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Messages - Dark_Phantom

#76
Custom Resolution ingame (Addon Only)

http://www.swbfgamers.com/index.php?action=downloads;sa=view;down=1602

This mod is simply to allow a custom resolution to be set ingame in 1.2, rather than through a custom program. Even though it is in addon, it does not take away from the 50 mission addon cap in 1.2.

The option can be found after you log in and select "Options".  The menu option is at the bottom.

I do not have a 2k/4k monitor, I only tested it with 1080p since those are what I have.  Setting the resolution to an unsupported res forced the game into 800x600.

Once the resolution has been set, as long as you don't go into the video options screen in the shell, it should stay, even if you restart the game or remove the mod.
I may expand on this in the future.  Consider it a proof of concept of sorts for new menus/settings.

This does NOT set the menu resolution, which is locked to 800x600 in 1.2.

Credits:
Dark_Phantom - Creator
BAD_AL - example code to replace screens in BF2
#77
Released Maps and Mods / Naboo Guard Sound Glitch Fix
February 05, 2022, 09:23:36 PM
Naboo Guard Sound Glitch Fix

https://www.swbfgamers.com/index.php?action=downloads;sa=view;down=1601

This file goes in GameData\Data\_LVL_PC\Sound\ and replaces the stock nab.lvl

Basically this "glitch" was caused by an incorrect reference in nab2cw.sfx when the PC version was being worked on.
The console versions of the games have all the sounds contained in the individual sound.lvl files, however, on PC, to preserve sound quality, all effects are stored in common.bnk.
Great right? Well in nab2cw.sfx, the Rebel VO files were given aliases, which normally would NOT be an issue and isn't on console, seeing as everything is in the same place.  On PC this is what was happening:
Searching for GICOM001 (a hurt sound)
GICOM001 is not found, so we pick a place in memory that C++ thinks is fine and dandy and translate it to sound.
AICOM001 is what IS in the common.bnk, so we need to change some references in CW.snd to AICOM001 instead of GICOM001 (which links the odfs and sound effects together), and remove the alias from nab2cw.sfx.

Creator: Dark_Phantom, who got so sick of hearing that ugly noise that he patched it out after 16 years.
#78
Released Maps and Mods / Shell.lvl Builder for SWBF1 PS2
February 05, 2022, 06:58:23 PM
Shell.lvl Builder for SWBF1 PS2

http://www.swbfgamers.com/index.php?action=downloads;sa=view;down=1600

This is a feature complete munger for PS2 shell.lvl.

I have left the unmunged PS2 shell scripts in for reference if you desire to swap files and use minimunge.  However, I have tirelessly reversed them so there should not be any (noticeable?) discrepancies against the stock ones.
If I were you, I would remap "move shell" to your directory so that you save a copy step :)
Do not move StockBin unless you want to change the bat file - it is configured to properly insert itself into the PS2 shell.

All maps/modes seem to be in a playable state

ifs_start - there seems to be a missing if-loop in here I don't understand but it's buried under an XLive loop so it doesn't need fixed for PS2.  There's a chance it was fixed for XLive in the Xbox build (PS2 was done first)
All other files seem to be complete and working.

MY BIGGEST NOTE: The PS2 shell is pretty fragile. Mine actually munges smaller than stock but if you go bigger than stock you can start to see some memory failures when calling videos in on the IA screen/Tutorials.
It took a long time to get the images as close to PS2 as possible, but there still might be some distortion/oddities in the images (like there's some non-alpha'd lines in the IA screen I noticed later.) I had to munge more of them in 4-bit format than I would've liked. If you're adding/modifying images, please make sure you test the screens that load in videos like the IA screen before release.


Credits:
Dark_Phantom - reconciling differences in byte code to original PS2 values
Psych0fred - different scripts to test on, being a cool guy
tirpider - I would never have been able to do this if I hadn't read a long write-up tirpider did on lua bytecode generation and understanding.  You're the man!
Led - for keeping SWBFgamers going all these years.
#79
General / Re: Merry Christmas
December 21, 2021, 06:11:03 AM
Hope everyone has a great holiday season!
#80
"lub" files are extracted compiled scripts. There's no practical way to get them back into the original file after extracted.  I guess it could be hex edited but that's pretty difficult and probably is not going to work the way you expect.

I can't fully answer your question for you because I generally do BF1, but I do know that the "warm up time" (spawn timer?) is hard coded and requires a custom exe. The rest will require learning lua scripting and recompiling the shell.lvl.

