SWBFGamers

Modding for the Original SWBF1 and SWBF2 => SWBF1 Modding => Topic started by: Phobos on October 11, 2011, 08:46:23 PM

Title: Questions I Would Ask BattleBelk
Post by: Phobos on October 11, 2011, 08:46:23 PM
Last Updated 10/11/2011

These are the questions I will ask BattleBelk if I ever see him online again:
Title: Re: Questions I Would Ask BattleBelk
Post by: SleepKiller on October 11, 2011, 09:00:58 PM
What is the point of this thread?   :confused: Why post this list of questions that you would ask a person who for all we know could be dead?

And serveral of these are easily awnsered such as.

• What file contains the code that decides what modifications are and are not online compatible (client crashing)?
The main EXE will.

Just use logic and poke around the munged files yourself and you will get your awnsers.
Title: Re: Questions I Would Ask BattleBelk
Post by: Phobos on October 11, 2011, 09:49:17 PM
Quote from: SleepKiller on October 11, 2011, 09:00:58 PM
What is the point of this thread?   :confused: Why post this list of questions that you would ask a person who for all we know could be dead?

And serveral of these are easily awnsered such as.

• What file contains the code that decides what modifications are and are not online compatible (client crashing)?
The main EXE will.

Just use logic and poke around the munged files yourself and you will get your awnsers.
I find it funny you don't understand the point of a simple thread such as this. Your vague answers are of little help.
Title: Re: Questions I Would Ask BattleBelk
Post by: SleepKiller on October 11, 2011, 10:42:32 PM
Okay SWBF1 LUA is extremly limiting so anything complex like server/client comunications is handle by the EXE.
Title: Re: Questions I Would Ask BattleBelk
Post by: jdee-barc on October 12, 2011, 03:14:39 AM
Wireframe models, i think, are done by exporting the model as a fully animated, yet untextured, wireframe (you saw the wirefram atat i'm assuming).


I've asked these questions so many times, and i've gotten pretty much the same answer that sleepkiller gave so i'd just stick to that.

-reverse engineering compiled code, lua or anything, is nothing short of impossible. the most i could do is use luck3y's lvl extract utility to extract dds files, and convert them to tgas. so no, you can't demunge scripts, but you can do the followiing
--hexedit
--take the bf2 script and try to piece the bf1 script from it (not entirely possible for many scripts)\


Title: Re: Questions I Would Ask BattleBelk
Post by: Phobos on October 12, 2011, 03:57:43 PM
If we don't even know how battlebelk unlocked 6th spawn button then I find it foolish to assume it is not feasible for us to discover how.
Title: Re: Questions I Would Ask BattleBelk
Post by: Bamdur on October 12, 2011, 04:07:59 PM
another answer, you have to realize swbf was made back when lua was really starting to progress,(idk which version that is but its soemwhere) and its a very outdated version with not all the features that lua 5.2 has ( latest one)
Title: Re: Questions I Would Ask BattleBelk
Post by: jdee-barc on October 12, 2011, 04:23:22 PM
bf1 uses 4.0,  i think.

1.in bf2 the unit number is hardcoded.

2.in sptest, trying to add a sixth unit, results in a crash saying something about how the number is greater then the number specified by the "addunitclass" function. the basic lua functions (addunitclass, ReadDataFile, ReadDataFileIngame, SetHeroClass, sethistorical(), etc),basic odf commands (maxhealth, RoundsPerClip, AnimationName, etc), entityclasses (weapons and ords explosion, cannon, launcher. others - flyer, hover, commandwalker, prop, etc), and animationbanks (rifle, pistol, lascanon [unused], gam, melee, bazooka, and possibly something for the cut wampa), all defined in the exe when looked at through a hexeditor.
Title: Re: Questions I Would Ask BattleBelk
Post by: SleepKiller on October 12, 2011, 07:18:47 PM
Yeah SWBF1 uses 4.0 or 4.1 forgotton whcih :/
Title: Re: Questions I Would Ask BattleBelk
Post by: Led on October 12, 2011, 08:49:17 PM
Quote from: SleepKiller on October 12, 2011, 07:18:47 PM
Yeah SWBF1 uses 4.0 or 4.1 forgotton whcih :/

I am fairly certain that its 4.1.

I have a link to the LUA programming site somewhere on SWBFgamers, i think.  The 4.1 version has a ton of downloads :)
Title: Re: Questions I Would Ask BattleBelk
Post by: jdee-barc on October 12, 2011, 09:13:12 PM
is it the riley man pages?
Title: Re: Questions I Would Ask BattleBelk
Post by: Bamdur on October 12, 2011, 09:14:36 PM
Lua 4.0 was released on 06 Nov 2000. The main new features in Lua 4.0 are multiples states, a new API, "for" statements, and full speed execution with full debug information. Also, Lua 4.0 no longer has built-in functions: all functions in the standard library are written using the official API. The last release was Lua 4.0.1, released on 04 Jul 2002. (THAT IS OLD)

www.lua.org
Title: Re: Questions I Would Ask BattleBelk
Post by: Led on October 13, 2011, 06:21:50 AM
From the riley manual pages:

The script chunk, marked by "scr_" in the *.lvl files, contains script code to be executed in the user
interface or just before a mission finishes loading. The body of the script appears to be stored in Lua
byte-code (version 4.0). For information on the Lua programming language, visit the Lua Programming
Language web site. Use command "luac -l" to disassemble byte-code into a slightly more meaningful
opcode format.

link and discussion of archived riley pages are found here
http://www.swbfgamers.com/index.php?topic=3791.0
Title: Re: Questions I Would Ask BattleBelk
Post by: Phobos on October 13, 2011, 02:02:17 PM
Quote from: Buckler on October 13, 2011, 06:21:50 AM
From the riley manual pages:

The script chunk, marked by "scr_" in the *.lvl files, contains script code to be executed in the user
interface or just before a mission finishes loading. The body of the script appears to be stored in Lua
byte-code (version 4.0). For information on the Lua programming language, visit the Lua Programming
Language web site. Use command "luac -l" to disassemble byte-code into a slightly more meaningful
opcode format.

link and discussion of archived riley pages are found here
http://www.swbfgamers.com/index.php?topic=3791.0

Thanks Led, it dispels the cliche theory that "all scripts are exe". I have both Riley PDFs and will be studying them further for answers. There are secrets hidden in the lvl files waiting to be discovered.
Title: Re: Questions I Would Ask BattleBelk
Post by: SleepKiller on October 13, 2011, 02:06:53 PM
Trust me mate just leave it alone I've wasted hours of my life trying to decompile the scripts it can not be done.(Unless you are incredibly skilled in understanding computer language.)  And the Scripts are only used to call fuctions that are hardcoded in the EXE you can not get a sixth slot, new eras or anything like that.

EDIT: I just thought of a way to get you a sixth slot. The odds are LucasArts has the source code for SWBF1 since it is their game. So go o LucasArts HQ busst in at night sneak about search their computers find the sourcecode and put it on a usb stick sneak out. And boom you can now get your sixth slot. :P (Yes I am feeling a bit board at the moment.)
Title: Re: Questions I Would Ask BattleBelk
Post by: Phobos on October 13, 2011, 02:11:45 PM
You might be right, you might be wrong. Until an LUA decompiler is released I will probably not try to go that route. My idea is to somehow edit the already munged scripts before they are munged again into lvl. Maybe hex editing is possible.

The question I want answered most right now is #2, removing multi player chat somehow. I will be devoting some time to exploring this possibility. If you have any ideas please share them. I will ignore comments such as "don't waste your time, it's impossible, blah blah blah". As if someone talking like that can even prove it.
Title: Re: Questions I Would Ask BattleBelk
Post by: SleepKiller on October 13, 2011, 02:18:05 PM
QuoteYou might be right, you might be wrong. Until an LUA decompiler is released I will probably not try to go that route. My idea is to somehow edit the already munged scripts before they are munged again into lvl. Maybe hex editing is possible.
Another thing I've wasted hours of my life doing and failing. I got so close to having new singleplayer eras with that. 

Oh yeah and your other question I can think of one way that may do it but it would breach the EULA so.....
Title: Re: Questions I Would Ask BattleBelk
Post by: Phobos on October 13, 2011, 02:44:06 PM
Quote from: SleepKiller on October 13, 2011, 02:18:05 PM
Another thing I've wasted hours of my life doing and failing. I got so close to having new singleplayer eras with that. 

