD114 (change to integer value for other team, 0 for neutral)
CP6: given to team 2: byte offset: 28AAFAC (change to integer value for other team, 0 for neutral)
Team 1 (rebel/cis CP names)
Plaze: CP6
Rotunda: CP7
Embasy: CP3
Team 2 (empire/republic CP names)
Office: CP2
Palace: CP8
Guard: CP1
I can change any of the 6 CPs listed to any other team.
CP1: given to team 2: byte offset: 2892FD8
CP2: given to team 1: byte offset: 28927A8
CP3: given to team 3: byte offset: 2982BC0
CP4: given to team 4: byte offset: 28AB59C
CP5: given to team 5: byte offset: 28AD114
CP6: given to team 6: byte offset: 28AAFAC
Note: you will need to create a mission.lua file that defines the 6 teams. CP colors may be unpredictable.
#807
SWBF1 Modding / EULA for Modders
November 22, 2011, 04:54:22 PM
http://www.secretsociety.com/forum/downloads/Legal.txt
LEGAL INFORMATION FOR MODDERS
Any and all Star Wars creations, regardless of their source or creator,
are copyrighted and trademarked by Lucasfilm LTD ALL RIGHTS RESERVED and
can be used by anyone according to the copyright and trademark enforcement
policies of Lucasfilm LTD.
Any and all game mods and mod elements relating to Star Wars regardless of
their source are the property of Lucasfilm LTD and can be used freely without
permission in accordance with Lucasfilm copyright guidelines as outlined in
the game's and/or mod tools EULA.
Modders hold no copyright or trademark claims over Lucasfilm LTD properties.
Permission is not required to use or create derivative works in accordance
with Lucasfilm LTD copyright guidelines.
No entity can prohibit or allow the use or distribution of Lucasfilm LTD
properties but Lucasfilm LTD.
Any claim of ownership or rights must be resolved by the complaintant with
Lucasfilm LTD and no other entity.
Claiming rights over Lucasfilm LTD property not extended by Lucasfilm LTD
is a violation of copyright law.
All game-ready objects on this site are provided according to usage guidelines
outlined in the respective Jedi Knight/Academy/Outcast, Star Wars Battlefront I/II,
and Empire at War Game End User and Mod Tool License Agreements
Any derivative works become property of Lucasfilm LTD ALL RIGHTS RESERVED upon
distribution or release.
Where assets have not been prepared for the above games the Lucasfilm LTD
copyright guidelines have been followed for original derivative works.
For easy to understand information about copyrights, see:
http://www.srhs.net/aboutus/policies/copyright.php
http://www.copyright.gov/help/faq/faq-general.html#what
For privacy protection purposes the name and address of the element's
creators can be obtained by Lucasfilm LTD by contacting
psych0fred@hotmail.com
THESE LEVELS AND ELEMENTS ARE NOT MADE, DISTRIBUTED, OR SUPPORTED BY LUCASARTS,
A DIVISION OF LUCASFILM ENTERTAINMENT COMPANY LTD.
ELEMENTS TM & (C) LUCASARTS, A DIVISION OF LUCASFILM ENTERTAINMENT COMPANY LTD.
LEGAL INFORMATION FOR MODDERS
Any and all Star Wars creations, regardless of their source or creator,
are copyrighted and trademarked by Lucasfilm LTD ALL RIGHTS RESERVED and
can be used by anyone according to the copyright and trademark enforcement
policies of Lucasfilm LTD.
Any and all game mods and mod elements relating to Star Wars regardless of
their source are the property of Lucasfilm LTD and can be used freely without
permission in accordance with Lucasfilm copyright guidelines as outlined in
the game's and/or mod tools EULA.
Modders hold no copyright or trademark claims over Lucasfilm LTD properties.
Permission is not required to use or create derivative works in accordance
with Lucasfilm LTD copyright guidelines.
No entity can prohibit or allow the use or distribution of Lucasfilm LTD
properties but Lucasfilm LTD.