Your best bet is Gametoast for BF2, specifically at the .lua section here: https://gametoast.com/viewtopic.php?f=27&t=13806  - I don't know specifically what they would recommend for your situation, which (like I said) requires a shell recompile.  All the scripts are included in the BF2 mod tools which I assume could be used for that purpose.
#81
Requests / Re: .LVL File Translator
October 15, 2021, 04:08:51 PM
The odds of unmunge getting any more work are very low.
Led's method would be the only way to edit existing files or creating brand new ones using the tools provided.
#82
Requests / Re: .LVL File Translator
October 15, 2021, 08:01:40 AM
the core lvl tool has a "Multi-Language Tool" exe with it.  That's how you edit the localizations, and it's the only way to do it at this time.
#83
Released Maps and Mods / MP Monday 10/11/21
October 11, 2021, 11:13:30 AM
MP Monday 10/11/21

http://www.swbfgamers.com/index.php?action=downloads;sa=view;down=1599

EXTREME version of MP Monday, probably going to bomb out, but oh well.
Bespin Escape by Jendo7
Geonosis Arena (2 versions) by Napseeker
Ord Mantell NGG by Rippentuck
Theed Xbox Beta conversion by Dark_Phantom
#84
fixed link, should be good.
#85
10-4-2021 Multiplayer Monday Mod Map pack

http://www.swbfgamers.com/index.php?action=downloads;sa=view;down=1598

This week's Multiplayer Monday brings back Mod Maps!

Maps included:
Kashyyyk Wookieeland by Rends
Eddie's Kastel by Eddie
Geonosis Arena by ?
Coruscant: Streets by Rends
Rhen Var: Bridge by newguy99
#86
http://www.swbfgamers.com/index.php?topic=13685.msg122784#msg122784

Program in this thread can extract from MVS.  However, ps2 files are not in bink format, they're in PSS format.  You need a program called PSS demux to split it into sound and video, then you'll need your favorite video editing program to turn it into what format you want.

Seems kinda overkill for the PS2 demo though.
#87
Yeah and the CP is for the Gamorreans.  That's been known by the modding communities for a while.

We just don't have the exposure that Oddheader does.  Love his videos lol.
#88
SWBF2 Modding / Re: binkw.32dll error
September 15, 2021, 12:12:21 PM
The binkw32.dll error is most likely caused by not having the BF2_modtools.exe in the same folder as your regular Battlefront2.exe.
You'll need to move that exe over to the Steamapps/common/BF2/Gamedata, then you use that to test your mod and get better logging.
#89
The SWBF1 Speedruns community would like to announce our version of "Challenge Mode".
I would like to thank Skinny, Dlemmor, and the KoTOR speedruns moderators (for jumpstarting the idea) in making this come to life.  We would like to try this as an engagement tool for new and experienced runners.  The challenges will be generally shorter, but times may adjust depending on the community's input.

Challenge Mode adds a new layer of depth to BF1, and is implemented in the same way as an Addon map on PC.  That doesn't mean console players can't participate!  For the speedrun challenge, there is NO requirement to download the mod, but it will make it easier to get right in the action.  However, we have NOT limited the challenge mode, so console players may want to think about getting SWBF1 on Steam/GOG if the Challenges Mode is what they want.

IN FACT, it's so small it's an attachment at this point.  Just unzip, place in your addon folder, and go!

Speedruns will (obviously) be based on time and Challenges, at this point, will be judged based on reinforcement count. If you would like to participate and get some bragging rights, you can submit your times in the SWBF1 Speedruns Discord at this point.  The current one will run two weeks and we will reassess whether two weeks is appropriate for future editions.

Our permanent link is here: https://discord.gg/g9GvkyXAKz

We hope to see you on the front!

#90
SWBF1 Modding Tutorials / New Screens through Addon
September 07, 2021, 07:21:03 AM
Ok, we've been down this road before, and it's probably about 10 years too late, but I'm here to tell you how to add NEW screens through the addon folder.

I have attached the demo in the attachments on this post.  This is what we are using for "Week 1" of the SWBF1 Speedruns challenges.


  • You need to modify how the ifs_movietrans_PushScreen() function works.
  • You need to define a new screen in the addme.lua file
--Original concept by BAD_AL, modified by Dark_Phantom
--This modifies the ifs_movietrans_PushScreen function, or more accurately, catches one situation where we want to switch the screen.
origMovieTrans = ifs_movietrans_PushScreen
ifs_movietrans_PushScreen = function(screenName)
    if( screenName == ifs_sp ) then --THIS IS NOT A STRING
        --ScriptCB_PushScreen("ifs_sp2") --you can use this to just push the new screen if you don't have a movie transition
        origMovieTrans(ifs_sp2)
    else
        origMovieTrans(screenName)
    end
end

--Now we add the new screen...
ifs_sp2_vbutton_layout = {
--...
}

ifs_sp2 = NewIFShellScreen {
--...
}
ifs_sp2.CurButton = AddVerticalButtons(ifs_sp2.buttons,ifs_sp2_vbutton_layout)
AddIFScreen(ifs_sp2,"ifs_sp2")

I didn't copy my code straight up but you can copy that section from ifs_sp, and then modify one of the fields, like add a button to the list, you should be able to modify the screen accordingly.

After this, you can then save and munge your addme.lua file.
You're then going to create a folder in addon (I use challenge) then just drop it in there.
There's plenty of extensibility too... obviously I wouldn't recommend locking people out of screens, but using it for modification.  It's a much slimmer way to modify (or create new) screens we already have WITHOUT a total conversion mod.  As you can see from my attachment, it's 3 KB to add A WHOLE NEW (very basic) MODE

In a future episode, we will be talking about how to tie more screens together and make the script extremely generic for your purposes.  This way is the "hard-coded way" which is really convenient for one or two screens, but we can leverage some ScriptCB_SetDCMap() calls to go even further.