SWBFGamers

Gaming for the Original SWBF1 and SWBF2/other games => Star Wars Battlefront (2004 Original) => Topic started by: Kit Fisto on September 12, 2013, 11:28:24 PM

Title: Naboo: Prototype?
Post by: Kit Fisto on September 12, 2013, 11:28:24 PM
So I've recently gotten into the map Naboo: Prototype. According to what I've read this map is what Pandemic tested SWBF on.
But I've only seen if twice in either Battlefront game.
SWBFII= map in the conversion pack 2.0/2.2 (patch). The description says "Map that was used to test SWBFI. This breaks the fourth wall"   I have no clue what that means.

SWBFI= ggtuck ported the SWBFII version of the map and included some vehicles that were in the Convo pack mod for SWBFII.

So my questions are,

If this map was used to test SWBF why isn't there a native SWBFI version. In fact where did the map come from? Did P-Fred have the map? Was it used to test SWBFI or SWBFII? Or both? Does that mean the map was made by professionals? Where are the assets for the map now? Are the vehicles in the SWBFI port vehicles tested in the original battlefront?
And any other questions about the map you know the answer to. :)

As you can see I'm interested in the story behind this map! :happy:


Here is the SWBFI port of Naboo: Prototype converted from the SWBFII conversion pack mod.

http://www.swbfgamers.com/index.php?action=downloads;sa=view;down=62

Oh and the map plays WAAAAAY better in SWBFI. :P
Title: Re: Naboo: Prototype?
Post by: SleepKiller on September 12, 2013, 11:43:16 PM
Teancum released the source for the SWBFII port he had made I think. So it did originally exist for SWBF1 but Teancum either lost or just didn't keep it after he had ported it.
Title: Re: Naboo: Prototype?
Post by: Kit Fisto on September 13, 2013, 06:52:47 AM
So who gave Teancum the original SWBFI source?

So the map was made by professionals?
Also what does the SWBFII convo pack description mean? "...It breaks the fourth wall"
Title: Re: Naboo: Prototype?
Post by: tirpider on September 13, 2013, 01:06:47 PM
Quote from: Kit Fisto on September 13, 2013, 06:52:47 AM
Also what does the SWBFII convo pack description mean? "...It breaks the fourth wall"

Fourth wall on Wikipedia (http://en.wikipedia.org/wiki/Fourth_wall)
QuoteThe fourth wall is the imaginary "wall" at the front of the stage in a traditional three-walled box set in a proscenium theatre, through which the audience sees the action in the world of the play.

Breaking the wall means breaking the illusion, revealing the reality of the play to the audience.
Title: Re: Naboo: Prototype?
Post by: Kit Fisto on September 13, 2013, 05:48:06 PM
Quote from: tirpider on September 13, 2013, 01:06:47 PM
Fourth wall on Wikipedia (http://en.wikipedia.org/wiki/Fourth_wall)
Breaking the wall means breaking the illusion, revealing the reality of the play to the audience.
Ah. I don't really see how this breaks the fourth wall but  :shrug:

So why doesn't someone email P-Fred asking for the SWBFI source so that we can get the version that was made by the developers?
Title: Re: Naboo: Prototype?
Post by: RepComm on September 13, 2013, 06:14:48 PM
Quote from: Kit Fisto on September 13, 2013, 05:48:06 PM
Ah. I don't really see how this breaks the fourth wall but  :shrug:

So why doesn't someone email P-Fred asking for the SWBFI source so that we can get the version that was made by the developers?
Good idea -hehehe
Title: Re: Naboo: Prototype?
Post by: SleepKiller on September 13, 2013, 06:17:06 PM
Quote from: Kit Fisto on September 13, 2013, 05:48:06 PM
Ah. I don't really see how this breaks the fourth wall but  :shrug:

So why doesn't someone email P-Fred asking for the SWBFI source so that we can get the version that was made by the developers?
There won't be much difference aside from vehicle placements and the like. Is it really worth bothering him?
Title: Re: Naboo: Prototype?
Post by: Kit Fisto on September 14, 2013, 07:02:05 AM
So I sent an e-mail to Fred asking for the SWBFI source, and he replied with a download link in less than a day! :ohmy:

So I have downloaded it but there seems to be a few issues.