Oh yeah and your other question I can think of one way that may do it but it would breach the EULA so.....
BattleBelk's sptest launcher breaches EULA also but I have never seen anyone get in trouble for hosting it  :rofl:
Title: Re: Questions I Would Ask BattleBelk
Post by: jdee-barc on October 13, 2011, 03:33:35 PM
I'm not sure why we even need a sixth slot though. I've been perfectly content modding SWBF1 with just 5 units. What i really just want to know is whether you can set up randomized things (like skydomes/environment, legions, even maps), and how to setup the "CTF" you somehow managed to transpose to BF1 and deathmatch mode.
Title: Re: Questions I Would Ask BattleBelk
Post by: SleepKiller on October 13, 2011, 03:38:19 PM
Quote from: Phobos Developer on October 13, 2011, 02:44:06 PM
BattleBelk's sptest launcher breaches EULA also but I have never seen anyone get in trouble for hosting it  :rofl:
Yes, but I do not like to breach the EULA.
Title: Re: Questions I Would Ask BattleBelk
Post by: Led on October 13, 2011, 03:50:04 PM
Well, if the price was right, I would buy the source code. 

But I'm not sure it even exists anymore, given the amount of time and companies that have passed.
Title: Re: Questions I Would Ask BattleBelk
Post by: Phobos on October 13, 2011, 03:55:00 PM
Quote from: SleepKiller on October 13, 2011, 03:38:19 PM
Yes, but I do not like to breach the EULA.
I don't care if the solution breaches it or not. I doubt anyone from lucasarts will either.

Quote from: Buckler on October 13, 2011, 03:50:04 PM
Well, if the price was right, I would buy the source code. 

But I'm not sure it even exists anymore, given the amount of time and companies that have passed.
It is probably locked away in a vault somewhere.
Title: Re: Questions I Would Ask BattleBelk
Post by: jdee-barc on October 13, 2011, 04:04:07 PM
It's guarded... but beware ==>(https://www.swbfgamers.com/proxy.php?request=http%3A%2F%2Ficanhascheezburger.files.wordpress.com%2F2007%2F03%2Fits-a-trap.jpg%3Fw%3D500%26amp%3Bh%3D375&hash=000614a897a25ddb7566c459fd2854226cd8cf34)

oh, um, a few people from Pandemic Studios now run a small business making iOS apps. I don't remember their website, but they do give subtle mention to the pandemic shutdown and subtle insults at EA  :P.
Title: Re: Questions I Would Ask BattleBelk
Post by: Bamdur on October 13, 2011, 04:27:36 PM
sleepkiller making a new singleplayer era is not really that hard, all you need to do is edit missionlist.lua and reinject it into shell.lvl
Title: Re: Questions I Would Ask BattleBelk
Post by: jdee-barc on October 13, 2011, 04:41:57 PM
Me and ggctuk have two different threads for it on gametoast. his has more information on how to do it. mine is about actually discovering it. take a look at it.
Title: Re: Questions I Would Ask BattleBelk
Post by: SleepKiller on October 13, 2011, 08:00:00 PM
It is not that simple just to edit missionlist.lua you need to reprogram the interface to make it look like their are new eras when in fact all you are using is the two.
Title: Re: Questions I Would Ask BattleBelk
Post by: Bamdur on October 13, 2011, 10:43:27 PM
i simply mean overwriting the old campaign.
Title: Re: Questions I Would Ask BattleBelk
Post by: jdee-barc on October 14, 2011, 12:32:03 PM
Quote from: SleepKiller on October 13, 2011, 08:00:00 PM
It is not that simple just to edit missionlist.lua you need to reprogram the interface to make it look like their are new eras when in fact all you are using is the two.

The way  I did it was very simple and didn't involve any of this. i just deleted the contents of addme and overwrote it with missionllist, adding maps to be shown automatically.
Title: Re: Questions I Would Ask BattleBelk
Post by: SleepKiller on October 14, 2011, 01:19:54 PM
I never like to do things the simple way though.  :)
Title: Re: Questions I Would Ask BattleBelk
Post by: jdee-barc on October 14, 2011, 06:27:09 PM
Quote from: SleepKiller on October 14, 2011, 01:19:54 PM
I never like to do things the simple way though.  :)

I always try the hardest and most tedious possible way too, just incase it opens up a new feature, but other then that, I stick to the way I know works 100% of the tme.

Now about all these things about 6th units and lua commands, I found a C-code disassembler (that supposedly can almost completley reverse engineer an executable). If the battlefront.exe is programmed in C, then this should help. It would help a bit, if it works. It's called REC Decompiler, for Windows and Ubuntu Linux (using both to see which one works better for this).

This is just an image of how it works, not what i've done

(https://www.swbfgamers.com/proxy.php?request=http%3A%2F%2Fwww.backerstreet.com%2Frec%2Fimages%2Fdecompile.jpg&hash=1d5cb3846d39a39b9c85bdd8eb13fef03cf44a22)


I know the legality of this is questionable, but it would probably help answer questions.
Title: Re: Questions I Would Ask BattleBelk
Post by: SleepKiller on October 14, 2011, 07:13:42 PM
Trust me just because I do not like to breach the EULA does not mean I have not tried that stuff it does not work.
Title: Re: Questions I Would Ask BattleBelk
Post by: Bamdur on October 14, 2011, 07:19:10 PM
swbf is c++
Title: Re: Questions I Would Ask BattleBelk
Post by: jdee-barc on October 14, 2011, 08:09:46 PM
oh. well, that was a waste of 30 minutes  :slap:.
Title: Re: Questions I Would Ask BattleBelk
Post by: Phobos on October 15, 2011, 05:21:17 PM
Good find barc, I will be trying that program to look for a variable I can remove to disable or hide public/team chat in multi-player. I have 3 major hypotheses or approaches towards this goal.

I hear you talk about failure and wasting time and it's just pitiful to think you learned nothing from your experiments. Even in modding experiments where I failed I usually learned something else from it, and always documenting that, rather than say it was a waste of time and tell everyone to stop trying.

That being said I can expand on my 3 ideas as to how it might be possible to remove chat in MP:
1 - hex editing .script files in common/munged
2 - finding memory address pointers in cheat engine and creating a hack or trainer with an on/off switch
3 - somehow editing the decompiled source code using the program barc linked.

I will be testing all these methods to the best of my ability and whether I fail or not doesn't matter because the process of elimination will eventually provide the answer.
Title: Re: Questions I Would Ask BattleBelk
Post by: Bamdur on October 15, 2011, 06:16:08 PM
ITS CURMUDGEON TIME! :'(
Title: Re: Questions I Would Ask BattleBelk
Post by: jdee-barc on October 15, 2011, 06:19:19 PM
Quote from: Phobos Developer on October 15, 2011, 05:21:17 PM
Good find barc, I will be trying that program to look for a variable I can remove to disable or hide public/team chat in multi-player. I have 3 major hypotheses or approaches towards this goal.

I hear you talk about failure and wasting time and it's just pitiful to think you learned nothing from your experiments. Even in modding experiments where I failed I usually learned something else from it, and always documenting that, rather than say it was a waste of time and tell everyone to stop trying.

That being said I can expand on my 3 ideas as to how it might be possible to remove chat in MP:
1 - hex editing .script files in common/munged
2 - finding memory address pointers in cheat engine and creating a hack or trainer with an on/off switch
3 - somehow editing the decompiled source code using the program barc linked.

I will be testing all these methods to the best of my ability and whether I fail or not doesn't matter because the process of elimination will eventually provide the answer.

look, it's meant for C apps. and SWBF is apparently C++, so you'll really have no luck there. the program, as a a matter of fact, crashed on me when i tried to load the battlefront exe (in the 10 or so times i tried it)

Quote from: Bamdur on October 15, 2011, 06:16:08 PM
ITS CURMUDGEON TIME! :'(
??? huh?
Title: Re: Questions I Would Ask BattleBelk
Post by: SleepKiller on October 15, 2011, 07:32:52 PM
Quote from: Phobos Developer on October 15, 2011, 05:21:17 PM
I hear you talk about failure and wasting time and it's just pitiful to think you learned nothing from your experiments. Even in modding experiments where I failed I usually learned something else from it, and always documenting that, rather than say it was a waste of time and tell everyone to stop trying.

Don't go talking about waste of time and failure like that to me young lad. I would liek to see you come over here and take some time in my life before you tell me weather or not it is pitiful I classify that stuff as a waste of time.

Oh, and.

