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

Topics - Phobos

#321
For those who aren't aware of the changes between 1.0 and 1.2, dark jet got a jetpack and shotgun buff. There are some other modified settings like vehicle collision and such but those are mostly irrelevant.

Here's a comparison:

1.0 Dark Jet Values
Imp_Inf_Dark_Trooper.odf & Imp_inf_dark_troopersnow.odf
Quote
JetJump          = "21.0"      //The initial jump-push given when enabling the jet
JetPush          = "0.0"   //The constant push given while the jet is enabled (20 is gravity)
JetEffect         = "darktrooper_jetpack"
JetFuelRechargeRate      = "0.025" //Additional fuel per second (fuel is 0 to 1)
JetFuelCost         = "0.0" //Cost per second when hovering (only used for jet-hovers)(fuel is 0 to 1)
JetFuelInitialCost      = "0.5" //4initial cost when jet jumping(fuel is 0 to 1)
JetFuelMinBorder      = "0.49" //minimum fuel to perform a jet jump(fuel is 0 to 1)

Imp_weap_inf_shotgun.odf
Quote
PitchSpread         = "2.0"
YawSpread         = "4.0"

1.2 Dark Jet Values
Imp_Inf_Dark_Trooper.odf & Imp_inf_dark_troopersnow.odf
Quote
JetJump          = "21.0"      //The initial jump-push given when enabling the jet
JetPush          = "0.0"   //The constant push given while the jet is enabled (20 is gravity)
JetEffect      = "darktrooper_jetpack"
JetFuelRechargeRate      = "0.06" //Additional fuel per second (fuel is 0 to 1)
JetFuelCost         = "0.0" //Cost per second when hovering (only used for jet-hovers)(fuel is 0 to 1)
JetFuelInitialCost      = "0.45" //initial cost when jet jumping(fuel is 0 to 1)
JetFuelMinBorder      = "0.45" //minimum fuel to perform a jet jump(fuel is 0 to 1)

Imp_weap_inf_shotgun.odf
Quote
PitchSpread         = "1.5"
YawSpread         = "3.0"

As you can see, the pitch and yaw spread values control how much the shotgun pellets spread out. The rebel shotgun therefore, is less accurate than the dark jet shotgun, assuming the host is using 1.2 values for imperial side.

The reason I'm posting this is because most people who modify the imp.lvl using bfbuilder for use with the dedicated software do not make the neccesary changes to the dark trooper. The 1.2 GCW builder however, already has this setting implemented. You can download it here http://www.swbfgamers.com/index.php?topic=3622.0
#322
http://screenshot.xfire.com/s/113113134-4.jpg
blackfoot, a visible bone_pelvis glitch with certain bf2 models used in bf1.
kit fisto is victim of this blackfoot and we must find a way to fix it

Known blackfoot models:
Kit Fisto
Quinlan Vos
Qui-Gon Jinn
Cin Drallig

Does anyone know how to fix these models with either a hex edit or through XSI?
If anyone has a way to fix I will upload the blackfooted models.
#323
As requested, I have now made the twilight rebel skin available for download. Some of these characters might reappear in zhswbf:

Download: http://www.mediafire.com/?38a4y39tahwyd9d

Credits: Rage & Cull
Preview: http://www.xfire.com/video/450644/
#324
This is a dedicated hosting mod for Naboo: Theed, made by keenmike. It disables boundaries on Theed, allowing you to glitch hover tanks outside of the map in the corner.

Download: http://www.mediafire.com/?86t7s64r4s8ehoc
#325
This is a download pack which includes hex edited maps for mos, endor, islands, and cloud city to remove post capturing. Intended for use with dedicated server hosting tools.

Download: http://www.mediafire.com/?125mb8cf
#326
This mod removes capturing on citadel except for the center keep post, but also gives 3 cps to each team, so there is no reinforcement bleeding. It removes boundaries (not sure about death regions though). This was built with BFbuilder tools and hex edits. Works with dedicated tools.

