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Messages - Michaeluj

#76
I'm actually working on a retrospective of the entire franchise, and I'd like to devote some of it to your glitch project. If you'd like to have it featured, let me know!
#77
Does the very first game have a mod manager? I could only find one for the sequel.

If one doesn't exist, then I guess I'll just start re-naming my downloaded map folders so that they're easier to read. Thankfully that doesn't seem to mess up the mods. Though I do sort of wish that renaming works with the sequel . . . it's annoying to rely on acronyms and a mod manager to help give them proper titles.
#78
Welcome Center / Re: Doing Battlefront Research
August 01, 2018, 11:41:40 AM
Thank you. I've actually been having some success with reading files (both MSH and ODF), and the community was quite helpful.

I still have to figure out whether p_crithit 0 in the ODF means that "base" critical hit damage is received or whether the critical hit function is turned off. The ODF guide I read doesn't make that clear.
#79
Welcome Center / Doing Battlefront Research
August 01, 2018, 10:00:37 AM
Hello!

I'm making a retrospective for the entire Battlefront franchise -- it's development history, interviews, publications, historical context, mechanics, and even mods. It's currently at 300 pages and not even close to finished! I would like to make it into a video essay (or many), but a text document is priority for now.

Here, I want to obtain advice from the community to create a comprehensive list of mods as well as a basic guide for how to manage them. [At the moment, I'm testing out any halfway decent mods to see if I want to include them. Once that's done, I'll list them and ask you guys for other suggestions).

In addition, I am exploring the files to see what secrets I can unearth At the moment, I'm fascinated by how critical hits on vehicles are implemented -- the damage done, how their locations don't seem to match conventional wisdom, how some vehicles seem to have none at all, etc.
#80
SWBF1 Modding / Re: Hero Conquest Map?
August 01, 2018, 06:29:40 AM
That may be the case, but I have too many projects to finish before I can even consider modding. One of them is a retrospective of the entire Battlefront franchise. I figured that I would dedicate some of it to the mods, maybe going over the top 100 (rapid-fire overview, of course) and explaining how to recreate Battlefront 2 within the first game.
#81
SWBF1 Modding / Re: Hero Conquest Map?
July 31, 2018, 08:12:40 PM
Thank you!

Although that map does have, weirdly enough, a Rebel Commando on the Light side. Weird, but not a deal breaker.
#82
SWBF1 Modding / Hero Conquest Map?
July 31, 2018, 07:20:17 PM
I'm trying to see if I can cobble together a sort of BF2-to-BF1 conversion pack, essentially recreating Battlefront 2 in the Battlefront 1 engine. I know that modes like CTF are impossible, which is fine (I don't want to reproduce the game mode perfectly). I just want a way to cleanly install some sort of variant of Hero Assault on a map or two with minimal interference with other mods.

I know that there is a sort of Hero Assault component in the Main Play Mod, which is great but undesirably comes bundled with faction changes that impact the rest of the game. I'm seeking a version that doesn't rely on modifying the classes across all of the base maps or interfere with other mods that do just that (ie the SWBF2 Sides Mod). Essentially, I guess I'm looking for something like Serejas' maps, which each have their own unique units bundled within the map folder.

I think the best would be a map of Mos Eisley which has heroes and villains on opposing sides instead of the typical factions. Does such a mod exist?