Menu

Show posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Show posts Menu

Messages - SleepKiller

#1801
SWBF1 Modding / Re: Questions I Would Ask BattleBelk V2
October 17, 2011, 05:17:52 PM
Yes I would love to be friendly but he always seems to think my work is all so easy (And that just ticks me off.) and that I tried that one method and what not befor I got the end result. 
#1802
SWBF1 Modding / Re: Questions I Would Ask BattleBelk V2
October 17, 2011, 04:52:22 PM
Quote from: Phobos Developer on October 17, 2011, 04:39:50 PM
Deathmatch is way, way easy. Bamdur and I showed led the 2 simple LUA lines, so he can verify its simplicity. Extracting TGA from LVL is also simple using 2 small tools. It is not hard at all to: Enable deathmatch, Extract TGA. If your or my attitude keeps you from sharing your theories good for you but I will share all of mine here no matter how much criticism they receive.
Battlebelk made the reinforcement numbers invisible, but it's not known (yet) whether or not this impacted other textures. It is also not known if font color is a texture or a script code.
3 reasons I do not believe that at all
1) The no cd hack is very popular, public domain and nobody has ever been banned from playing in MP for using it.
2) No cd keys ive used have ever been banned. i have over 20 public domain ones and a few private ones
3) LucasArts does not control gamespy's server
*) Where is the source? Where did you "see cd keys banned this year"?
If you can link me a source I'll reconsider thinking you just made that all up.?
:censored: by Buckler; please refrain from personal attacks you still do not understand how many days/weeks I spent devoloping deathmatch you lot get to see the finsihed product and thus thanks to my hard research see the resault that you think is all so simple and that I made it in an hour, I did not. And tehir is more than LUA to it if you want it to work properly Bamdur never recieved my full source.

And I was using a no cd crack that was working fine one day and the next the master server rejected the exe from connecting to it.

And H/b]ave A/b] N/b]ice D/b]ay.
#1803
SWBF1 Modding / Re: Questions I Would Ask BattleBelk V2
October 17, 2011, 04:23:21 PM
Yeah that would work to. I tried testing my theory with 100 AI per team.... the client side crashed but the server kept on ticking, so I think it is possible to do it as long as you don't go over board.
#1804
SWBF1 Modding / Re: Questions I Would Ask BattleBelk V2
October 17, 2011, 04:04:49 PM
Quote•Is it possible to get more than 32 AI to spawn in multi-player?
You know I think I found a way to do this..... But I'm only gonna tell you if you lose your attitude and stop sayying my work is simple and easy it is in no way as easy as you think it is.

And your theory of making the fonts alpha would not work the game uses a pool of fonts globally you would be making all the game text invisable.

And btw just so you know LucasArts does still monitor SWBF1 if they find a modified EXE they ban its CD key from connecting to the master server, so you can breach the EULA but you are at a high at risk of being disconnected from multiplayer. (And I'm not joking I've seen CD keys banned this year.)

And please remember the concept of HAND.
#1805
Public Square / Re: Chat
October 17, 2011, 01:07:07 PM
Ah, I see.
#1806
Mm, true the current movies add up yo over 800 Mb alone.
#1807
SWBF1 Modding / Re: Questions I Would Ask BattleBelk
October 17, 2011, 02:27:21 AM
Most modders want to make a mod that is special and not like another mod. Hence why most of us do not post our assets of our yet to be completed mod.
#1808
SWBF1 Modding / Re: Questions I Would Ask BattleBelk
October 17, 2011, 12:56:31 AM
Quote from: Phobos Developer on October 17, 2011, 12:50:38 AM
That's just the kind of pathetic asset/knowledge hoarding I despise and so does the majority of the active swbf1 modding community. Your deathmatch mod is a super simple LUA edit and the fact you try to keep achievements like this closed source is the primary reason I disrespect you. If I gave a rat about download count I would be kissing their behinds just like you. I'd rather make a better mod, and share the assets with other modders, than try to top some meaningless download count. Wow, I guess I expected too much (integrity) from you.
You under estimate what it actaully takes to make deathmatch work the way it is supposed to. And a modder makes his assets to put in his mods not anyone elses if he releases them good for him. But you can not get annoyed when a modder does not release his assets that he has worked hard on. And here is another reason to despise me I know how to do custom galatic conquests but I have never told anyone how to.
#1809
SWBF1 Modding / Re: Questions I Would Ask BattleBelk
October 17, 2011, 12:47:52 AM
QuoteAlso remember how you tried to keep the lua source for deathmatch secret when you first discovered it?
Why, last I checked it was still closed source but to a select few.