1 - hex editing .script files in common/munged - Won't work.
2 - finding memory address pointers in cheat engine and creating a hack or trainer with an on/off switch - Ilegal
3 - somehow editing the decompiled source code using the program barc linked. - Ilegal
Quote from: Bamdur on October 15, 2011, 06:16:08 PM
ITS CURMUDGEON TIME! :'(
I agree with jdee, huh?  ???
Title: Re: Questions I Would Ask BattleBelk
Post by: Bamdur on October 15, 2011, 07:40:25 PM
sleepkiller, lucasarts doesnt care  8)
Title: Re: Questions I Would Ask BattleBelk
Post by: SleepKiller on October 15, 2011, 08:07:28 PM
How do you know I don't work for LucasArts..............  :P . But if they wish they can revoke our right to the tools they have released and any website that would still host them would face a hefty fine. My point is LucasArts owns the game not you. They are only letting you use it so you follow their rules that you are legally bound to from the moment you install SWBF1 if you breach them you are braking the law.
Title: Re: Questions I Would Ask BattleBelk
Post by: jdee-barc on October 15, 2011, 08:19:40 PM
oh and i never told anyone to stop trying. i just said that i wasted 30 minutes going around in circles.

@bamdur, Of course LucasArts doesn't care. but I think it would be wrong (not really legally, but morally) to take a 6 year old game, add all sorts of new features to it by heavily modding the exe, and then flaunt it on the internet because, what if a former Pandemic employee who worked day and night on SWBF, found it? I just have the impression that they would feel like their work was being plagarized.

besides, why do we need all these extra features like 6 units or mp chat turned off? There are ways of getting by this (in a mod, have a different special unit for different maps, for mp chat, just ignore what people are writing and don't join in chatting. the idea of new eras is cool, but there are proven workarounds (my quick n' easy method, sleepkiller's more sophisticated way). imo i'd just appreciate what we can do with this old game. Bf2 also has its limits (no grappling hook, strafe, prone, bug-free orbital strike), but people have again, work around these, and oftentimes, create something better then what the stock thing would've been. i feel that these limitations, can expand your creativity by making you improvise things on them.


Personally i feel that whatever can be done to mod the game by hexediting lvl files, editing odfs, models, particle effects, textures, sfx, shader (yes, out of the random, i suddenly found the bf1 shaders for the game in a folder) music, and  lua scripts, is good enough for me.


@sleepkiller, you posted while i was posting. i personally don't think lucasarts cares that much for a 5-6 year old game. i mean, their official SWBF website hasn't been updated since before its release

@bamdur again, what was the "curmudgeon" thing about? i still don't get it
Title: Re: Questions I Would Ask BattleBelk
Post by: SleepKiller on October 15, 2011, 08:27:06 PM
Yeah why do we need these things just buy SWBFII. You get more than six that way. ;)
Title: Re: Questions I Would Ask BattleBelk
Post by: Phobos on October 15, 2011, 08:37:15 PM
I didn't say it was pitiful you decided your efforts were a waste of time, I said it was pitiful that with so many hours "wasted" you didn't learn anything from the failure worth sharing with the community or noting down. Its as if you think you can only learn from success which is not the case.

Quote from: SleepKiller on October 15, 2011, 07:32:52 PM
Don't go talking about waste of time and failure like that to me young lad. I would liek to see you come over here and take some time in my life before you tell me weather or not it is pitiful I classify that stuff as a waste of time.

Oh, and.

1 - hex editing .script files in common/munged - Won't work.
2 - finding memory address pointers in cheat engine and creating a hack or trainer with an on/off switch - Ilegal
3 - somehow editing the decompiled source code using the program barc linked. - IlegalI agree with jdee, huh?  ???

1 - Won't believe it until I try it
2 - Your point?
3 - Your point?
Go tell lucasarts that im break eula please, they will either laugh at you or ignore you. Your attempt to constantly discourage modders from even trying to push the boundaries with the EXE is really of no use because people are going to try no matter what you say about it. Go ahead and keep running my ideas down it will look funny when suddenly I prove you wrong.

The fact is even swbfgamers hosts "illegal hacks" and L.A. has not done a thing nor will they, it seems the only person who even cares is you.
Illegal download (breaches eula to remove green screeN) : http://www.swbfgamers.com/index.php?action=downloads;sa=view;down=344

I will be in full support of anyone who breaches EULA to improve the game enjoyability. That is why i support battlebelk and the work he did, as well as whoever made the no cd hack.

Gonna get a lawsuit from lucasarts for removing in game chat ? hahahaha :cheers:
Title: Re: Questions I Would Ask BattleBelk
Post by: SleepKiller on October 15, 2011, 09:04:26 PM
Okay, lets see. Out of which one of us who has pushed the bounderies of Zero Engine the most.

I've made a Deathmatch mode which completely goes against SWBFs core logic. I've made a CTF mode which again goes against SWBF's logic. Hmmm were as you are trying to remove ingame chat, wow your pushing the limits alright. And btw everyone but you hates games were you can not chat with other players.


No wonder gametoast banned you. You 100% deserve it.
Title: Re: Questions I Would Ask BattleBelk
Post by: jdee-barc on October 15, 2011, 09:10:53 PM
and i made the first era mod for bf1, which was thought impossible, and the first mod with exploding bullets, which looks cool. sorry. i had to brag. :D

2. ok, lets not start a flame war for the  THIRD time those topics always get locked.

Quote from: Phobos Developer on October 15, 2011, 08:37:15 PM
as well as whoever made the no cd hack.

Gonna get a lawsuit from lucasarts for removing in game chat ? hahahaha :cheers:

a nocd hack has been made for many games. that has to be illegal (i don't remember but it might come under the crime of pirating software)

and why would you ever wanna remove ingame chat? i find it so entertaining having a random conversation with players. :D

and neither sleepkiller nor any of us were not "running down" your ideas, we were simply pointing out
a. legal issues
b. whether its even possible to do whatever we have to talk about
c. why we'd even do it.

@bamdur. now i understand the curmudgeon thing you commented with. thank you, urbandictionary.
Title: Re: Questions I Would Ask BattleBelk
Post by: SleepKiller on October 15, 2011, 09:13:50 PM
Quote from: jdee-barc on October 15, 2011, 09:10:53 PM
and i made the first era mod for bf1 and the first mod with exploding bullets. sorry. i had to brag. :D
Yeah braging is fun. :)
Quote from: jdee-barc on October 15, 2011, 09:10:53 PM
2. ok, lets not start a flame war for the  third time those topics always get locked.
I agree let us put this to rest.
Quote from: jdee-barc on October 15, 2011, 09:10:53 PM
and why would you ever wanna remove ingame chat? i find it so entertaining having a random conversation with players. :D
Likewise.
Title: Re: Questions I Would Ask BattleBelk
Post by: Phobos on October 15, 2011, 09:21:29 PM
Quote from: SleepKiller on October 15, 2011, 09:04:26 PM
Okay, lets see. Out of which one of us who has pushed the bounderies of Zero Engine the most.

I've made a Deathmatch mode which completely goes against SWBFs core logic. I've made a CTF mode which again goes against SWBF's logic. Hmmm were as you are trying to remove ingame chat, wow your pushing the limits alright. And btw everyone but you hates games were you can not chat with other players.


No wonder gametoast banned you. You 100% deserve it.

I was banned for defending what is right by standing up to fascist tyranny (locking threads which don't have screenshots and videos after X amount of days) and I am proud for that. I made a statement to the swbf1 modding community that there are those of us who will not tolerate that kind of ludicrosity. Just ask cull, about his threads being locked and called spam by GT admins, when they were not spam but mod map ideas.. It's always the GT shills who come here to hate on me, I'm used to it by now.

Not sure what you mean by "zero engine". If you are referring to zeroeditor, then I would have to contend whatever you made with Phobos and RancorLand. And deathmatch mode is a simple LUA mod, no point in trying to keep the source code for it secret. You try/tried to hoard source code for simple breakthroughs, just like the failed admins over at gametoast, for that alone I can understand why nobody considers you to be a respectable swbf1 modder. It only works if teamkill is on, and you get points for killing yourself, its not a true deathmatch. Removing in game chat would be a far more boundaries-pushing and technically complicated accomplishment than a few lua edits. No wonder all you do is post spam and insults on my thread, trying to derail it with your pessimistic and aggressive spam. You 100% deserve being banned from the swbf1 community for trying to kill it with all your hate. Stop trolling my thread sleepkiller it is intended to discuss the questions not your fanatical obsession with gametoast fascism. I have contributed FAR more to this community than you have and will not let trollers like you stop me from continuing to do so.