Download: http://www.mediafire.com/?ct9as98yclkjknk

Quote from: Gaydar on December 20, 2013, 07:08:57 AM
Nice tank Sereja.
"Pro" mod, shows your maturity, Phobos.
Shows your lack thereof, troll.

Quote from: HomosUnblock me so we can discuss this over tea.
Um No
#327
These are all online compatible replacement skins for stock maps.
I will update this after every release:

Cloud City Night: http://www.mediafire.com/?2tkt95mdcecpuda
Backup link: http://starwarsbattlefront.filefront.com/file/Cloud_City_Night_Version;107763

Cloud City Twilight: http://www.mediafire.com/?ednc73g7tfqzp7x
Backup link: http://starwarsbattlefront.filefront.com/file/Cloud_City_Twilight;117624

Mos Eisley Twilight: www.mediafire.com/?p5las21ukmpor9h

Endor No Brush: http://www.mediafire.com/?gcd46t72h42pki9
Kamino No Rain: http://www.mediafire.com/?2xkxe3nnii78ahh
Yavin 4 Arena No Brush/Rain: http://www.mediafire.com/?60ro5y0k5h412a5

Note: The mission.lvl included in mos eisley twilight is compatible with both mos eisley twilight and cloud city twilight, so don't use the one included in the cloud city twilight download because it isn't compatible with mos eisley twilight.

Pictures:
Cloud City At Night


Cloud City Twilight


Mos Eisley Twilight
#328
Last Updated: 9/02/2011
Current Development Status:
- Assembling positional outlines for compiled assets
- Developing sides: Creating zombie skins (up to 15), Building Weapons with good effects
- Searching for more Hotel Prop Meshes.
- Searching for Helicopter Assets for the Hotel Roof.

This first section is for updates and news regarding this project.
-4/16: First draft for thread.
-4/29: Added inspiration section
-4/30: Added zombie previews.
-5/03: Added Helkaan zombie preview.
-5/19: Added Zombie Hotel Model Assets. Had to extend thread to second post because it was cutting off extended functions.

About
Hi everyone. This thread is dedicated to the development of a swbf1 mod map project known as ZHSWBF. It is a mod map currently under construction that will feature a large hotel with multiple levels and rooms, full of zombies running around trying to kill a small team of humans. Gametoast banned the project thread for this map because I refused to upload preview pictures. As a community, SWBFgamers will benefit and gametoast will suffer from their own attitudes towards modders.

At the moment the map is in early stages of development, and a team exists which is currently open for application. If anyone here is interested in bugtesting, contributing ideas, sending useful assets or props, or helping create building/player models in XSI, you may reply on this thread or PM me.

Elevators do not yet exist in SWBF1, but I have been heavily experimenting and have created a (for the most part) functional prototype, but there are a couple collision minor bugs with it. If anyone has possible solutions or ideas about this contact me.

Our team page is located here: http://www.xfire.com/communities/zombiehotel/

Team
We currently have 4 members on the team.
Quote
ModTester - Project Developer
[FC]Ldr.Fordo - Assistant Developer
[FC]EoS.Ladeer - Idea Contributor / Map Drafter
Helkaan - Assets Gatherer

Positions
Quote
We are a team of developers, idea contributors, and XSI designers dedicated to making the best the Zombie Hotel map for SWBF1 ever.

Project Developer - I oversee all the map design, zeroeditor, world1, lua work, etc.
XSI Designer - Open positions for anyone who wants to make models for the zombie hotel.
Assistant Developer - Requires basic ODF/LUA/MSH/TGA/REQ modding knowledge, and being familier with zeroeditor functions.
Bug Tester - Involves bugtesting, glitch testing, and uploading SPtest logs.
Idea Contributor / Map Drafter - Open positions for anyone who can innovate and create ideas, or anyone who can sketch blueprints of map layouts.
Assets Gatherer - Anyone who can send collections in a zipped file of useful odf/msh props models or units to be included in the map.
Beta Tester - This position will open up later on with pre-release betas.