And Teancum and Maveritchell are amazing modders and great members of the community. Their main mod has gotton over 265884 downloads! If you ever top that let me know.
#1810
SWBF1 Modding / Re: Questions I Would Ask BattleBelk
October 17, 2011, 12:28:56 AM
I think I know my own tool a bit better than you ::) .

And Teancum is one of the best SWBF modders you will ever meet.That just shows how you are not a true member of the community to not see that.
#1811
SWBF1 Modding / Re: Questions I Would Ask BattleBelk
October 16, 2011, 10:53:40 PM
Quote from: Phobos Developer on October 16, 2011, 10:18:09 PM
It is a mislabel, accept the fact that it does not build tga files. Therefore it is not a tga builder. It is an addon.lvl builder. Accept it or not, but that's the simple truth of the matter. The TGA files were built during the extraction/conversion process.

BFbuilder is redundant for most lvl to be compiled. 99% of lvl only use a few exe from the toolsFL folder. Sides, common, mission, sound, and core builders are all standalone and do not need to be in the bfbuilder. I feel shell/addon deserves the same benefit. Especially considering most new modders don't download bfbuilder until they learn how to edit the other lvl files (the ones I have been teaching at least).

BFbuilder is essential to mod maps but not everything. In fact I think it is better for new modders to start with easier files such as mission and side.

I don't "label everything that disagree with my ideals as fascist." and I highly doubt you are being serious or calm by making false accusation after false accusation about me. The two examples I gave to defend my statement remain valid and unless you have a reason to say those actions are not fascist then I suggest you stop with the false accusations.

Gametoast deleted several modding tutorials and builders I uploaded there, but it's their loss because all those things are now here.

Threads that were originally posted on gametoast (archived in modding encylopedia) then deleted when I got banned for refusing to upload a screenshot for zombie hotel WIP. Threads that gametoast felt were detrimental to their forum and the swbf1 community:
Hex Editing Tutorial - http://www.swbfgamers.com/index.php?topic=3640
Mission.lvl Modding - Basics Tutorial - http://www.swbfgamers.com/index.php?topic=3641
SWBF1 Hovernaut Assets - http://www.swbfgamers.com/index.php?topic=3664.0
Also deleted sound.lvl builder v1.1 and v1.2

There are other examples but I think this is more than enough to prove my point.
I give up it is a Shel TGA Builder weither you like it or not. And it is not mislabled.

And are honestly so stupid, GameToast is set up to auto delete the posts of banned members. And you got banned for not obeying a request of one of the most respected and attained modders in the SWBF community who is also an admin on gametoast. You can't refuse to follow rules and then expect the admins not to get trigger happy. And btw I find it much better to have my whole project in one folder this is were BFBuilder Pro comes in handy

And of course you are blaming me for this topic going off track. The only one doing these "false accusations" is you.
#1812
Yeah should work like a charm.(Hopefully)
#1813
Really my copy of SWBFII for PS2 has the LVL files on it.
#1814
SWBF1 Modding / Re: Questions I Would Ask BattleBelk
October 16, 2011, 09:28:01 PM
Its never been on topic if you think about it..... The topic is Questions I Would Ask BattleBelk not Will You Help Me Work Out How To Do These Things.
#1815
SWBF1 Modding / Re: Questions I Would Ask BattleBelk
October 16, 2011, 09:24:28 PM
Quote from: jdee-barc on October 16, 2011, 09:07:42 PM
3. it doesn't build shell.lvl, bro. it allows custom shell textures, and apparently splash screens. psych0fred made it for his redshell build. sleepkiller made it so you can do more with it. thats why its called SHELLTGABUILDER. i don't see a mislabel, and i don't think it was intended if anyone else thinks there was one
And everyone on gametoast seemed to quite like having the ability to do that to SWBF1.