Quote from: jdee-barc
2. ok, lets not start a flame war for the  THIRD time those topics always get locked.
I'm sure sleepkiller is trying very hard to get this thread locked since he obviously does not want any of these questions answered but I have to say the topic of this thread is more important than anything sleepkiller has ever and likely will ever accomplish.


Quote from: jdee-barc
and why would you ever wanna remove ingame chat? i find it so entertaining having a random conversation with players. :D
In big servers with 30+ players it is a huge distraction I find unnessary.


Quote from: jdee-barc
and neither sleepkiller nor any of us were not "running down" your ideas, we were simply pointing out
You weren't, sleepkiller was; you were actually contributing to the thread, thanks.

Further attempts to derail this thread may result in me blocking your profile sleepkiller.
Title: Re: Questions I Would Ask BattleBelk
Post by: jdee-barc on October 15, 2011, 09:32:14 PM
apparently my attempt at pacifism was pointless

Quote from: Phobos Developer on October 15, 2011, 09:21:29 PM
Not sure what you mean by "zero engine". If you are referring to zeroeditor, then I would have to contend whatever you made with Phobos and RancorLand. And deathmatch mode is a simple LUA mod, no point in trying to keep the source code for it secret. It only works if teamkill is on, and you get points for killing yourself, its not a true deathmatch. Removing in game chat would be a far more boundaries-pushing and technically complicated accomplishment than a few lua edits. No wonder all you do is post spam and insults on my thread, trying to derail it with your pathetic legal jargon. You 100% deserve being banned from the swbf1 community for trying to kill it. Stop trolling my thread sleepkiller it is intended to discuss the questions not your fanatical obsession with gametoast fascism.

2. true, ingame chat removal is more complicated, technically. but a pointless idea. it doesn't do anything beneficial. deatmatch and bf1 ctf open up new ways to play the game, just like my mod's wave
mode and bf2's hero assa ut and hunt. they're simple lua edits, but they add more content. in my opinion, a very complicated and challenging idea isn't always a good one.

3. the "legal jargon" is just us pondering over how legal an idea is.
4. i don't understand why sleepkiller needs to be banned.
5. about trolling, here you go, phobos (just messing around :D)
http://www.youtube.com/watch?v=vDQawn04uhY&feature=related
then >
http://s3.amazonaws.com/kym-assets/photos/images/original/000/096/044/trollface.jpg?1296494117
Title: Re: Questions I Would Ask BattleBelk
Post by: Phobos on October 15, 2011, 09:38:23 PM
Quote from: jdee-barc on October 15, 2011, 09:32:14 PM
apparently my attempt at pacifism was pointless

2. true, ingame chat removal is more complicated, technically. but a pointless idea. it doesn't do anything beneficial. deatmatch and bf1 ctf open up new ways to play the game, just like my mod's wave
mode and bf2's hero assa ut and hunt. they're simple lua edits, but they add more content. in my opinion, a very complicated and challenging idea isn't always a good one.
3. the "legal jargon" is just us pondering over how legal an idea is.
4. i don't understand why sleepkiller needs to be banned.

1. Did you see where I said thank you for your productive contributions? While it may be that a C decompiler won't help, there are other possibilities.
2. It is not "pointless" to remove chat it is very beneficial and just because you don't find it interesting doesn't mean I have to give up my ideas. I find it far more interesting than CTF would be. There are times where no admins are in the pla server to ban spammers. Those are the times it would be most beneficial.
3. I have already made invalid sleepkillers argument that we should not attempt to make illegal modifications because battlebelk's ideas for illegal modifications have never been criticized by anyone in such a hostile manner as sleepkiller has done to mine.
4. Banned for trolling the threads I've made here with hateful comments & pessimism.
Title: Re: Questions I Would Ask BattleBelk
Post by: jdee-barc on October 15, 2011, 09:49:41 PM
1. my apologies. i did not see it.
2. pointless isn't the right word. i can see some reason behind doing it. but i don't find it worth going to all the trouble for
3. battlebelk modded the testing exe for debuggin mod maps, different from the actual game in the sense that there is no mp, and it records bugs.
4. i personally disagree. he probably felt you were attacking his work and vice versa.
5. idon't remember what i was gonna write here.
Title: Re: Questions I Would Ask BattleBelk
Post by: Phobos on October 15, 2011, 09:53:13 PM
Quote from: jdee-barc on October 15, 2011, 09:49:41 PM
3. battlebelk modded the testing exe for debuggin mod maps, different from the actual game in the sense that there is no mp, and it records bugs.

The EULA specifically prohibits removing the half green screen from sptest.exe. BattleBelk's hack is illegal but available for download just about anywhere (even this forum). Both the game exe and sptest are intellectual property of LucasArts. My point is that nobody is saying what he did was illegal and should not have be done, so therefore nobody needs to be saying what I want to do should not be done.
Title: Re: Questions I Would Ask BattleBelk
Post by: SleepKiller on October 15, 2011, 09:54:52 PM
I find you comments quite offensive. And Zero Engine is the game engine that SWBF runs off.
Quote4. i don't understand why sleepkiller needs to be banned.
He wants me banned??? I did not even see that maybe I should go to an optomitrist  :P.

Quote3. I have already made invalid sleepkillers argument that we should not attempt to make illegal modifications because battlebelk's ideas for illegal modifications have never been criticized by anyone in such a hostile manner as sleepkiller has done to mine.
Thats because I was not around when BB was active :P
Quote4. Banned for trolling the threads I've made here with hateful comments.
I was not trolling them mate. I was telling you what the law is. (Ah, now I see it geiss I better cancel that appointment...)


Grrr, now you two have gone and posted while I was typing this out. Most annoying.
Title: Re: Questions I Would Ask BattleBelk
Post by: Phobos on October 15, 2011, 09:56:03 PM
Quote from: SleepKiller on October 15, 2011, 09:54:52 PM
I find you comments quite offensive. And Zero Engine is the game engine that SWBF runs off.He wants me banned??? I did not even see that maybe I should go to an optomitrist  :P.
Thats because I was not around when BB was active :PI was not trolling them mate. I was telling you what the law is. (Ah, now I see it geiss I better cancel that appointment...)


Grrr, now you two have gone and posted while I was typing this out. Most annoying.
You have been trolling this thread since post #2. I find it offensive.
Title: Re: Questions I Would Ask BattleBelk
Post by: SleepKiller on October 15, 2011, 09:58:26 PM
Quote from: Phobos Developer on October 15, 2011, 09:56:03 PM
You have been trolling this thread since post #2.
I have been creatively contributing to the discussion by telling you what the law is. Never trolling.
Title: Re: Questions I Would Ask BattleBelk
Post by: jdee-barc on October 15, 2011, 10:00:36 PM
*facepalm* *head-desk* totally ninja'd my post slot.
Title: Re: Questions I Would Ask BattleBelk
Post by: Phobos on October 15, 2011, 10:01:05 PM
Quote from: SleepKiller on October 15, 2011, 09:58:26 PM
I have been creatively contributing to the discussion by telling you what the law is. Never trolling.
Posts 36 and 42 are the most explicit examples of your trolling. Denial though, just like LucasArts will deny your "swbf1 eula infringement concern" email.

:tu:
Title: Re: Questions I Would Ask BattleBelk
Post by: SleepKiller on October 15, 2011, 10:03:02 PM
Quote from: jdee-barc on October 15, 2011, 10:00:36 PM
*facepalm* *head-desk* totally ninja'd my post slot.
Don't hurt yourself now.
If I have "trolled" your thread it has been completely unintentional but now you are just flaming me.
Title: Re: Questions I Would Ask BattleBelk
Post by: Phobos on October 15, 2011, 10:04:02 PM
Quote from: SleepKiller on October 15, 2011, 10:03:02 PM
Don't hurt yourself now.
If I have "trolled" your thread it has been completely unintentional but now you are just flaming me.

As unintentional as you typing on your keyboard. Here's some water to put out the fire
(https://www.swbfgamers.com/proxy.php?request=http%3A%2F%2Fwww.jonco48.com%2Fblog%2Fwater.jpg&hash=94ac6102addb91812ba2ec54af09f2aaf74d1d83)

I'm done calling you out if you're done hating.

