We would be trying to host a server rather than use the ones that may be up. Basically, it's a long shot to get a Windows game to play on a Mac and be able to play online using the Windows GR.
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#886
Star Wars Battlefront (2004 Original) / Re: How to play Star Wars Battlefront on Mac 10.5.8 or higher
March 11, 2014, 10:25:31 AM #887
Star Wars Battlefront (2004 Original) / Re: How to play Star Wars Battlefront on Mac 10.5.8 or higher
March 10, 2014, 10:10:59 AM
BootCamp requires a Windows installation, which I am under the impression he doesn't have. Otherwise everything would work just fine.
#888
Star Wars Battlefront (2004 Original) / Re: How to play Star Wars Battlefront on Mac 10.5.8 or higher
March 10, 2014, 05:26:30 AM
Well, he would like to play with us again, that's why I suggested the PC version. The only way I know of currently for PCs to play with Mac versions online was DC, which is dead. I'm not sure of any other program that would go cross platform with Star Wars Battlefront other than Gameranger (which doesn't work right for SWBF).
So, I was hoping with the Windows version of Gameranger, and a Windows version of SWBF, he could just run both programs in Wine to play with Windows gamers.
So, I was hoping with the Windows version of Gameranger, and a Windows version of SWBF, he could just run both programs in Wine to play with Windows gamers.
#889
Star Wars Battlefront (2004 Original) / Re: How to play Star Wars Battlefront on Mac 10.5.8 or higher
March 09, 2014, 09:22:37 PM
I think this kind of belongs in this topic...
I have a friend who wishes to come back to SWBF and play. The problem is, he has a Mac now I believe.
In theory, couldn't you run the WINE wrapper program in a Mac and, with some tinkering maybe, use PC version of Gameranger to play the PC version of SWBF? I have seen forums that say that Tunngle either doesn't work or is very buggy when it comes to WINE. No native Mac port in sight for a long time.
Thanks!
I have a friend who wishes to come back to SWBF and play. The problem is, he has a Mac now I believe.
In theory, couldn't you run the WINE wrapper program in a Mac and, with some tinkering maybe, use PC version of Gameranger to play the PC version of SWBF? I have seen forums that say that Tunngle either doesn't work or is very buggy when it comes to WINE. No native Mac port in sight for a long time.
Thanks!
#890
General / Re: Thoughts on Star Wars: The Clone Wars
March 09, 2014, 08:41:54 PM
I watched the first episode of season six and it got a lot darker than I remember. I guess they were moving towards that but I can't remember as much as there was in that episode.
It makes it a little more interesting, anyway.
It makes it a little more interesting, anyway.
#891
SWBF1 Modding / Re: Mission.lvl mod through addon?
March 07, 2014, 07:51:43 PM
At the moment, I notice your "ifs_sp_era" references are not equivalent to the missions you are calling on.
Example:
Your game is going to look for "BES2mpmc" instead of your reference of BES2g or BES2l. Change one of your references to equal the other and it should hopefully work.
Example:
Code (lua) Select
--ifs_sp_era
{ tag = "mpmc", string = "MPM CLONE WARS", },
Your game is going to look for "BES2mpmc" instead of your reference of BES2g or BES2l. Change one of your references to equal the other and it should hopefully work.
#893
General / Re: Jabba the hutt
March 06, 2014, 05:53:07 PM
In the original SW Episode IV there is actually a human where Jabba is in the spaceport. Not the Special Edition, which is shown on TV.
#894
SWBF1 Modding / Re: Mission.lvl mod through addon?
March 06, 2014, 03:23:06 PM
Well, actually it isn't the randomizer. The randomizer disabled is giving me the same problem. I'm going to mess around with a different method and see if I can't fix it. The method used in Mando Wars is still under construction but the simpler method is making a new mission.lvl (with all stock missions and the new missions you want) and a shell configured with a third era. I think that this will be less tedious and work better, and I could write a tutorial and an example Shell. Addon maps may not work with the working method though.
#895
SWBF1 Modding / Re: Mission.lvl mod through addon?
March 05, 2014, 02:15:20 PM
I'm fairly sure there's a tutorial somewhere that implements addon script and a mission file. I will look for it...
#896
Requests / Re: Location/link for lightsabre animation for Bf1
March 05, 2014, 07:56:51 AM
Oops! Those are just the .msh files. For some reason I thought they were the munged ones...
I forget how to munge them so give me some time and I will.
Edit: Umm, I can't remember if this was how you do it or not... sooooo....
Zipped the sabre shoot zaa and zaf... please correct me if I'm wrong you animation creators who know more than me.
The msh files can be munged using the animation mungers. I used Bamdur's http://www.swbfgamers.com/index.php?topic=4801.msg45961#msg45961 for this because it was simpler. You can find the original msh files in the BFBuilder/Assets/Shipped Common Animations
Battlefront uses the AnimationBank="lightsabre" for this specifically. It's a bank so it uses all those files I sent you.I believe you can override the stock ones by putting the new anims in the common.lvl builder's munged folder.
You will probably need the whole animation bank and edit those msh files. I munged a separate file but you may need the whole bank. I can probably remunge the entire bank for you and see if it works. I am fairly sure they go in the common.lvl builder's munged folder.
Animations was never something I was great at, so I didn't touch them often.
Edited again: Must have done something right this time. New file is the same as the old Human_Animation_3.zaa file. Attached.
I forget how to munge them so give me some time and I will.
Edit: Umm, I can't remember if this was how you do it or not... sooooo....
Zipped the sabre shoot zaa and zaf... please correct me if I'm wrong you animation creators who know more than me.
The msh files can be munged using the animation mungers. I used Bamdur's http://www.swbfgamers.com/index.php?topic=4801.msg45961#msg45961 for this because it was simpler. You can find the original msh files in the BFBuilder/Assets/Shipped Common Animations
Battlefront uses the AnimationBank="lightsabre" for this specifically. It's a bank so it uses all those files I sent you.
Animations was never something I was great at, so I didn't touch them often.
Edited again: Must have done something right this time. New file is the same as the old Human_Animation_3.zaa file. Attached.
#897
Requests / Re: Location/link for lightsabre animation for Bf1
March 05, 2014, 05:30:11 AM
Poof! They magically appear in the attachment.
Found in Human_Bank_3 of the shipped animation assets in BFBuilder.
Found in Human_Bank_3 of the shipped animation assets in BFBuilder.
#898
General / Re: Why is everyone afraid of Sally?
March 04, 2014, 02:55:51 PM
The engine's name is NOT Zero. Sleepkiller clarified this in his topic a long time ago.
Sally is everywhere by the way.
Sally is everywhere by the way.
#899
Released Assets / Re: Sereja's Nar Shadda Assets
March 04, 2014, 06:54:47 AM
That is correct. I've been trying to download all the awesomeness since he started uploading.
#900
Star Wars Battlefront (2004 Original) / Re: SALLY Discussion/Legend/Cursing
March 03, 2014, 09:41:54 PMQuote from: SleepKiller on March 03, 2014, 09:29:31 PM
His fate is regrettable. But Sally is just and I'm sure he deserved the fate she gave him.
RIP Call of Duty
He should not have questioned Sally. It was very unwise and Sally will get her revenge. I think we should take this time to reflect on what we have and to not make the same mistake Call of Duty did.