Any claim of ownership or rights must be resolved by the complaintant with
Lucasfilm LTD and no other entity.
Claiming rights over Lucasfilm LTD property not extended by Lucasfilm LTD
is a violation of copyright law.
All game-ready objects on this site are provided according to usage guidelines
outlined in the respective Jedi Knight/Academy/Outcast, Star Wars Battlefront I/II,
and Empire at War Game End User and Mod Tool License Agreements
Any derivative works become property of Lucasfilm LTD ALL RIGHTS RESERVED upon
distribution or release.
Where assets have not been prepared for the above games the Lucasfilm LTD
copyright guidelines have been followed for original derivative works.
For easy to understand information about copyrights, see:
http://www.srhs.net/aboutus/policies/copyright.php
http://www.copyright.gov/help/faq/faq-general.html#what
For privacy protection purposes the name and address of the element's
creators can be obtained by Lucasfilm LTD by contacting
psych0fred@hotmail.com
THESE LEVELS AND ELEMENTS ARE NOT MADE, DISTRIBUTED, OR SUPPORTED BY LUCASARTS,
A DIVISION OF LUCASFILM ENTERTAINMENT COMPANY LTD.
ELEMENTS TM & (C) LUCASARTS, A DIVISION OF LUCASFILM ENTERTAINMENT COMPANY LTD.
#808
Released Assets / Alien Model Assets Pack v3.5.exe
November 20, 2011, 05:44:30 PM
Alien Model Assets Pack v3.5.exe
http://www.swbfgamers.com/index.php?action=downloads;sa=view;down=395
http://www.swbfgamers.com/index.php?action=downloads;sa=view;down=395
#809
Released Maps and Mods / AutoBan Tool
November 20, 2011, 05:32:18 PM #810
SWBF1 Modding / (some) Historical Maps can be served
November 19, 2011, 09:39:22 AM
I have discovered that historical maps can be served without any download.
Play as Naboo Royal Guards!
In a batch file, specify the map name as
nab2c_h 200 200
http://www.xfire.com/video/506965/
Check it out if you are a PC player.
This gives me an idea about how to add more missions too
OK, there are some issues with some maps, and some others are just the same as regular multiplayer. I will do some investigation.
nab1c_h crashes when you get in vehicles (play as gungans); fambaa shield does not show up
nab2c_h plays just fine (play as naboo royal guards)
Play as Naboo Royal Guards!
In a batch file, specify the map name as
nab2c_h 200 200
http://www.xfire.com/video/506965/
Check it out if you are a PC player.
This gives me an idea about how to add more missions too
OK, there are some issues with some maps, and some others are just the same as regular multiplayer. I will do some investigation.
nab1c_h crashes when you get in vehicles (play as gungans); fambaa shield does not show up
nab2c_h plays just fine (play as naboo royal guards)
#811
Released Maps and Mods / reconstructed antiglitch scripts
November 13, 2011, 06:15:38 AM
http://www.swbfgamers.com/index.php?action=downloads;sa=view;down=391
Description: Re-contructed Script files that call BattleBelks death regions in his antiglitch mod.
Battlebelks Antiglitch mod is described here: http://www.gametoast.com/viewtopic.php?f=64&t=11690
The purpose of these files is to allow server hosts to modify the mission file for other items (like spawn delay
timer settings) and still be able to keep the antiglitch death regions.
Battlebelks antiglitch mod is at: http://www.swbfgamers.com/index.php?action=downloads;sa=view;down=340
These scripts must be compiled into a mission.lvl file, which is easiest to do with Battlebelks mission tool:
http://www.swbfgamers.com/index.php?action=downloads;sa=view;down=319
Battlebelk did not release his modified lvl files for the maps. There is room for improvement on some of these maps
to include more glitch areas. Not all maps were modified.
Battlebelks deatchglitch region names were determined by examining his mission.lvl file for the antiglitch
server package with a hex editor.