These questions will one day have answers, like it or not. Eula infringe or not.
Title: Re: Questions I Would Ask BattleBelk
Post by: SleepKiller on October 15, 2011, 10:09:40 PM
I have never been hating you or your work. My brain is just programed to follow the law and I get a bit caught up in it sometimes.
Title: Re: Questions I Would Ask BattleBelk
Post by: Phobos on October 15, 2011, 10:10:37 PM
Quote from: SleepKiller on October 15, 2011, 10:09:40 PM
I have never been hating you or your work. My brain is just programed to follow the law and I get a bit caught up in it sometimes.
Gametoast has a law set too, I have broken that with more pride than i will have breaking EULA. It is ok if that is your reason, but I'd like to get the thread back on topic asap. I'm currently testing the method you said "won't work".

Out of curiosity, have you ever tried hex editing munged scripts to remove multi-player chat? What makes you sure it won't work if you haven't??
Title: Re: Questions I Would Ask BattleBelk
Post by: Bamdur on October 15, 2011, 10:14:15 PM
gawd,  will you guys stop  ;)

Quote@bamdur, Of course LucasArts doesn't care. but I think it would be wrong (not really legally, but morally) to take a 6 year old game, add all sorts of new features to it by heavily modding the exe, and then flaunt it on the internet because, what if a former Pandemic employee who worked day and night on SWBF, found it? I just have the impression that they would feel like their work was being plagarized.

i dont find it morally wrong at all, because no employee will ever do that!s^^

Title: Re: Questions I Would Ask BattleBelk
Post by: SleepKiller on October 15, 2011, 10:14:47 PM
Quote• Is it possible to get more than 32 AI to spawn in multi-player?
Oh btw Snake has managed to do this one.... Not sure how though.
Title: Re: Questions I Would Ask BattleBelk
Post by: Phobos on October 15, 2011, 10:17:00 PM
Quote from: Bamdur on October 15, 2011, 10:14:15 PM
gawd,  will you guys stop  ;)

i dont find it morally wrong at all, because no employee will ever do that
No, not until they are all answered ;)

I think if a swbf1 programmer who worked hard on the game suddenly saw someone making modifications to that source code 8 years after they thought it was dead, they would smile very big like this  :D
Title: Re: Questions I Would Ask BattleBelk
Post by: Phobos on October 15, 2011, 10:21:33 PM
Quote from: SleepKiller on October 15, 2011, 10:14:47 PM
Oh btw Snake has managed to do this one.... Not sure how though.
Screens/vids?

sry for double post
Title: Re: Questions I Would Ask BattleBelk
Post by: SleepKiller on October 15, 2011, 10:22:51 PM
Sorry I've just played a clan night with him and their were more AI than 32 (Trust me their were heaps.).
Title: Re: Questions I Would Ask BattleBelk
Post by: Phobos on October 15, 2011, 10:24:39 PM
Quote from: SleepKiller on October 15, 2011, 10:22:51 PM
Sorry I've just played a clan night with him and their were more AI than 32 (Trust me their were heaps.).
I know its possible with additional native factions (teams 3 and 4) but to make more than 32 AI spawn for just ATT and DEF factions in a multi-player setting, I'd like to see that.
Title: Re: Questions I Would Ask BattleBelk
Post by: SleepKiller on October 15, 2011, 10:26:55 PM
You can get team 4  ??? ?
Title: Re: Questions I Would Ask BattleBelk
Post by: Phobos on October 15, 2011, 10:28:09 PM
Quote from: SleepKiller on October 15, 2011, 10:26:55 PM
You can get team 4  ??? ?
Ask Led or myself about it. Simple LUA code and I always find high priority in sharing LUA discoveries. I have file somewhere. http://www.xfire.com/video/4edf83/
Title: Re: Questions I Would Ask BattleBelk
Post by: Bamdur on October 15, 2011, 10:31:06 PM
(https://www.swbfgamers.com/proxy.php?request=http%3A%2F%2Fwww.wiseoldcurmudgeon.com%2Fcurmudgeon.jpg&hash=02ad0cf28f6f0db503fb622f7c629b655dab39a9)
Title: Re: Questions I Would Ask BattleBelk
Post by: SleepKiller on October 15, 2011, 10:33:02 PM
Suriously what is up with that?  ??? :confused: :wacko:
Title: Re: Questions I Would Ask BattleBelk
Post by: jdee-barc on October 15, 2011, 10:43:24 PM
cur·mudg·eon/kərˈməjən/
Noun:   
A bad-tempered or surly person.

he's referring to how out of hand things get when phobos starts talking to you. and occasionally me.
Title: Re: Questions I Would Ask BattleBelk
Post by: SleepKiller on October 15, 2011, 10:49:21 PM
I'm gonna have to use that sometime...
Title: Re: Questions I Would Ask BattleBelk
Post by: Phobos on October 15, 2011, 11:11:12 PM
Quote from: jdee-barc on October 15, 2011, 10:43:24 PM
cur·mudg·eon/kərˈməjən/
Noun:   
A bad-tempered or surly person.

he's referring to how out of hand things get when phobos starts talking to you. and occasionally me.
It's just more spam intended to de-rail.
Title: Re: Questions I Would Ask BattleBelk
Post by: Bamdur on October 15, 2011, 11:19:44 PM
i wasnt intending that at all, i just like the word curmudgeon, but you can think of it that way. lol
Title: Re: Questions I Would Ask BattleBelk
Post by: SleepKiller on October 15, 2011, 11:20:33 PM
See this guy takes things all the wrong ways. And yes it is a cool word.
Title: Re: Questions I Would Ask BattleBelk
Post by: Phobos on October 15, 2011, 11:21:51 PM
Quote from: SleepKiller on October 15, 2011, 11:20:33 PM
See this guy takes things all the wrong ways. And yes it is a cool word.
Not done spamming?

I have an idea based on something battlebelk did to hide chat.
Title: Re: Questions I Would Ask BattleBelk
Post by: SleepKiller on October 15, 2011, 11:23:43 PM
You could always put a peice of paper on your screen were the chat would show up.
Title: Re: Questions I Would Ask BattleBelk
Post by: Phobos on October 15, 2011, 11:29:28 PM
Quote from: SleepKiller on October 15, 2011, 11:23:43 PM
You could always put a peice of paper on your screen were the chat would show up.
That must be what BattleBelk did when he hid reinforcement numbers (the friendly reinforcement count # being the same green font color as team chat)
http://www.xfire.com/video/ec7db/
No bother finding the LVL contain chat font textures, just tape paper to your monitor. Nice idea but unworthwhile.

Since this question is related to the other one I will add this to the first post:
* How did BattleBelk hide the reinforcement numbers in game? I have been able to hide all interface textures except those numbers and the ammunition numbers from showing up. Knowing the answer to this might help find how to remove or mask the chat.
Title: Re: Questions I Would Ask BattleBelk
Post by: SleepKiller on October 15, 2011, 11:45:14 PM
Actaully it looks like hes just made all the TGAS 100% alpha.
Title: Re: Questions I Would Ask BattleBelk
Post by: Phobos on October 15, 2011, 11:48:06 PM
Quote from: SleepKiller on October 15, 2011, 11:45:14 PM
Actaully it looks like hes just made all the TGAS 100% alpha.
Look, I spent almost 30 minutes directly modifying every single tga file (all 154 of them plus the others in msh) and making them alpha. I already tested this. It does exactly what battlebelk did except it also hides crosshairs, but doesn't hide reinforcement numbers or weapon ammunition numbers. There are no TGA files in shell or core to edit either. So the answer is not that simple. If it were I would have never asked this question.

See here, http://www.xfire.com/video/4e7bd0/
Except I left the crosshairs and weapon icon textures on for this video.

I think the chat, reinforcement numbers, spawn timer, and who killed who text is all related somehow. If you can remove one, you can remove others. BattleBelk figured it out (partially).
Title: Re: Questions I Would Ask BattleBelk
Post by: SleepKiller on October 16, 2011, 12:01:28 AM
Yeah but BattleBelk knows how to decompile munged scripts, we do not.
Title: Re: Questions I Would Ask BattleBelk
Post by: Led on October 16, 2011, 05:24:29 AM
Quote from: SleepKiller on October 15, 2011, 10:26:55 PM
You can get team 4  ??? ?

Yes, indeed you can.   Take a look inside the map script geo1r.lua.

There is a clue there that was commented out.  You just need to load the sides and units, and
give them a CP, calling them local team 4.   I am working on a sample script to illustrate this, and will
hopefully post it soon.