I know I can fix one but there are a lot of munge error's that I have no clue what to do.  :slap:


So my question is, who would like to work with me to get this map 100% working with no problems in SWBFI?

I can do the mission.lvl bug (no AI will spawn at the moment) and I would love to learn how to get the minimap to look like SWBFI style minimaps.


Who will join me in making this map (made by professionals!) into SWBFI like it was meant to be!

Link to source (Thank You Fred!): http://www.secretsociety.com/forum/downloads/Psych0%20Projects/Maps/Datanabproto.zip
Title: Re: Naboo: Prototype?
Post by: Phobos on September 14, 2013, 07:13:49 AM
awesome thanks fred
Title: Re: Naboo: Prototype?
Post by: Snake on September 14, 2013, 10:01:37 AM
Cool!! I'll help however I can.
Title: Re: Naboo: Prototype?
Post by: RepComm on September 14, 2013, 10:21:49 AM
Booyeah, lets do it.
Thank you Fred!
- What the heck is HashTreeOfDir.exe?..
Apparently it has something to do with the hex format auto assigned digit names when weapons aren't localized? I wonder if cheat engine could manipulate it, I'm a little rusty, so I do not recall.
Title: Re: Naboo: Prototype?
Post by: {TCE}Call-of-Duty on September 14, 2013, 10:42:01 AM
wait so if its the data file in the BFBuilder doesn't that mean that we can just munge it into BF1 just thinkin out loud hear.
Title: Re: Naboo: Prototype?
Post by: Snake on September 15, 2013, 11:38:41 AM
Quote from: {TCE}Call-of-Duty on September 14, 2013, 10:42:01 AM
wait so if its the data file in the BFBuilder doesn't that mean that we can just munge it into BF1 just thinkin out loud hear.

No, SWBF2 operates a lot different than SWBF1. It would just crash.
Title: Re: Naboo: Prototype?
Post by: Phobos on September 15, 2013, 11:42:07 AM
Quote from: Kit Fisto on September 14, 2013, 07:02:05 AM
So my question is, who would like to work with me to get this map 100% working with no problems in SWBFI?

I can do the mission.lvl bug (no AI will spawn at the moment) and I would love to learn how to get the minimap to look like SWBFI style minimaps.

I can help you fix the minimap :)
Title: Re: Naboo: Prototype?
Post by: tirpider on September 15, 2013, 12:21:35 PM
Quote from: -RepublicCommando- on September 14, 2013, 10:21:49 AM
Booyeah, lets do it.
Thank you Fred!
- What the heck is HashTreeOfDir.exe?..
Apparently it has something to do with the hex format auto assigned digit names when weapons aren't localized? I wonder if cheat engine could manipulate it, I'm a little rusty, so I do not recall.

I'm not even certain that HashTreeOfDir.exe is affecting the lvl. People use hashes of numbers and files for a couple of reasons.

A hash is typically a shorter way ti uniquely identify a file, and it can also be used in comparisons to identify whether a file has changed.

I wouldn't spend a lot of time figuring out why it's there. He probably just left it there by accident.
Title: Re: Naboo: Prototype?
Post by: Kit Fisto on September 15, 2013, 12:45:31 PM
Quote from: {TCE}Call-of-Duty on September 14, 2013, 10:42:01 AM
wait so if its the data file in the BFBuilder doesn't that mean that we can just munge it into BF1 just thinkin out loud hear.
I tried that and there are errors I have no clue how to fix, that is why I want a "team" to help me.

Quote from: Snake on September 15, 2013, 11:38:41 AM
No, SWBF2 operates a lot different than SWBF1. It would just crash.
This is actually THE SWBFI source, the one the developers had access to. But there are errors that I need help fixing to munge the map.

