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Messages - Dark_Phantom

#1066
SWBF1 Modding / Re: [HELP]Turret Dispenser
April 05, 2013, 04:46:09 PM
Quote from: Sereja on April 05, 2013, 01:26:06 PM
Monster truck wheels idea, is not so bad after all:
[spoiler][/spoiler]
:rofl:

LOL that is great.  Next it needs to move, because if I understand right, it doesn't move (YET!  DIE REBEL SCUM)
#1067
General / Re: RIP LucasArts
April 04, 2013, 06:21:56 PM
In theory we could make a whole new game if we wanted to with the source code.  Anything goes.  Jedi Academy/Outcast people are already talking about ports, major enhancements, fan sequels, etc.  :ohmy:
Which is why most developers don't release it.
#1068
General / Re: RIP LucasArts
April 04, 2013, 05:06:40 PM
Quote from: SleepKiller on April 03, 2013, 09:12:37 PM
Well the Jedi Knight community will now be over the moon considering with the closure LucasArts Raven Software just went released the source code to both games they developed. Shame Pandemic has long since been closed.
I wish some SWBF developer would read this and go "Hey, these poor guys want the source code, they can have it."  I don't really see anyone who would have much of a problem with it after Raven let JK community have it and Lucasarts and Pandemic (both practically dead) won't have anything to say.

This is just a dream though... odds are heavily favored against us.

On the bright side, for you JK modders (not me, Academy just sits on the shelf, the old DF2 is used more often (by the way, they still have a following even though the game is from 1996)), this is gold.  Just browsing through the JA files make me salivate for the super slim chance we get source code for BF.

#1069
I have not been able to find time to battle (I have to go somewhere else to use the Internet to play due to slow speeds) and I will forfeit my match to Fizz. 
My Internet has not been coping well with Tunngle, Xfire, and everything else.  Until I get better Internet, it is probably best for me to hold off on competing and just stick with modding for now.  :dry:
#1070
Did you edit the mission.lua to make the memory pools greater?
#1071
I was never fond of Polis Massa, as I like open battlefields more.  The way it (and a couple other maps) are set up is around 2 chokepoints.  If you can get those chokepoints you can hold off the opposition indefinitely with just missiles and grenades.  Also it annoyed me how you couldn't spawn closer at the one "table" cp while the enemy comes in through the 2 doors.
#1072
This is tough.  Mygeeto was pretty good overall I think, and Coruscant was too.  I personally liked Kashyyyk's look in BF2, but the lack of CPs and the clear disadvantages to the Rebels/Clones still annoys me.  Got on my list because the Rise of the Empire on Kashyyyk was great and offset that disadvantage with a "Landing type" CP.
#1073
No, when the Gamespy server shut down, all "Internet" through Gamespy capability ceased to exist for BF1 (all versions).  :'(
1.0 and 1.2 distinction still exists on Tunngle though. 
And 1.1 I guess if anyone wanted to start a server on 1.1    ???
#1074
Ok, for no reason whatsoever, the Wrist Blaster decided it would change color and sound as I was messing with something completely different.  I never touched it (I had changed all the bullets to green and sound changes earlier, but they never did anything until this last munge.)  Hopefully I can find what I did  ???
#1075
SWBF1 Modding / Re: Removing Jetpack
March 15, 2013, 09:35:48 AM
Ok, that worked, combined with a new .tga.  I must have accidentally messed up the old .tga when I tried to make it alpha (also added an .option file to com_inv_col.tga which probably helped).  Anyway, now we have a trooper with no jetpack  8)
#1076
SWBF1 Modding / Removing Jetpack
March 15, 2013, 08:27:02 AM
I have tried removing the jetpack from some skins for my next mod, but whenever I change the texture to alpha and hex edit after ATRB to:
04 00 00 00 04 00 00 00
All I get is black.  Is there a special way to remove them or did I miss something when I was doing this?  I know I'm on the right texture because I moved the 04 over and it made the jetpack shiny.  And just picking a different skin is out of the question at the moment.
#1077
Awesome!  I'm XSI illiterate (I try and try and it never works right for me :( ) so I wanted to learn an easier (which it will be once I figure out sketchup :) ) way to make models.
Thanks!  8)
#1078
Ok, will do.  Thanks RC.  ;)
#1079
SWBF1 Modding Tutorials / Sound for the opposite era
March 06, 2013, 06:22:09 PM
I couldn't find a tutorial or any posts related to this... this has been a "silent" problem that kept me from going cross era with mods.  Please tell me if anyone else has already done this.

Ever want to cross your soldiers and weapons across an era?  Really?  An annoying thing that comes along with this is the silence of soldiers and weapons.  Well, the answer lies in the sound files.
 
You see, each side has its own specific sounds assigned to it in the sound files.  In the example I'm going to use, "sound\\bes.lvl;bes2gcw" contains the Imperial and Rebel sounds that the odfs call on.  For example, in the imp_weap_inf_rifle.odf, there are lines like this:
//******************************************************
//*************** SOUND ****************
//******************************************************

FireSound        = "imp_weap_inf_rifle_fire"
ReloadSound      = "imp_weap_inf_reload_med"
ChangeModeSound = "imp_weap_inf_equip_med"
FireEmptySound = "com_weap_inf_ammo_empty"
WeaponChangeSound = "imp_weap_inf_equip_med"


If you were to change FireSound to "rep_weap_inf_rifle_fire" (the Republic equivalent), you would hear nothing and be greatly disappointed, as the Republic weaponry sounds are contained in "sound\\bes.lvl;bes2cw".  Maybe the example will make it more clear.

1.) Go to your mission.lvl builder and pick a lua that you wish to edit.  I'm going to bes2a.lua (The GCW version of Cloud City)
2.) Open it up, you will see a line that says:
ReadDataFile("sound\\bes.lvl;bes2gcw");
3.) Add this line to it:
ReadDataFile("sound\\bes.lvl;bes2cw");
4.) Now to test it, pick a side and add these lines to the lua.  I picked a Clone Trooper to add to the Empire (will work with separate teams):
    ReadDataFile("SIDE\\rep.lvl",
        "rep_inf_basic");

        SetTeamName(IMP, "Empire")
        SetTeamIcon(IMP, "imp_icon")
    AddUnitClass(IMP, "imp_inf_storm_trooper",11)
    AddUnitClass(IMP, "imp_inf_shock_trooper",3)
    AddUnitClass(IMP, "imp_inf_scout_trooper",4)
    AddUnitClass(IMP, "rep_inf_clone_trooper",5)


YaY!  You can hear him and everything.  (EMP Grenade?  Not quite sure what's up with it :dry:)  His guns and voice come through though.

I found this out making my newest mod (I had an Imp rifle noise already used, and I wanted a Rep pistol noise for another weapon).  By adding that one line to the lua and changing the odf, I can now hear the Republic and CIS noises. 
I also found out that the sound for the wrist blaster is linked to the sbdroid animation and CW sounds, so you need to have that line to hear it at all ingame.  Changing the odf to another fire sound doesn't work.

8)