Thanks to Phobos and Sleepkiller for discussions on this topic. The discussions can be found at:
http://www.swbfgamers.com/index.php?topic=3956.msg40796#msg40796
Script Reconstruction released 11/13/2011
{PLA} Led
Description: Re-contructed Script files that call BattleBelks death regions in his antiglitch mod.
Battlebelks Antiglitch mod is described here: http://www.gametoast.com/viewtopic.php?f=64&t=11690
The purpose of these files is to allow server hosts to modify the mission file for other items (like spawn delay
timer settings) and still be able to keep the antiglitch death regions.
Battlebelks antiglitch mod is at: http://www.swbfgamers.com/index.php?action=downloads;sa=view;down=340
These scripts must be compiled into a mission.lvl file, which is easiest to do with Battlebelks mission tool:
http://www.swbfgamers.com/index.php?action=downloads;sa=view;down=319
Battlebelk did not release his modified lvl files for the maps. There is room for improvement on some of these maps
to include more glitch areas. Not all maps were modified.
Battlebelks deatchglitch region names were determined by examining his mission.lvl file for the antiglitch
server package with a hex editor.
Thanks to Phobos and Sleepkiller for discussions on this topic. The discussions can be found at:
http://www.swbfgamers.com/index.php?topic=3956.msg40796#msg40796
Script Reconstruction released 11/13/2011
{PLA} Led
#812
SWBF1 Modding / anti-glitch
November 12, 2011, 05:12:48 PM
http://www.gametoast.com/forums/viewtopic.php?f=64&t=11690
Battlebelk made is antiglitch mod, but the deathregions must be called in the lua and compiled into the mission.lvl file.
Based on his pictures in his post, would additional death regions most likely be:
AddDeathRegion("DeathRegion"); (already in lua)
AddDeathRegion("DeathRegion2"); (already in lua)
AddDeathRegion("DeathRegion3");
AddDeathRegion("DeathRegion4");
-------------------------------------------------------------------
or
AddDeathRegion("glitch3");
AddDeathRegion("glitch4");
?
Battlebelk made is antiglitch mod, but the deathregions must be called in the lua and compiled into the mission.lvl file.
Based on his pictures in his post, would additional death regions most likely be:
AddDeathRegion("DeathRegion"); (already in lua)
AddDeathRegion("DeathRegion2"); (already in lua)
AddDeathRegion("DeathRegion3");
AddDeathRegion("DeathRegion4");
-------------------------------------------------------------------
or
AddDeathRegion("glitch3");
AddDeathRegion("glitch4");
?
#813
SWBF1 Modding / adding a run mode ?
November 12, 2011, 12:32:45 PM
Is there any way to add a run mode? Or is that hard coded into the executable?
#814
Released Maps and Mods / Modded Mos Eisley for j-dee
November 07, 2011, 07:12:28 PM
mod release is at:
http://www.swbfgamers.com/index.php?action=downloads;sa=view;down=389
I will work on modding Mos Eisley for Multiple Native units.
This post will have some information that I have found about the map.
Mos Eisley is tat2.lvl.
Stock map has:
Team 1 as Empire/Republic
Team 2 as Rebel/CIS
Note: byte offsets are given for the lvl file installed with the game, not the dedicated server file. Game lvl files can be used on the dedicated server, but dedicated server files can not be used for single player or host player games (you wont see any terrain/building if you do use it).
CP1: given to team 1: byte offset: 1E3693C (change to integer value for other team, 0 for neutral)
CP2: given to team 1: byte offset: 1E37C2C (change to integer value for other team, 0 for neutral)
CP3: given to team 2: byte offset: 1E36520 (change to integer value for other team, 0 for neutral)
CP4, CP5, CP9: hidden CP's given to Jawa (team 3) not sure how to change these to other teams yet.