Quote from: Phobos on September 15, 2013, 11:42:07 AM
I can help you fix the minimap :)

Awesome! Thank you so much!

So there are a few munge errors that need fixing and I'm going to entrust Snake and RC to try and figure that stuff out.

I will be handing the mission tweaks to improve the map (currently no AI will spawn and the GCW troops have the incorrect gear)

And Phobos will make the minimap like the rest of the SWBFI minimaps to make the map feel more professional.



Can you (Snake and RC) try to fix those munge errors?
Title: Re: Naboo: Prototype?
Post by: Dark_Phantom on September 15, 2013, 02:13:43 PM
I thought this was interesting:
Corrected.  Wrong message.  LoL.
Title: Re: Naboo: Prototype?
Post by: Snake on September 15, 2013, 03:33:17 PM
Quote from: Kit Fisto on September 15, 2013, 12:45:31 PM

Can you (Snake and RC) try to fix those munge errors?

Yeah, I'll get on it tonight.
Title: Re: Naboo: Prototype?
Post by: Kit Fisto on September 15, 2013, 04:05:18 PM
Quote from: Snake on September 15, 2013, 03:33:17 PM
Yeah, I'll get on it tonight.
Awesome thanks!

I'll also finish the mission.lvl touch ups tonight.

Phobos, when do you think you can have the new minimap done?
Title: Re: Naboo: Prototype?
Post by: Kit Fisto on September 15, 2013, 04:30:50 PM
Ok here are the new mission.lua's. I modified troop count etc. (attached) The current troop count would have made gameplay boring.


So I now we just have the munge error's to address and the minimap.

So, hey Phobos! Stop arguing and get on that minimap!  :happy: ;)
Title: Re: Naboo: Prototype?
Post by: Phobos on September 15, 2013, 04:31:24 PM
Quote from: Kit Fisto on September 15, 2013, 04:30:50 PM
Ok here are the new mission.lua's. I modified troop count etc. (attached) The current troop count would have made gameplay boring.


So I now we just have the munge error's to address and the minimap.

So, hey Phobos! Stop arguing and get on that minimap!  :happy: ;)
Sure once the attack posts against me let up I'll be happy to help you out.
Title: Re: Naboo: Prototype?
Post by: Kit Fisto on September 15, 2013, 04:34:39 PM
Uh, Moderator could you lock the Phobos hating topic?
Naboo: Prototype Project is clearly more important.


EDIT: Creating a Readme, credit's will of course be modified if anyone else helps out. :)


EDIT TWO: Here is the Readme. Let me know if you want anything changed. :)

QuoteREADME

Naboo: Prototype

This map is a professionally made Pandemic map that was used to test Battlefront one. The source was never publicly released until September 2013. Where me and a few others touched up the map errors and made it playable.

That's pretty much it!

Enjoy the map and visit http://www.swbfgamers.com/index.php for any and all SWBFI mods and maps!



Created by Pandemic

Shared by Psych0fred

Edited by Kit Fisto, Phobos and Snake of SWBFGamers.com
Title: Re: Naboo: Prototype?
Post by: SleepKiller on September 15, 2013, 05:45:35 PM
So I munged it. I didn't see any that stopped the game from running or it from munging. First off you are not going to get this map the way the developers had it. So your end goal is flawed, you can't get it the way it was meant to be because you don't know the way it was meant to be.

Did you even look at the mini-map? What's wrong with the one Pandemic had? Sure it isn't the style they finally decided on but if you want the map the way it was "meant" to be you sort of need to stick to it.

Let's talk vehicles now. The ones Pandemic had in it at various points of development aren't defined. The spawn points are there, only a handful actually spawn vehicles and that is in the GCW era. So you ain't getting the map to the way it was in this area at all. You'd have to get creative.