--  Local Stats
    SetTeamName(3, "locals")
    AddUnitClass(3, "geo_inf_geonosian", 7)
    SetUnitCount(3, 7)
    SetTeamAsFriend(3, DEF)
    --SetTeamName(4, "locals")
    --AddUnitClass(4, "rep_inf_jedimale",1)
    --AddUnitClass(4, "rep_inf_jedimaleb",1)
    --AddUnitClass(4, "rep_inf_jedimaley",1)
    --SetUnitCount(4, 3)
    --SetTeamAsFriend(4, ATT)



I am still having trouble loading the sounds for the locals units--any one care to help?  I will make a new thread for it.  Here is a discussion thread for the 2 locals:
http://www.swbfgamers.com/index.php?topic=3880.0




Title: Re: Questions I Would Ask BattleBelk
Post by: Led on October 16, 2011, 05:37:40 AM
I think that this has been a great thread.  It has been civil, and I think everyone has learned something.

To Battlebelk, I would say "thanks for releasing all the nice tools and for sharing as much as you did".  It means a lot to me when a modder can make a tutorial to help others learn how to do things.  I am into the preservation of information  ;)

To the coders at Pandemic, I would say, I would give you a small but reasonable sum for your source code, if you can get it off the 20 GB hard drive stashed in your closet. (More likely there than in a vault.  ;)  )
And thanks to all and especially psych0fred for releasing the mod tools.

And, I will  say to you guys, if you want to share anything, but don't like to write directions, teach me how to do something, I will write the tutorial, and give you the credit  :cheers:








Title: Re: Questions I Would Ask BattleBelk
Post by: SleepKiller on October 16, 2011, 01:14:54 PM
Na pschy0fred I am 99% sure still has all his Pandemic goodies on his hard drive no need for the closet.(He gave me a file I asked for that was not released with the modtools.) But with four teams, that is just what we need to get AI into deathmatch that will kill you.
Title: Re: Questions I Would Ask BattleBelk
Post by: Led on October 16, 2011, 03:24:56 PM
Fred also said on his site that there could only be three teams:  ATT, DEF, LOCAL...I think they are both of my teams are called local, but you can have group 3 and group 4.  But I have seen them attack each other, and I have them each at their own CPs...so dunno  :shrug:
Title: Re: Questions I Would Ask BattleBelk
Post by: SleepKiller on October 16, 2011, 04:06:59 PM
Yeah it would appear so my testing was not that fruitful.
Title: Re: Questions I Would Ask BattleBelk
Post by: jdee-barc on October 16, 2011, 04:43:10 PM
you can have four teams. gogo12 managed to do it on a republic-commando style map
Title: Re: Questions I Would Ask BattleBelk
Post by: jdee-barc on October 16, 2011, 04:44:40 PM
Quote from: SleepKiller on October 16, 2011, 01:14:54 PM
Na pschy0fred I am 99% sure still has all his Pandemic goodies on his hard drive no need for the closet.(He gave me a file I asked for that was not released with the modtools.) But with four teams, that is just what we need to get AI into deathmatch that will kill you.

what did he give you?
Title: Re: Questions I Would Ask BattleBelk
Post by: SleepKiller on October 16, 2011, 04:49:09 PM
The required file to rebuild shell.mvs.
Title: Re: Questions I Would Ask BattleBelk
Post by: jdee-barc on October 16, 2011, 04:51:55 PM
When did you get that from him? and if he's still around, should we ask whether he still has all his "Pandemic Goodies"?
Title: Re: Questions I Would Ask BattleBelk
Post by: SleepKiller on October 16, 2011, 04:56:58 PM
No, trust me ask him that kind of stuff flat out you won't get a reply. Just ask me or Bamdur or anyone really.
Title: Re: Questions I Would Ask BattleBelk
Post by: Phobos on October 16, 2011, 06:55:39 PM
That has nothing to do with your  :censored: shell builder does it?

Edited by Buckler:  please refrain from derogatory comments about another's work.
Title: Re: Questions I Would Ask BattleBelk
Post by: Led on October 16, 2011, 06:59:30 PM
Quote from: SleepKiller on October 16, 2011, 04:06:59 PM
Yeah it would appear so my testing was not that fruitful.

well, it seems to work for me, so i'm not sure why he said that--could you tell us what you are trying to do ?
Title: Re: Questions I Would Ask BattleBelk
Post by: SleepKiller on October 16, 2011, 07:32:06 PM

Quote from: Phobos Developer on October 16, 2011, 06:55:39 PM
That has nothing to do with your fake shell builder does it?
That is not fake it is designed to let you redo the interface more effectivly when combined with BattleBelk's Interface Tool. And I find it highly offensive that you think of it as fake.

Quote from: Buckler on October 16, 2011, 06:59:30 PM
well, it seems to work for me, so i'm not sure why he said that--could you tell us what you are trying to do ?
I was trying to put all the AI on teams 3 and 4 so they would damage the players.
Title: Re: Questions I Would Ask BattleBelk
Post by: jdee-barc on October 16, 2011, 07:47:12 PM
oh thats what it does?  :slap: i though t it was just a way to make a custom shell color like the red shell thing.
Title: Re: Questions I Would Ask BattleBelk
Post by: SleepKiller on October 16, 2011, 07:49:15 PM
 :wave:
Quote from: jdee-barc on October 16, 2011, 07:47:12 PM
oh thats what it does?  :slap: i though t it was just a way to make a custom shell color like the red shell thing.
It also lets you add a splash screen to the start up screens at the start of SWBF  ;)
Title: Re: Questions I Would Ask BattleBelk
Post by: jdee-barc on October 16, 2011, 07:52:51 PM
um, would you mind telling me how to do the splash screen thingy, either inboxing it or posting it here? i want to make a splash screen for my mod.


you're talking about the splash screens of logos like LucasArts, Pandemic, Dolby 5.1, and other companies?
Title: Re: Questions I Would Ask BattleBelk
Post by: SleepKiller on October 16, 2011, 08:04:42 PM
Yup I am, first download it. http://www.swbfgamers.com/index.php?action=downloads;sa=view;down=360 (http://www.swbfgamers.com/index.php?action=downloads;sa=view;down=360)

Then go into addon and the textures folder inside their and find  my_screen.tga then change it to how you want.

Munge it all up.

Then.

Copy my Shell.lvl and replace your one with mine. YOU MUST REDISTRUBUTE
IT WITH YOUR MOD!

Make your changes to the TGAS and munge. Then copy addon.lvl from
_LVL_PC and put it in your games _LVL_PC .

Then copy the folder aaa and put it in your addon folder.

Your mod should now have a splash screen.  :cheer:
Title: Re: Questions I Would Ask BattleBelk
Post by: Phobos on October 16, 2011, 08:22:55 PM
Quote from: SleepKiller on October 16, 2011, 07:32:06 PM
That is not fake it is designed to let you redo the interface more effectivly when combined with BattleBelk's Interface Tool. And I find it highly offensive that you think of it as fake.
I was trying to put all the AI on teams 3 and 4 so they would damage the players.
I find it highly offensive you would intentionally mislabel your builder. If you call it a shell builder then its a fake. It is an addon.lvl builder. You do not have 1 single source file needed to munge the shell.lvl. All you did was mod your own and tell people they have to include it with any addon.lvl enhancements they make. A real shell.lvl builder would build the actual shell.lvl using source files, which have not been completely released. BattleBelk's shell builder is not fake, but its mostly incomplete.

If I were to release a 'mission builder' with a compiled mission.lvl and no source files to munge the mission, I would not be surprised if others called it fake or mislabel.

Not trying to be offensive, but I think it would be far more appropriate to label it as a "shell enhancer/addon.lvl builder".

That being said, I doubt we will ever see all the source files needed to build a complete shell.lvl. Sound assets were specifically prohibited from being released and I'm sure other files were too.
Title: Re: Questions I Would Ask BattleBelk
Post by: SleepKiller on October 16, 2011, 08:33:51 PM
Quote from: Phobos Developer on October 16, 2011, 08:22:55 PM
I find it highly offensive you would intentionally mislabel your builder. If you call it a shell builder then its a fake. It is an addon.lvl builder. You do not have 1 single source file needed to munge the shell.lvl. All you did was mod your own and tell people they have to include it with any addon.lvl enhancements they make. A real shell.lvl builder would build the actual shell.lvl using source files, which have not been completely released.
Heres another cool word vexed for instance I am extremely vexed at you and if it were up to me I would see you banned for slandering other peoples work like that. And I never missed labeled my builder it is called Shell TGA Builder meaning it lets you edit Shell.lvls TGAs. And the TGAS in it are ones I worked hard to extract from shell.lvl. And you've just made out that the common.lvl builder that BattleBelk released and the core.lvl builder BattleBelk also released, are not even real builders. My builder is a builder and you clearly have not explored its files properly if you had you would find every single shell tga that Pandemic made not me Pandemic. Also please remebr the concept of HAND.