More Info/Ideas
The AI pathing should work because the floors will be parallel on the vertical axis. Since the hallways are the same design and paths above as below, the only problems I could see would be the stairways. Plus, there will be enough spawn nodes on each level (there are planned 3-4), to always have zombies on each floor. There are elevators too, but the AI cannot handle them as of yet due to collision bugs. If the floors did not work with ai paths I could always spread the floors out more with long hallways and such.

If you have any useful meshes, props, or buildings you can share let me know. I am looking for an animatedprop of a fish tank with fish swimming in it, and other such room props as TV, bed, plastic chairs, etc.

What are some player models you would like to see as possibly on the human team? And what weapons? POST YOUR IDEAS HERE PEOPLE.

Swimming Pool
Another feature ZH will have is a pool room with a steadily depth increasing pool that can go over your head. You can lure zombies into it and they drown. The terrain will slope downward, with the water level being in the pool. That is why fishtank must be animatedprop, because it cannot be a glass tank mesh with zeroeditor water added, because fish would end up in the swimming pool too.

DMI prefab asset pack I have, but many of the meshes are bugged causing instant crashes. The computer desk one looks very nice but crashes map within seconds.

Inspiration
Here is one of my main inspirations for zombie hotel, the book called "the zombie survival guide". I have uploaded it here you may read it for ideas http://www.mediafire.com/?wr9t8r1oqob5u07


Pictures Of Some Zombies: http://i.imgur.com/jA2TF.jpg

Here is helkaan zombie the face is very nice but the shirt needs blood:


Quote from: [Padawan]HelkaanI don't have SWBF1 but I can help you with the assets and maybe make some zombie skins if you like.
I will add you on xfire and we can talk about it Helkaan. I am looking forward to working with you on zombie skins. With a mission script mod I can probably add up to 10 different types, so we will want to make about 15 good zombie skins, but first must pick zombie meshes.
#329
SWBF1 Modding / 1.2 GCW Side Builder
April 15, 2011, 09:04:59 AM
Outdated please download 1.2 Side Builders For SWBF1 instead
#331
SWBF1 Modding / Scaling/Munging Custom Anims
September 06, 2010, 06:52:02 PM
 :censored:
#332
SWBF1 Modding / Respawning Health/Ammo Droids?
August 31, 2010, 03:53:40 PM
 :censored:
#334
Requests / Envelope Request - Gran Model
August 18, 2010, 06:25:18 AM
Thanks for helping port the Gran, despite Mav's unjustified opposition.
#335
SWBF1 Modding / Convert XSI to MSH
August 14, 2010, 05:06:30 AM
 :censored:
#336
SWBF1 Modding / Tentacles/Dreads in SWBF1 Trick
August 07, 2010, 10:05:35 PM
 :censored:
#337
Requests / Help Stabilizing the Millenium Falcon
July 28, 2010, 01:59:16 PM
So recently I've been working on maps and I wanted to add the Millenium Falcon. I downloaded something called "Conversion_Pack_Vehicles_e" a large pack of vehicle assets and copied over the files for the Falcon. The problem is in multiplayer it crashes instantly, and in SPTEST it doesn't, furthermore there are no error logs to go by. I was wondering if someone could help me make changes to the ODF source so that it doesn't crash, I'm not sure what exactly is doing it but I'm 90% sure its the ODF:

all_fly_falcon.odf
[GameObjectClass]

ClassLabel          = "flyer"
GeometryName            = "all_fly_falcon.msh"

[Properties]

FLYERSECTION            = "BODY"
VehicleType             = "fighter"
MapTexture          = "cloudcar_icon"
HealthTexture           = "HUD_all_awing_icon"
//VehiclePosition         = "common.vehiclepositions.pilot"
MapScale            = 1.5

GeometryName            = "all_fly_falcon"
//FirstPerson             = "all\allsspdr;all_1st_cockpit_snowspeeder"
FirstPerson        = "all\allcldcr;all_1st_cockpit_cloudcar"

FirstPersonFOV          = "60"
CollisionScale          = 1.5
CollisionThreshold = "5.0"
CockpitTension          = 28