Finally AI, there are zero hintnodes on the map. Sure the AI fight just fine without them, but on a big map like this giving them a bit more intelligence is a good thing. Also the map is missing a boundary.
Title: Re: Naboo: Prototype?
Post by: Kit Fisto on September 15, 2013, 05:49:26 PM
Quote from: SleepKiller on September 15, 2013, 05:45:35 PM
So I munged it. I didn't see any that stopped the game from running or it from munging. First off you are not going to get this map the way the developers had it. So your end goal is flawed, you can't get it the way it was meant to be because you don't know the way it was meant to be.

Did you even look at the mini-map? What's wrong with the one Pandemic had? Sure it isn't the style they finally decided on but if you want the map the way it was "meant" to be you sort of need to stick to it.

Let's talk vehicles now. The ones Pandemic had in it at various points of development aren't defined. The spawn points are there, only a handful actually spawn vehicles and that is in the GCW era. So you ain't getting the map to the way it was in this area at all. You'd have to get creative.

Finally AI, there are zero hintnodes on the map. Sure the AI fight just fine without them, but on a big map like this giving them a bit more intelligence is a good thing. Also the map is missing a boundary.
Well crap. I didn't realize he map was incomplete. I can't do any of that editing.

I personally like the final minimap style and I thought it would fit. Well this jus turned into a huge project.

Does anyone else want to continue this project? I'll understand if no one does since this seems to be a lot harder than I once thought. :(
Title: Re: Naboo: Prototype?
Post by: Snake on September 15, 2013, 06:15:26 PM
Quote from: Kit Fisto on September 15, 2013, 05:49:26 PM
Well crap. I didn't realize he map was incomplete. I can't do any of that editing.

I personally like the final minimap style and I thought it would fit. Well this jus turned into a huge project.

Does anyone else want to continue this project? I'll understand if no one does since this seems to be a lot harder than I once thought. :(

I'll work on it. I need a break from Museum work.

---

Alright, for vehicles, I'm thinking of adding some stock tanks and kaadu's. Maybe a nubian speeder and naboo starfighter that Pyschofred made?

The pathing is really weird on this map. I think I will start from scratch and see if I can improve it any.
Title: Re: Naboo: Prototype?
Post by: RepComm on September 15, 2013, 08:07:29 PM
I just moved the world folder into a new project (doesn't matter where a project comes from, mine hates munging someone else' work) and it worked just fine. Vehicles didn't spawn cause I used my own mission.lvl, didn't feel like fooling with theirs yet, and AIs worked alright too. Pathing is a little goofed up.. But of course, it was in the process of creation, not scratched for no reason.

Vehicles will be easy to add, I think its the pathing that will prove a challenge..
Title: Re: Naboo: Prototype?
Post by: {TCE}Call-of-Duty on September 16, 2013, 04:11:43 AM
In the Convo Pack Mav used light speeders, V-19, HAG, and Scarab Fighters if this is any help to you.
Title: Re: Naboo: Prototype?
Post by: Kit Fisto on September 16, 2013, 07:25:40 AM
Thanks guys! I'm glad you still want to help improve this map.

I will continue to supervise and test revisions as they come out.

Phobos has agreed to make the minimap more SWBFI like. I have completed the mission.lua edits (however they might need to be edited for vehicles).


In terms of vehicles I think we should try out new stuff but nothing that was in the conversion pack. Maybe include lots of Sereja's vehicles that he had in his Utapau. That could be fun with those droid tanks and crab droids walking around. Or maybe even AT-XT's!


What do you guys think, should we stick with stock vehicles or try new vehicles mixed with stock?
Title: Re: Naboo: Prototype?
Post by: RepComm on September 16, 2013, 10:17:57 AM
Since vehicles are such a slight edit, perhaps have 2 missions with different vehicles we want?
Personally, I absolutely love the crab droid... I've always loved walkers, but the stock ones just don't make the cut(ATTE is close..). Maybe a little bit different setup for the eras, as of, I doubt you'd think of a Crab droid in the GCW era.