Oh btw you do not have to redistrubute the shell.lvl after further testing it become not needed.
Title: Re: Questions I Would Ask BattleBelk
Post by: Phobos on October 16, 2011, 08:39:08 PM
Quote from: SleepKiller on October 16, 2011, 08:33:51 PM
Heres another cool word vexed for instance I am extremely vexed at you and if it were up to me I would see you banned for slandering other peoples work like that. And I never missed labeled my builder it is called Shell TGA Builder meaning it lets you edit Shell.lvls TGAs. And the TGAS in it are ones I worked hard to extract from shell.lvl. And you've just made out that the common.lvl builder that BattleBelk released and the core.lvl builder BattleBelk also released, are not even real builders. My builder is a builder and you clearly have not explored its files properly if you had you would find every single shell tga that Pandemic made not me Pandemic. Also please remebr the concept of HAND.

Oh btw you do not have to redistrubute the shell.lvl after further testing it become not needed.
I was not slandering your work. I was exposing your intentional mislabels and the fact you want so badly to pretend that your addon.lvl builder is a shell.lvl builder, to the point of wishing you could ban me for exposing that, well that just goes to show a lot about your true character doesn't it?

You have a custom shell.lvl you force people to use whether they want to or not, rather than just allowing them to build an addon.lvl for the stock shell. That is another reason why I do not see any use for it at all. And I have explored your builder more than you think. You made it so it has to be in BFbuilder to munge, well I edited some batch files and turned it into a stand-alone builder, the way I feel all builders (except map builders) should be.

I'm sure you spent some time extracting the TGA from the stock shell but anyone could do that in under an hour. The source TGA would be useful if the other assets were released but they aren't and probably won't be. A builder for something is what it builds, or munges. The mission.lvl builder for example, takes LUA source files and munges/builds a mission.lvl file. Your tool takes tga files and munges them into an addon.lvl It can be useful but it's not a shell.lvl builder is all I'm saying.

I've also done something else with your addon builder but I don't feel I should discuss it with you considering how vexed you already are.
Title: Re: Questions I Would Ask BattleBelk
Post by: SleepKiller on October 16, 2011, 08:53:14 PM
My intentional mislabels? You really have the iQ of stupid don't you? The name of it is SWBF1 Shell TGA Builder not shell.lvl builder. And also this was my first builder I made hence why it needs to be in BFBuilder to work.  Now lets knock some sense into you :bonk: .

EDIT: 100th reply to this topic.
Title: Re: Questions I Would Ask BattleBelk
Post by: jdee-barc on October 16, 2011, 08:56:47 PM



Quote
Quote
That being said, I doubt we will ever see all the source files needed to build a complete shell.lvl. Sound assets were specifically prohibited from being released and I'm sure other files were too.

That was due to filesize (stupid reason) and copyright issues (more reasonable reason)


Quote from: Phobos Developer on October 16, 2011, 08:39:08 PM
I've also done something else with your addon builder but I don't feel I should discuss it with you considering how vexed you already are.

I'm not poking my head into the argument here (TL;DR) but would you mind discussing the "something you did" anyways? unless it's something irrelevant. I mean, if you did something you consider innovative with it, then share it, but if its an insult, don't. that should go for everyone. me included



:confused: i was going to write this response but you guys keep ninjaing my posts.

Quote from: SleepKiller on October 16, 2011, 08:53:14 PM
:bonk: .
best. emoticon. ever. :rofl:

but seriously, phobos, what did you do?
Title: Re: Questions I Would Ask BattleBelk
Post by: jdee-barc on October 16, 2011, 09:07:42 PM
Quote from: Phobos Developer on October 16, 2011, 08:39:08 PM
I was not slandering your work. I was exposing your intentional mislabels and the fact you want so badly to pretend that your addon.lvl builder is a shell.lvl builder, to the point of wishing you could ban me for exposing that, well that just goes to show a lot about your true character doesn't it?

You have a custom shell.lvl you force people to use whether they want to or not, rather than just allowing them to build an addon.lvl for the stock shell. That is another reason why I do not see any use for it at all. And I have explored your builder more than you think. You made it so it has to be in BFbuilder to munge, well I edited some batch files and turned it into a stand-alone builder, the way I feel all builders (except map builders) should be.

I'm sure you spent some time extracting the TGA from the stock shell but anyone could do that in under an hour. The source TGA would be useful if the other assets were released but they aren't and probably won't be. A builder for something is what it builds, or munges. The mission.lvl builder for example, takes LUA source files and munges/builds a mission.lvl file. Your tool takes tga files and munges them into an addon.lvl It can be useful but it's not a shell.lvl builder is all I'm saying.

I've also done something else with your addon builder but I don't feel I should discuss it with you considering how vexed you already are.

ok i feel like i need to point out a few things here.

1. i don't feel forced to use it. i have my own methods of customizing shell should i need to (hexeditors, lvl extractors, missionlist script, era mod addme. i'm not sure why you would think others feel forced to also

2. "You made it so it has to be in BFbuilder to munge, well I edited some batch files and turned it into a stand-alone builder, the way I feel all builders (except map builders) should be."  thats rather simplistic. i did that for my mod, devising a single batch file that munges everything (common, mission, addme-era, core, sides, worlds)

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


4. yeah... you're slandering his work by labeling it as useless or accusing him of mislabeling it. i think you did the same with DEAGLE by saying all his maps had viruses stored in them.
sorry, but i'd have to side with sleepkiller on this.
Title: Re: Questions I Would Ask BattleBelk
Post by: SleepKiller on 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.
Title: Re: Questions I Would Ask BattleBelk
Post by: Bamdur on October 16, 2011, 09:25:20 PM
this thread is really getting off topic....
Title: Re: Questions I Would Ask BattleBelk
Post by: SleepKiller on 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.
Title: Re: Questions I Would Ask BattleBelk
Post by: jdee-barc on October 16, 2011, 09:47:29 PM
Quote from: SleepKiller on October 16, 2011, 09:24:28 PM
And everyone on gametoast seemed to quite like having the ability to do that to SWBF1.

according to phobos. gametoast promotes fascism. he's just angry that he got banned.


edit by Buckler:  OK, let's let gametoast do their own thing, and leave that issue in the past.
Title: Re: Questions I Would Ask BattleBelk
Post by: Phobos on October 16, 2011, 10:01:21 PM
Quote from: SleepKiller on October 16, 2011, 08:53:14 PM
My intentional mislabels? You really have the iQ of stupid don't you? The name of it is SWBF1 Shell TGA Builder not shell.lvl builder. And also this was my first builder I made hence why it needs to be in BFBuilder to work.  Now lets knock some sense into you :bonk: .

EDIT: 100th reply to this topic.
It is a mislabel, that's all. It does not build TGA files, it builds addon.lvl using tga files. It doesn't take much IQ to understand that. Apparently you must have been :sleep: when thinking of that.

With certain batch files it no longer needs to be in bfbuilder, nor does bfbuilder have to exist. Yes, simple to do. Simple like extracting tga files from compiled lvl.
Title: Re: Questions I Would Ask BattleBelk
Post by: Phobos on October 16, 2011, 10:04:02 PM
Quote from: jdee-barc on October 16, 2011, 09:07:42 PM

4. yeah... you're slandering his work by labeling it as useless or accusing him of mislabeling it. i think you did the same with DEAGLE by saying all his maps had viruses stored in them.
sorry, but i'd have to side with sleepkiller on this.
I said his work was mislabeled and useless only to me. It is not an accusation but an observation. I never said "all of DEAGLE's maps have viruses stored in them" that is a blatant lie about me and I think its pathetic of you to say that. The thread should still be on this forum, where I posted a screenshot of a virus scan showing positive results for some scanners regarding his nick changer exe hack. Nothing to do with his maps.

