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Messages - Phobos

#76
Quote from: Led on January 04, 2017, 12:34:40 PM
Any volunteers to organize a Game Night or Mod Night or Tournament for SWBF, SWBF2, or EA SWBF?

Let's start 2017 off with a get together  :cheers:
I could help organize a TWD mod night sometime soon :cheers:
#77
SWBF1 Modding / Re: how?
January 01, 2017, 01:07:30 PM
One way to improve graphics even without modding is to enable Anisotropic Filtering x16 if your GPU supports it. Set to override application settings and you will notice a big improvement in graphics quality with minimal FPS drops.

Now for modding u want to start with BFBuilder and other mod tools patches that Buckler has linked to. There are other tools and programs you can use such as MSH viewer to preview changes to textures before munging them in a mod.
#78
If you play on self hosted servers this is another option for improved TPS and FPS. http://www.swbfgamers.com/index.php?topic=9777

Also enabling vsync in the SWBF video options should cap your FPS at the native monitor refresh rate which is usually 60hz / 60fps. I recommend /noframelock and using bandicam to cap it at 60 or 120 FPS.
#79
Released Assets / Re: Serejas Biohazard Trooper
December 28, 2016, 07:20:45 PM
This is awesome, thank you for uploading :cheers:
#80
Requests / Re: Shell voice streams
December 28, 2016, 11:21:50 AM
Quote from: Gistech on December 28, 2016, 02:56:36 AM
Does anybody have the voice streams from the shell? We have the battlefield VOs, but I'm after things like the mission briefings etc. I'm aiming to rebuild the sound/shell.lvl file with new music but while I have a few of the VOs to rebuild it, I do not have all of them.
I thought I had released these before but couldn't find them on here. 4 years ago I ripped all the stock shell mission briefing voiceovers here they are
http://www.swbfgamers.com/index.php?topic=11472.0
#81
Released Assets / BF1 Stock Campaign VO Stream WAVs
December 28, 2016, 11:21:05 AM
BF1 Stock Campaign VO Stream WAVs

http://www.swbfgamers.com/index.php?action=downloads;sa=view;down=1422

BF1 Stock Campaign VO Stream WAVs ripped from the stock shell mission briefings includes a zombie briefing by Unit 33.
#82
Incredible work Sereja, thanks for sharing :cheers:

Quote from: Gistech on December 28, 2016, 09:05:51 AM
Thanks for the share :)

I can have a look through to see if we can make the map compatible with Legacy.
The map is compatible with TWD mod and should be with Legacy, to prevent crashing the domes.lvl must be called on. With the source code it should be possible to converge that file with the main world LVL.
ReadDataFile("TWD\\013.lvl") -- spaceport map
ReadDataFile("TWD\\domes.lvl") -- copied from the SIDE folder
#83
Released Assets / Re: SWBF1 Shell extras
December 28, 2016, 11:07:09 AM
Thanks for sharing these! The shell planet models, MCFG and LUA were previously released by psych0fred (and I included them in the perfect shell builder) but I did not have the load.lvl planet models or individual planet REQs. He also sent me the sound files a while ago but I don't remember if they were released publicly.
#84
SWBF1 Modding / Re: ZE Not Saving
December 27, 2016, 08:01:34 PM
This could be due to read-only permissions. I suggest right clicking the entire DataProject folder and disable read-only for all files and sub-folders. Also make sure to run clean.bat and manually check the _build_pc folder for any munged files that may not have deleted since sometimes there is a bug where munged textures won't delete from running clean.bat.
#85
Also I think SWBF2 supports the /waitlate command which should reduce server lag for other players with high ping. Make sure the hosting computer has good hardware and CPU. Anyder recommends 40tps for SWBF2 servers.
#86
Released Assets / Re: Militant Skin
December 27, 2016, 08:34:04 AM
Cool skin, I might use it in TWD mod. Thanks for sharing :tu:
#87
General / Re: Merry Christmas Battlefrontians!
December 25, 2016, 10:46:56 AM
Merry Christmas! :cheers:
#88
Released Assets / Re: UPDATE 25 December 2016
December 25, 2016, 10:46:19 AM
Quote from: DEVISS on December 25, 2016, 08:49:41 AM
[spoiler][/spoiler]

Felucians 1.0 (TFU)


Credits:
* ASPYR - Original models from TFU Game
Very nice! :tu:
#89
Welcome Center / Re: Stoppin' by to say hi.
December 22, 2016, 04:02:08 PM
Hi Breakdown, good to see you again :cheers:
I remember playing your zombie cloud city mod back when I was first learning how to mod SWBF. Many players feel the EA reboot is nothing compared to the originals ;)

Now that we have our own master server, SWBF1 and SWBF2 should last for many more years. They will probably even outlive the EA servers. Many new mods are being created for both games, you should check out some of Sereja's maps if you manage to get the game working again.
#90
SWBF2 Modding / Re: Where to start?
December 22, 2016, 03:41:45 PM
Quote from: Nyx on December 22, 2016, 06:39:56 AM
I want to try getting into modding, and I want to know where to start? Are there tutorials?
I don't mod SWBF2 but these websites also cover many useful tutorials
http://swbfmodding.wikidot.com/getting-started
https://sites.google.com/site/swbf2modtoolsdocumentation/


Quote from: Ascertes on December 22, 2016, 10:44:19 AM
I always start by an idea I get while playing something. Usually its something like: "I wish this had something more like this," "This could be better if it was done this way..." things like that. I take a look at what is already created, and try to figure out how I could improve it or do it differently.

Try to think of something you wish was different, if you just need brainstorming ideas. Figure out if you want to do a side mod, a map, etc. That should be your first step. Once you have that figured out, we can go from there  :)
This is true. Many of my ideas for modding originated from playing in the servers or a SP mod and thinking of new ideas to improve the game further. Once you have brainstormed enough ideas for a mod map, you will know what assets need to be featured and create a blueprint draft. For side mods, brainstorm which units and weapons are being included, etc. Then figure out which areas of modding you need to learn.