The other mission can be stock, maybe 3-4 speeders and 2 hover tanks per team.
- That is just my opinion as well, so don't feel confined :P
Title: Re: Naboo: Prototype?
Post by: Ginev on September 16, 2013, 11:20:32 AM
I download this map but when i place it in my addon and start the game Error apear and it say Buffer overun detected or something like that.Help please!
Title: Re: Naboo: Prototype?
Post by: Snake on September 16, 2013, 01:18:06 PM
I think we should stick to stock. The only non-stock vehicles I think would be a good match for this map would be the naboo vehicles that Psych0fred made himself. They could be in both eras too since they are vehicles native to naboo.

--

Also, maybe we should add naboo guard and/or gungan locals?

The gungans could spawn from the gungan ruin CP and the naboo guards from the hangar area CP.
Title: Re: Naboo: Prototype?
Post by: tirpider on September 16, 2013, 01:58:00 PM
That canyon behind it all is pretty big.
Good for speederbike chicken races.
Title: Re: Naboo: Prototype?
Post by: Ginev on September 16, 2013, 03:00:37 PM
Why the map is not working for me someone know?It make the game crash.Not only the map the entire game crash :s
Title: Re: Naboo: Prototype?
Post by: tirpider on September 16, 2013, 03:03:50 PM
I don't know why it would crash.
It munges and works fine for me.

Does it give any error messages at all when it crashes?
Title: Re: Naboo: Prototype?
Post by: Kit Fisto on September 16, 2013, 03:19:16 PM
Quote from: Snake on September 16, 2013, 01:18:06 PM
I think we should stick to stock. The only non-stock vehicles I think would be a good match for this map would be the naboo vehicles that Psych0fred made himself. They could be in both eras too since they are vehicles native to naboo.

--

Also, maybe we should add naboo guard and/or gungan locals?

The gungans could spawn from the gungan ruin CP and the naboo guards from the hangar area CP.
Now that I think about it we should use only stock vehicles. Except for the Naboo Starfighter, Prototype Combat Landspeeder and the AT-XT. (I love the AT-XT) also the gian speeder.


I'm not too sure about the locals. That would seem to unbalance the map quite a bit...
Title: Re: Naboo: Prototype?
Post by: RepComm on September 16, 2013, 03:30:21 PM
I doubt we want flyers at all, it could potentially mess with the gameplay and balance. As if we don't have enough to take care of :P
Title: Re: Naboo: Prototype?
Post by: Snake on September 16, 2013, 03:35:05 PM
I'll try some things out. It actually seems like there were meant to be 2 naboo starfighters and at least 2 opposing tanks. So everyone had some speeders, the attacking team had 2 tanks, and the defending team had flyers but no tanks. I will test things out with locals and vehicles to see how the gameplay is. There are also some minor problems with models that cause AI to get hung up but I can fix those. This is a really neat map, though. I really love the design.
Title: Re: Naboo: Prototype?
Post by: RepComm on September 16, 2013, 04:16:57 PM
I made it to where barrels explode if you shoot them (I'm surprised it wasn't already set to be like that.. who doesn't like blowing stuff up, right?)
- I've not really used hint nodes, so I'm fooling around with them now as well. Implanted Kits LUAs, testing now.

edit: Seems a made the barrels a little too dangerous... When they explode, they crash the game :P
Title: Re: Naboo: Prototype?
Post by: Snake on September 16, 2013, 05:09:11 PM
Quote from: -RepublicCommando- on September 16, 2013, 04:16:57 PM
I made it to where barrels explode if you shoot them (I'm surprised it wasn't already set to be like that.. who doesn't like blowing stuff up, right?)
- I've not really used hint nodes, so I'm fooling around with them now as well. Implanted Kits LUAs, testing now.

edit: Seems a made the barrels a little too dangerous... When they explode, they crash the game :P