CP6: given to team 2: byte offset: 1E373E0 (change to integer value for other team, 0 for neutral)
CP7: given to team 2: byte offset: 1E1C7E4 (change to integer value for other team, 0 for neutral)
CP8: given to team 1: byte offset: 1E35CC8 (change to integer value for other team, 0 for neutral)
Team 1 (empire/republic CP names)
Market: CP2
Housing: CP8
Warehouse: CP1
Team 2 (rebel/cis CP names)
Shops: CP6
Hangar: CP7
Cantina: CP3
I can't find the jawa spawns or the jawa CP lights on the map yet, but I'm still looking in ZE.
Right now, I can change any of the 6 CPs listed to any other team.
ok, team 3 is still the Jawa spawns, I cant find any CPs for them. Here is how I changed the rest.
CP1: given to team 4: byte offset: 1E3693C Warehouse: CP1
CP2: given to team 1: byte offset: 1E37C2C Market: CP2
CP3: given to team 2: byte offset: 1E36520 Cantina: CP3
CP6: given to team 5: byte offset: 1E373E0 Shops: CP6
CP7: given to team 6: byte offset: 1E1C7E4 Hangar: CP7
CP8: given to team 7: byte offset: 1E35CC8 Housing: CP8
Note: you will need to make a mission file that uses the cps. I could never find how to change the jawa to another team. It seems they have spawn nodes but no cps.
http://www.swbfgamers.com/index.php?action=downloads;sa=view;down=389
I will work on modding Mos Eisley for Multiple Native units.
This post will have some information that I have found about the map.
Mos Eisley is tat2.lvl.
Stock map has:
Team 1 as Empire/Republic
Team 2 as Rebel/CIS
Note: byte offsets are given for the lvl file installed with the game, not the dedicated server file. Game lvl files can be used on the dedicated server, but dedicated server files can not be used for single player or host player games (you wont see any terrain/building if you do use it).
CP1: given to team 1: byte offset: 1E3693C (change to integer value for other team, 0 for neutral)
CP2: given to team 1: byte offset: 1E37C2C (change to integer value for other team, 0 for neutral)
CP3: given to team 2: byte offset: 1E36520 (change to integer value for other team, 0 for neutral)
CP4, CP5, CP9: hidden CP's given to Jawa (team 3) not sure how to change these to other teams yet.
CP6: given to team 2: byte offset: 1E373E0 (change to integer value for other team, 0 for neutral)
CP7: given to team 2: byte offset: 1E1C7E4 (change to integer value for other team, 0 for neutral)
CP8: given to team 1: byte offset: 1E35CC8 (change to integer value for other team, 0 for neutral)
Team 1 (empire/republic CP names)
Market: CP2
Housing: CP8
Warehouse: CP1
Team 2 (rebel/cis CP names)
Shops: CP6
Hangar: CP7
Cantina: CP3
I can't find the jawa spawns or the jawa CP lights on the map yet, but I'm still looking in ZE.
Right now, I can change any of the 6 CPs listed to any other team.
ok, team 3 is still the Jawa spawns, I cant find any CPs for them. Here is how I changed the rest.
CP1: given to team 4: byte offset: 1E3693C Warehouse: CP1
CP2: given to team 1: byte offset: 1E37C2C Market: CP2
CP3: given to team 2: byte offset: 1E36520 Cantina: CP3
CP6: given to team 5: byte offset: 1E373E0 Shops: CP6
CP7: given to team 6: byte offset: 1E1C7E4 Hangar: CP7
CP8: given to team 7: byte offset: 1E35CC8 Housing: CP8
Note: you will need to make a mission file that uses the cps. I could never find how to change the jawa to another team. It seems they have spawn nodes but no cps.
#816
Released Maps and Mods / PolisMasa_DarkLordRising_ver1.rar
November 06, 2011, 12:19:03 PM
PolisMasa_DarkLordRising_ver1.rar
http://www.swbfgamers.com/index.php?action=downloads;sa=view;down=387
http://www.swbfgamers.com/index.php?action=downloads;sa=view;down=387