Quote from: SleepKiller on 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.
This thread goes off topic often enough thanks to sleepkiller but I see that most others keep it on track.[/b]
Quote from: jdee-barc on October 16, 2011, 09:47:29 PM
according to phobos. gametoast promotes fascism. he's just angry that he got banned.
Gametoast is fascism and you are just angry you can't accept that as truth. Maveritchell coming to this forum to ask the moderators to censor download links to a collection of modding tutorials (NONE of which strip credits to their authors) is as fascist as it gets so quit making up lies to defend that kind of immaturity. Deleting dozens of tutorials and builders someone uploads just because they refuse to put screenshots for WIPs is also fascist but I see you are incapable of seeing those things objectively.
Title: Re: Questions I Would Ask BattleBelk
Post by: jdee-barc on October 16, 2011, 10:10:35 PM
well, my apologies, then, i thought it was maps, not the nick changer, which also did not give my unprotected (no virusscaners) windows xp partition a virus.

Quote from: Phobos Developer on October 16, 2011, 10:01:21 PM
It is a stupid mislabel, that's all. It does not build TGA files, it builds addon.lvl

With my batch files it no longer needs to be in bfbuilder, nor does bfbuilder have to exist.

but this ^ is wrong.
1. We just explained it: its not a mislabel. now accept that :bonk: :bonk: :bonk: (i just love that emoticon).


2. bfbuilder is of an kind of essential part for the modtools. Unless you created a batch file for this, then you need it to actually create a map mod folder, add stock sides or create custom side folders which you then add your own stuff to.

and if you want to have it so your map is automatically loaded when you launch zero edit, then you need it.

it may not be needed for what you intend to do, but for beginning, amateur, and even advanced mapmakers and modders, and the rest of us, it is.


Quote from: Phobos Developer on October 16, 2011, 10:04:02 PM
I said his work was mislabeled and useless only to me. It is not an accusation but an observation. I never said "all of DEAGLE's maps have viruses stored in them" that is a blatant lie about me and I think its pathetic of you to say that. The thread should still be on this forum, where I posted a screenshot of a virus scan showing positive results for some scanners regarding his nick changer exe hack. Nothing to do with his maps.

This thread goes off topic often enough thanks to sleepkiller but I see that most others keep it on track.Gametoast is fascism and you are just angry you can't accept that as truth. Maveritchell coming to this forum to ask the moderators to censor download links to a collection of modding tutorials (NONE of which strip credits to their authors) is as fascist as it gets so quit making up lies to defend that kind of immaturity. Deleting dozens of tutorials and builders someone uploads just because they refuse to put screenshots for WIPs is also fascist but I see you are incapable of seeing those things objectively.

yeah, you notice how measured and calm i'm being, right? i'm not being angry and i am trying my best to make any accusations accurate. i would be more inclined to take you more seriously if  you didn't label everything that disagreed with your ideals as fascist.

and gametoast probably just got sick of your attitude.


Here we go again

[/flame]
Title: Re: Questions I Would Ask BattleBelk
Post by: Phobos on October 16, 2011, 10:18:09 PM
Quote from: jdee-barc on October 16, 2011, 10:10:35 PM
well, my apologies, then, i thought it was maps, not the nick changer, which also did not give my unprotected (no virusscaners) windows xp partition a virus.

but this ^ is wrong.
1. We just explained it: its not a mislabel. now accept that :bonk: :bonk: :bonk: (i just love that emoticon).


2. bfbuilder is of an kind of essential part for the modtools. Unless you created a batch file for this, then you need it to actually create a map mod folder, add stock sides or create custom side folders which you then add your own stuff to.

and if you want to have it so your map is automatically loaded when you launch zero edit, then you need it.

it may not be needed for what you intend to do, but for beginning, amateur, and even advanced mapmakers and modders, and the rest of us, it is.


yeah, you notice how measured and calm i'm being, right? i'm not being angry and i am trying my best to make any accusations accurate. i would be more inclined to take you more seriously if  you didn't label everything that disagreed with your ideals as fascist.

and gametoast probably just got sick of your attitude.
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.
Title: Re: Questions I Would Ask BattleBelk (& Discussion Of These Questions)
Post by: Phobos on October 16, 2011, 10:35:18 PM
Quote
How did BattleBelk hide the reinforcement numbers in game?
I think the answer to this will answer how to hide chat. There are a few possibilities for the chat, some or all of these may be true:
- All coded in exe
- Textured in a script
- Something in core or shell

If needed I will break down into a picture hierarchy all files which could be relevant to this and post it here. Back to the riley papers for now though.

QuoteUse command "luac -l" to disassemble byte-code into a slightly more meaningful
opcode format.
I'm not sure if that could help or not?
Title: Re: Questions I Would Ask BattleBelk
Post by: SleepKiller on 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.
Title: Re: Questions I Would Ask BattleBelk
Post by: Bamdur on October 16, 2011, 10:55:07 PM
Stop.
Title: Re: Questions I Would Ask BattleBelk
Post by: Phobos on October 17, 2011, 12:24:49 AM
Most modders I know would not agree with your claim that a respected modder is someone who censors download links to modding tutorials and auto-deletes mod tutorial threads. You and barc have both been making false accusations, your replies have nothing to do with the content of the thread and always try to derail the topic. Call it a shell tga builder if you want, but it builds addon.lvl file so I will be calling it addon.lvl builder.


edit by Buckler:  please no personal attacks.
Title: Re: Questions I Would Ask BattleBelk
Post by: SleepKiller on 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.
Title: Re: Questions I Would Ask BattleBelk
Post by: Phobos on October 17, 2011, 12:33:11 AM
Quote from: SleepKiller on 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.
Teancum is one of the most hypocritical fascist I've ever met, Maveritchell is worse though. It goes to show how much of a fake member of the community you are to defend their censorship campaign of modding encyclopedia when I have shared all my assets tutorials and knowledge with the community. They constantly censor assets and hoard models. It is by no means the right kind of place for swbf1 modding.



edit by Buckler:  Modders who want to share will share, those that don't want to will not.  Please no personal attacks.
Title: Re: Questions I Would Ask BattleBelk
Post by: SleepKiller on 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.
Title: Re: Questions I Would Ask BattleBelk
Post by: Phobos on October 17, 2011, 12:50:38 AM
Quote from: SleepKiller on October 17, 2011, 12:47:52 AM
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.

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.

Would you be pissed if I shared the source code you are trying to keep secret? I can see how you might want to be the only one capable of making those mods (just like how mav wanted to be the only person who could have mon calamarians in his mods), but that didn't stop me from learning it and it won't stop others.
Title: Re: Questions I Would Ask BattleBelk
Post by: SleepKiller on 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.
Title: Re: Questions I Would Ask BattleBelk
Post by: Phobos on October 17, 2011, 01:03:11 AM
Quote from: SleepKiller on October 17, 2011, 12:56:31 AM
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.
It's funny you think I under-estimate a mod when you don't even know what I know about it.
I respect modders who share partially or completely their assets.

But LUA code mods that work are so limited in swbf1, that I have no respect for anyone who tries to hide them or keep them secret. To be so arrogant as to think that your discovery cannot be explored further and developed further by anyone else is a big disadvantage to the swbf1 community.

I'm sure you feel some sort of morbid pride in hoarding knowledge of how to expand swbf1 with mods just to try and make a name for yourself. I will have pride in sharing those discoveries with other modders and seeing what they can come up with to help keep the modding community alive.

The way I see it, it does not matter what you know unless you have provided the means by which the modding community can understand or modify it.
Title: Re: Questions I Would Ask BattleBelk
Post by: SleepKiller on 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.
Title: Re: Questions I Would Ask BattleBelk
Post by: Led on October 17, 2011, 04:30:09 AM
Oh man, I go to sleep, and wake up to this!

I don't  have time before work to read everything is detail.  I will address some issues that were brought up in it at a later time.

Let's lock this topic, take a deep breath, and maybe start a new one.

BTW sleepkiller, teams 3 and 4 do attack players...watch the video :P


Feel free to download my mission and map and see for yourself.  The only thing I don't have is sound.

------------------------------
Edit by Buckler

General comments about this thread:

-please no personal attacks or name calling

-modders are free to call their items what ever they want---the thing does what it does, and I appreciate that it has been released

-modders release what they want to release--I am personally thankful for those that have released things, so that I can have an easier time and host their mods for the remaining players to have fun.

-GT is what it is, and how they treat people and how people treat them should be left to GT (I have seen them do silly things too, like change JediKiller's avatar to Boy George, just because someone had an issue with him pointing out a security flaw.)  So they are not perfect either.




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