If you want the exploding barrels in the game send the .odf over to me to keep things centralized. The N1's are in-game now, along with all other vehicles except the Nubian Speeder. The N1's need some .odf work though.
Title: Re: Naboo: Prototype?
Post by: Phobos on September 17, 2013, 06:10:17 PM
The main thing I see in ZE that needs improvment with this map is the planning. I'm going to wipe out the current hubs and start from scratch because they are terrible. The design of map is good and I'm also adding explosive barrels instead of regular props. I am thinking of making a special mission for this map which has a lot of fred's beta vehicles included (hovernauts swampspeeders etc). And a helicopter landing pad base.
Title: Re: Naboo: Prototype?
Post by: Kit Fisto on September 17, 2013, 09:31:10 PM
Quote from: Snake on September 16, 2013, 03:35:05 PM
I'll try some things out. It actually seems like there were meant to be 2 naboo starfighters and at least 2 opposing tanks. So everyone had some speeders, the attacking team had 2 tanks, and the defending team had flyers but no tanks. I will test things out with locals and vehicles to see how the gameplay is. There are also some minor problems with models that cause AI to get hung up but I can fix those. This is a really neat map, though. I really love the design.
I like this idea but it might screw up balance as tanks destroy infantry more than ships.

We will just have to mess around with stuff but the only non-stock vehicle we are including is the N1 correct?



How many separate builds of this map do we have now (3?) or are you guys all sharing...
Title: Re: Naboo: Prototype?
Post by: RepComm on September 17, 2013, 10:00:57 PM
I'm more or less just goofing around with ideas, some quick edits (like exploding barrels), and testing multiple skins (night, day, and sunset) for fun.

I like making lighting skins just to keep things optimal and fresh, I don't really know if y'all would want that included in a 'stock' release. Also some object placement is a bit off (a lot of stuff is sticking out of the ground, and because culling is stuck on "on" for SWBF, it looks extremely tacky.), and tiny .lua edits.
Title: Re: Naboo: Prototype?
Post by: Snake on September 18, 2013, 03:15:04 PM
I've fixed up pathing and gotten all the vehicles in. The gameplay is actually really fun now. The sides are pretty balanced too. I usually get an end score of 30 ish to 0. I still need to edit the N1 guns though. The torpedoes are way OP and the main cannon is basically useless. Anyway, the AI are behaving well so far.

---

Could someone edit com_prop_crateLG_01 and give it a bottom? Currently the bottom is open and there are already crates on the map where you can see up into them.
Title: Re: Naboo: Prototype?
Post by: Kit Fisto on September 18, 2013, 08:23:59 PM
Quote from: Snake on September 18, 2013, 03:15:04 PM
I've fixed up pathing and gotten all the vehicles in. The gameplay is actually really fun now. The sides are pretty balanced too. I usually get an end score of 30 ish to 0. I still need to edit the N1 guns though. The torpedoes are way OP and the main cannon is basically useless. Anyway, the AI are behaving well so far.
That's great to hear! That sounds pretty balanced to me. Are you using my mission.lvl I uploaded?
Title: Re: Naboo: Prototype?
Post by: RepComm on September 19, 2013, 09:40:20 AM
After I perfect the sky file skins, shall I send them over to you?
-
Also I think I can do the crate today, I hope to be messing around with XSI today anyways :P
Title: Re: Naboo: Prototype?
Post by: Kit Fisto on September 19, 2013, 07:30:13 PM
Quote from: -RepublicCommando- on September 19, 2013, 09:40:20 AM
After I perfect the sky file skins, shall I send them over to you?
I think the stock skin is good, but maybe you could make a skin changer separate from the map? Or make it come with the map? That would be a nice addition.
Title: Re: Naboo: Prototype?
Post by: RepComm on September 19, 2013, 10:08:44 PM
Im not real familiar with scripting yet, so if you are talking about ingame lighting change, I'll leave that up to someone with the know how and experience (Phobos) if they wish. Should be done with those soon.
--
Fixed the Crate, attachment bellow contains zip-compressed .MSH to replace.
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