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Messages - Giftheck

SWBF1 Modding / Re: Endor: Imperial Base [WIP]
May 26, 2024, 12:43:15 AM
Quote from: jonjonshell21 on May 26, 2024, 12:17:51 AMWhen are you planning on releasing this map?

When it's finished.
Quote from: jonjonshell21 on May 26, 2024, 12:19:56 AMQuick Question, are you going to have two separate version of this mod like one for Star Wars Battlefront 1 2004 and another version for Star Wars Battlefront Classic Collection due to the fact that Aspyr have a lot of issues that create a big mess?

I am not making a version for Classic Collection.
Quote from: vonfrank on May 11, 2024, 03:36:07 PMI figured it was something like this...

Any ya, that sounds difficult to specifically narrow down and fix. It would likely require somehow determining the specific file causing the crash. I guess there's no console or error logger to figure this out?

Unfortuntately not for multiplayer.
Sounds like a client/host mismatch. If you have heroes in your script that aren't present in the scripts of other players in the match, it'll crash.
For SWBF2, the LUA format is unchanged, so you should be able to change and munge a new mission.lvl.
As an addendum, unless you're modding the Classic Collection version of the game or the console versions, you are restricted to a total of 5 unit choices per side.
Quote from: Zelenium on April 18, 2024, 11:29:56 AMCool result!

Don't bump topics, please.
SWBF1 Modding / Re: Sniper range
April 15, 2024, 08:14:11 AM
Most of those commands do not exist in SWBF1. The only one that does is SetTeamAggressiveness,.
SWBF1 Modding / Re: Sniper range
April 15, 2024, 06:33:06 AM
Before I respond, I need to ask: is this question specifically for SWBF1, or was this for SWBF2 and you've put it in the wrong board?
Released Maps and Mods / Re: Scarif: Beach
April 14, 2024, 12:41:53 PM
I have a new version!  :cheer:

Download it here (Temporary, will replace the link in this post and OP with the new ModDB link when it's approved)

Here's a couple of glamour shots I took:


-Reworked some skins
-Tweaked barriers and AI planning
-Tweaked bleed thresholds - destroying the AT-ACT will result in Empire bleed as intended.
-Tweaked weapon stats on pistols, rifles and hero weapons
-Added foliage and extra props to the east of the map. Please note that owing to
-Tweaked AI unit priorities to favour the Rebel Soldier on the Rebels side
-Replaced the Rebel Smuggler's MPL Homing Shot (which AI didn't use) with a DH-17 Blaster Rifle
-Reduced health on hero units
-Implemented new animations
-Added an option to play the map with stock sides
-Increased fly heights for starfighters
-Created first-person and third-person models for weapons

And the customary credits list:

Pandemic Studios - Mod Tools
Myself - weapon models (A180 pistol, A180 rifle, A280CFE Rifle, A280CFE Pistol, A300, DL44, DH17, M45, Time Bomb, E11, E11D, DLT-19, DLT19D, EC-17, MPL-57, HH-12, RPS-6, Sonic Imploder), additional world models
Sereja - weapon models (SE-14C, DL18)
icemember/Designated Days Team - base models for the Death Trooper and Shore Trooper
Gogie - Scarif buildings and assets
Netmarble Games - Death Trooper texture, and Director Krennic parts from Star Wars: Force Arena
Disney - Scarif Trooper helmet from Star Wars: Rivals
Zen Studios - DT-27 model, AT-ACT model, U-Wing model
InspectorJ - Ambient sound (
Mark Griskey - music from The Force Unleashed II
Michael Giacchino - music from Rogue One: A Star Wars Story
John Powell - music from Solo: A Star Wars Story
Ben Burtt and Matthew Wood - sound effects from Star Wars films and games
Ryan Hank - animations for the rifle
Snakey - A280 Scope texture
SWBF1 Modding / Re: [WIP] Scarif: Beach
April 11, 2024, 10:37:06 PM
So I have been thinking on one possible big change for Scarif, and I'd like some input. I've seen one or two reviews that say the map is too small for vehicles and should be ground combat only, or they'repointless. Any thoughts on that? I've got a few solutions:

1 - Keep everything as-is. To hell with people who say they're pointless.
2 - Remove the X-Wings and TIE Strikers, keep the AT-ACT and U-Wing.
3 - Remove all the starfighters entirely, keep the AT-ACT.
4 - Remove all the vehicles, have Scarif a pure ground combat map.
What I had to do was use the PRIMA game guide for overhead maps, and then take a ton of reference screenshots ingame for object placement.

Unfortunately, there is unlikely to be a map viewer for SWBF2015 anytime soon. They have just begun being able to make custom maps in SWBF2 2017, but I have no idea what their method is.
SWBF1 Modding / Re: [WIP] Scarif: Beach
April 10, 2024, 09:04:31 AM
Hi! I'm not bumping for no good reason. I'm doing some minor tweaks to Scarif. Mainly sounds, some model changes for the units etc.

Any thoughts on what I could do to perhaps enhance the map or units? Any feedback on what could be improved upon or changed?

Much like the current version I have of my Invisible Hand map (which now has a 'stock sides' option), I was thinking of having a 'stock sides' version as well. Would that be of interest to any of you?

As an additional thing, since my Scarif is actually based upon DICE's Scarif map anyway , I was considering making it an honorary map to go with the Demake series, and thus making it use the same sides as Tatooine: Dune Sea Exchange, Hoth: Rebel Base and Endor: Imperial Station.
Released Assets / Re: Unit 33's Rebel Marksman
April 03, 2024, 01:03:29 AM
My assumption is, based entirely on the way she looks, that she's within the original model's poly count, so won't be taxing on the engine.
SWBF1 Modding / Re: BF1 cheats
April 01, 2024, 12:44:07 AM
No, and no.