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Messages - Dark_Phantom

#571
Welcome Center / Re: New player here.
January 31, 2018, 09:54:10 AM
Welcome to SWBFGamers!
#572
I'm going to say this now - Sereja in the past has said that he has no issue with other people converting it when assets come, but you can't expect much from him for conversion help, especially considering he doesn't use SWBF2.  His mods are specifically made with SWBF1 in mind and using its limitations.
#573
SWBF1 Modding / Re: Sound files?
January 23, 2018, 09:50:20 AM
This is what I wrote on it a while ago: http://www.swbfgamers.com/index.php?topic=6176.0
#574
Porting a game is much, much harder than you make it out to be.  And you aren't going to find the source code anywhere, which will make it nigh impossible.
#575
SWBF1 Modding / Re: Sound files?
January 22, 2018, 03:58:00 PM
Example:  If you wanted a rebel rifle sound in your side to the republic, you would add this line to your mission.lua (bes1a is platforms).
Code (lua) Select
ReadDataFile("sound\\bes.lvl;bes1gcw");
You would then call corresponding code in your rifle's code (add something like this to rep_inf_rifle in place of the Republic Rifle Sounds).
Code (lua) Select
//******************************************************
//*************** SOUND ****************
//******************************************************

FireSound        = "all_weap_inf_rifle_fire"
ReloadSound      = "all_weap_inf_reload_med"
#576
General / Re: SWBF2 PSP Mods
January 22, 2018, 03:52:50 PM
Quote from: DylanRocket on January 20, 2018, 10:08:30 PM
UMDGen can easily generate an ISO for PSP.

Dylan just told you exactly what program to use.  There are many, many programs that can burn ISO images.
#577
In SWBF1 at least, you need to have run the game at least once.  Having the exe does not help you.  In BF2, it may be the same type of situation, or you need to redownload the BF2 modtools.
#578
If you take a look throughout other levels, there are small edits that are not really explained at all - the ones I think of right away are Cloud City (glowing bars underneath all the steps and something else I can't remember), the fact that there are planes on Naboo: Plains (I seriously was walking around and wondering "Where's the Jedi Starfighter?" then in sadness remembered that planes are in PS2, not PC).  Also, some mines have geometry and can be used for wall climbing. :wizard:
#579
SWBF1 Modding / Bonus Descriptions
January 16, 2018, 08:32:47 PM
Here are the list of ingame Bonuses for BF1 according to PsychoFred (on secretsociety.com).  I have added descriptions.  These can be used in Single Player and theoretically online (only tried self-hosted with no joining players) by using the command ScriptCB_SetMetagameRulesOn(1) then the codes below.

ActivateBonus(ALL, "HERO")
--This is self-explanatory: in this the hero for the Rebellion will be called, which is generally Luke Skywalker.  This is on Tatooine in Galactic Conquest.

ActivateBonus(ALL, "MEDICAL_SUPPLIES")
--Otherwise known as Bacta Tanks, this bonus will give your team small dosages of health continuously throughout the battle.  This is on Naboo in Galactic Conquest.

ActivateBonus(ALL, "SENSOR_BOOST")
--This bonus jams the other teams sensors while boosting your own (can see all enemies on minimap at spawn, and then while spawned in whatever direction you are looking).  This is found on Rhen Var in GC. (does not do anything if called by server)

ActivateBonus(ALL, "RESERVES")
--When reinforcements reach a certain amount (40? Still testing), more reinforcements will be added to the team (20?).  This is on Kashyyyk in GC.

ActivateBonus(ALL, "SABOTAGE")
--Enemy team vehicles come in with about 10% of their health.  This is found on Bespin in GC.

ActivateBonus(ALL, "TRAINING")
--Seems to increase AI accuracy ingame.  This is found on Yavin in GC.


Undocumented, unused bonuses:
ActivateBonus(CIS, "SURPLUS_SUPPLIES")
--This bonus does not work as I believe as it was intended to.  The bonus, first of all, crashes the game most of the time.  I could only get it to work when I was the only one running around on Dune Sea.  When I walked into CIS command posts as a Republic trooper, health packs dropped one at a time around the CP, and when I grabbed one, another would drop shortly thereafter.  They did not drop if I was CIS (as called in the bonus).  Going near a Tusken CP as REP crashed the game.  And sometimes the game just randomly crashed.  This was the most interesting bonus to me because there is no mention of it at all anywhere and actually seemed pretty cool.

ActivateBonus(ALL, "SNEAK_ATTACK")
--This bonus automatically deducts reinforcements from the opposing team before the battle starts.  Empire reinforcements in my tests would always be at 161 instead of 200.  Did not try on other maps except Mos.  No crashing evident and worked in self-hosted LAN with just me.
#580
I had a copy of the cd version of 1.2 that had no mods installed that I used for Legacy.
#582
Videos and Screen Shots / Old Videos by Phantom
January 04, 2018, 09:01:16 AM
These are some old videos that I posted on another website - not this one.  It's almost been 5 years, so I finally made them public and re-watched them.
https://youtu.be/jJdKTqIpUek - Kamikaze Drop Trooper - this has to be my favorite of the three
https://youtu.be/-3km2Hztvvo - Log trap on a test map Battlefront 1 (this one showed up on this website one other time I believe)

https://youtu.be/c-CvvFDheks - Phantom's extra era standard maps (Endor, Hoth, Kamino)
-->Longest video by far.  I intended to do a series, but then there wasn't a whole lot of interest and I quit recording videos for a long stretch.  There is a description underneath.  And you get to listen to my not-so-beautiful voice.
-->Kamino was a dummy map for a different project and I didn't want to re-record it at the time.  That building is a munged asset from Earth: Egypt that I successfully added in place of other objects.  Bespin Sky is also included for a brighter feel (even though Kamino is supposed to be dark and dreary).
#583
Welcome Center / Re: SWBF Player Awards
January 04, 2018, 08:05:16 AM
Like a ghost, Phantom saved the day like 15 minutes ago.  ;)
#584
.lvl files can only be edited using hex editors.  This is very rudimentary editing and generally you only want to do something like mission files, or adding special attributes to side.lvl files with .msh files (like adding glassy effects or specularity).

There are also ways to manually add other compiled stuff to .lvl files - but when you have builders, this is unnecessary and not well explored anyway.

This is why we recommend you don't edit the .lvl files directly unless you have a very specific purpose in mind.  Otherwise, use builders and create new ones.
#585
For "editing" lvl files, you need the SWBF2 mod tools.  I think they are floating around here somewhere on the downloads page.  Hex editing is really the only other way - and its tough to put your own stuff in using hex.

I'm also not sure on your selection of download locations - someone would have to re-upload the tools again, when they are already out there on reputable websites (like this one).

Edit: here be them - please note these are for PC, and you will have to do digging for the correct settings for PS2.  http://www.swbfgamers.com/index.php?action=downloads;sa=view;down=436