///// DAMAGE, HEATH, AND EXPLOSION SECTION //////
MaxHealth            = 300000.0
HealthType          = "vehicle"

DamageStartPercent      = 50.0
DamageStopPercent       = 20.0
DamageEffect            = "vehiclesmoke"
DamageEffectScale       = 1.0
DamageInheritVelocity   = 0.75
DamageAttachPoint       = "hp_damage_1"

DamageStartPercent      = 25.0
DamageStopPercent       = 0.0
DamageEffect            = "vehicleflame"
DamageEffectScale       = 1.0
DamageInheritVelocity   = 0.75
DamageAttachPoint       = "hp_damage_1"

DamageStartPercent      = 50.0
DamageStopPercent       = 20.0
DamageEffect            = "vehiclesmoke"
DamageEffectScale       = 1.0
DamageInheritVelocity   = 0.75
DamageAttachPoint       = "hp_damage_2"

DamageStartPercent      = 25.0
DamageStopPercent       = 0.0
DamageEffect            = "vehicleflame"
DamageEffectScale       = 1.0
DamageInheritVelocity   = 0.75
DamageAttachPoint       = "hp_damage_2"

//ExplosionDestruct       = "all_fly_ywing_exp"

///// VEHICLE FLYING SETTINGS /////
Acceleraton             = 30.0
MinSpeed            = 30.0
MidSpeed            = 60.0
MaxSpeed            = 85.0
BankAngle            = 0.8
BankFilter          = 4.5
LevelFilter             = 5.0

PitchRate               = 0.8
PitchFilter             = 2.75
TurnRate            = 1.75
TurnFilter          = 5.75

PCPitchRate             = 20.0
PCTurnRate          = 20.0
PCSpinRate          = 17.0

TakeoffTime             = 2.0
TakeoffSpeed            = 4.0
LandingTime             = 2.0
LandingSpeed            = 5.0
TakeoffHeight           = 3.5
LandedHeight            = 1.5

////// PLAYER SETTINGS (CAMERA, PLAYER POSITION) //////
EyePointOffset          = "0.0 0.0 10.0"
TrackCenter          = "0.0 10.0 -24.0"
TrackOffset          = "0.0 0.0 0.0 "
TiltValue            = "4.0"

AimTension          = "30.0"
MoveTension          = "2.5"


////// WEAPONRY SETTINGS /////
WeaponName          = "all_weap_fly_snowspeeder_cannon"
WeaponAmmo          = "0"

//AimerNodeName           = "hp_laser_1"
AimerPitchLimits        = "-5 5"
AimerYawLimits          = "-5 5"
BarrelLength            = "2.5"

///////// EXHAUST SETTINGS ///////////
//ThrustEffect        = "exhaust_jedistarfighter"
//ThrustAttachPoint       = "hp_engine_1"
//ThrustEffectMinScale    = "1.7"
//ThrustEffectMaxScale    = "2.2"
//ThrustEffectScaleStart  = "1.5"

//////// COLLISION SETTINGS //////////
//TerrainCollision    = "collision"
//SoldierCollision    = "awing"
//VehicleCollision    = "collision"
//BuildingCollision    = "collision"


/////// SOUNDS ///////////////////
EngineSound          = "all_fly_ywing_engine_parameterized"
TakeoffSound        = "all_fly_ywing_takeoff"
LandSound            = "all_fly_ywing_land"
HurtSound            = ""
DeathSound          = "imp_weap_ord_exp_lg"
VehicleCollisionSound = "com_veh_collision_sm"
//TurnOnSound        = ""
TurnOffSound        = ""
TurnOffTime      = "2.0"
TurningOffSound      = ""
ImpMusic        = "imp_vehicle"
AllMusic        = "all_vehicle"
MusicSpeed          = ".25"
MusicDelay          = "3.0"
FoleyFXGroup    = "metal_foley"
#338
 :censored:
#339
 :censored:
#340
SWBF1 Modding / [HELP]Destroying Objects
May 10, 2010, 04:54:54 PM
 :censored: