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Messages - Dark_Phantom

#1006
I think that the previous maps were good.  Most SWBF1 and 2 maps plus some of the great mod maps.  I think Coruscant: Streets should definitely be in there.
#1007
Quote from: tirpider on July 22, 2013, 09:33:54 PM
I used to play as C-3PO when dueling online in JK.
Folks called me dumb.
Those are probably the same guys that called me dumb when I would sit mines around corners and they would die.
Dumb is all a matter of opinion.  :moo:
#1008
Quote from: tirpider on July 25, 2013, 06:48:39 PM
I've seen references to a "frontline" folder in my research.
That's a cool name, but more likely the development title than an engine name.

There's something like that referenced in the exe, I think it's what they pretty much called the ingame interface from looking at developer notes in the .lua files.
#1009
Quote from: Kit Fisto on July 21, 2013, 07:00:51 PM
Correct me if I'm wrong, but doesn't it work only work with the SPTest.exe? Or something like that?
You're right.  Fake Console was only meant for SPTest.  Somehow the green screen (or something linked to it) is the key to the whole console.  You'll notice ToggleHolos is the only one that doesn't have a message on the green screen.
#1010
Quote from: ϟƘƦƖןןΣx on July 20, 2013, 05:27:55 PM
ive seen FC have it.

FC in the post before meant Fake Console.  And it is impossible with the resources at hand for it to work in BF1 as it is hard coded.  Only command that works is ToggleHolos
#1011
SWBF1 Modding / Re: What does this mean?
July 17, 2013, 07:25:51 PM
Hmm, mine always has problems loading, not creating.  I create with BFBuilderPro, and later just munge with regular BFBuilder.  When that screen comes up I just hit "No" and it is usually ok...
#1012
Ingame HUD is exe controlled.  You'd need the source code for both games to change that.
#1013
Now the power of the force is in YOUR hands.
If I was on Twitter (I am not), I would put #epicness.  The perfect tool for SWBF1 Modders. 
#1014
Decals work, Sereja and SleepKiller have threads in tutorials I think.  I should probably try them.

Also, Phobos and I studied the "trap" odf for a short time.  It is used on Endor for the tree traps (Kit was right).
It only works against vehicles though, and I don't see where anyone else has a trap asset anywhere.  Although I am planning to make a "Trap" per se, not using that classlabel though.  Something more what I thought the trap should have been.

Disguise kit was also probably cut due to time.  The main odf command for it is dead.

Edit:  Yes, I did see that tutorial.  Sorry SK.
#1015
SWBF1 Modding / Re: [SOLVED] Mixing Era Units
July 03, 2013, 04:00:01 PM
Is there sound?
If having problems with sounds, just take a peek into my tutorial:
http://www.swbfgamers.com/index.php?topic=6176.0

Also, I'm glad it works.  I saw those sound things (your variables are still a little wrong for teams in the sound section) and thought "Oh crap it's gonna crash" and then read that it worked.  I had a problem with one of my lua recently where it went crazy and crashed with wrong variables in spots like that.  Although that was why I just started using ATT and DEF.  It was easier :)
:moo:
#1016
SWBF1 Modding / Re: rendercollision
July 03, 2013, 06:42:46 AM
Any command that uses the "green screen" to show a value or something crashes the regular BF exe.  Discovered this when only the ToggleHolos command worked, it was the only original one that didn't use green screen.
#1017
SWBF1 Modding / Re: "Mod" SWBFI PS2?
June 27, 2013, 07:52:21 PM
Mission.lvl is cross-compatible.  The only thing is that the Memory pools are set much lower.  The only thing that does is make SPTest go crazy, but I haven't used it much.  Actually PS2 mission is bigger if I remember right...

Just from poking around, you MIGHT be able to get by with PC mungers.  You will need to tweak those mungers somehow though, or all the option files.  Something will have to change, because those aren't cross compatible.

I think if you plan to do a lot of PS2 modding, i'd look at ReWritable discs.  At least they'll hold up for more than 1 burn (usually).
#1018
I'm guessing there isn't any other place we can reroute the Gamespy server either...
Openspy was my only hope of playing from home with slow Internet.  Tunngle is not friendly to my Internet.
#1019
SWBF1 Modding / Re: Tatooine Campaign map
June 25, 2013, 09:56:58 AM
Quote from: Ltin on June 25, 2013, 09:22:54 AM
All that is is instant action with edited sides. I really dont think that counts as a story mode.  I dont know what story mode is because I dont call it than -_-
Does the game? No. So why should I?
Every other game calls it story mode...
Digressing from that, he could just as easily put it in one of the campaigns if he downloaded all the lua scripts if that makes you happy.  Did you play Jet Wars Campaign?

I think its a great idea.  There are trick-type ways to make this work just like BF2, though you are a little limited.
#1020
Sometimes those small changes make a map so much better.  In BF2, I don't think the changes they made were beneficial to the quality of the maps themselves.  If they would have opened up the back Hangar for Instant Action on Hoth (just using a stock example, I know in Campaign and modded you can), it would have added a whole new dimension to the battle, thus making me feel a little less bad about the blocked tunnel.
On Yavin, I think the CP location change was an improvement, a little closer to action and more contested.  On the other hand, like Kit said, lighting was crap.
I could go on.  I'd love to see some improvements to basic stock on both games, but they are what they are.  Time constraints kill.

Of course, this is all opinion.  We all know about opinions.