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Topics - Phobos

#81
Pick the map you enjoy playing more, and if you want then explain why.

I prefer Mos because I enjoy close range combat more now (I used to prefer CC when I only sniped). I like how its balanced for most units and the stock skin is one of the best compared to other stock map skins. The design is also more balanced and there isn't really a "death trap" command post like the CFC.
#82
Tech Support / Tunngle Blocking Internet
July 17, 2013, 02:54:50 PM
I've reinstalld tunngle a dozen times and restarted etc. but this problem keeps popping up

Basically after tunngle has been running for a few minutes my PC loses connection to all other type of internet including browser and XFIRE. Then my internet doesn't work until I shut off internet AND disable the tunngle adapter in network options. When tunngle runs it blocks all other network traffic. I've been trying to find a solution but the info on their website doesn't really help.

Is there something I can modify in the network settings like this (attached image) that will prevent this annoying issue? Please only ppl who know what they're talking about respond.
#83
100% Complete SWBF1 Common & Shell Builders
http://tiny.cc/perfectbuilders

Quote100% Complete Common.lvl Builder for SWBF1.2
By Phobos July 2013
------------------------------------------
*To be featured in LVL Builders Toolbox V5.

This is the first complete common.lvl builder ever released for SWBF1 modding. Every stock LUA script for BF1.2 is included. The munge and clean batch files are updated. Support included for munging all custom files without having to modify anything in Data folder. Also the munged LVL is now saved directly to _LVL_PC folder.

- All files in the Data folder are set to read-only by default. Files copied into custom need to have read-only disabled to modify them, or you can disable read-only for Data folder if you prefer.
- Make changes to common.req in Custom\Common folder to call on new files (i.e. reticule_mortar, ifs_cloudcity, etc.)
- Modify LUA scripts directly in the Custom\Common\LUA folder, Munge.bat takes care of the rest.
- The source LUA for all scripts are included in Custom LUA folder, a backup copy is stored in Data LUA.
- Additional scripts may be called upon by adding them to the req and adding a ScriptCB_Dofile command to the top of ifs_pausemenu.lua (or in the game_interface.LUA), and can be placed in the Custom\Common\LUA\Custom folder if preferred.
Example: ScriptCB_DoFile("ifs_cloudcity")
- Included is a 7z with all the stock msh source for common.lvl animations. These should be munged seperately.
- Exact same size when munged as stock common.lvl

Credits:
Phobos for common builder
BattleBelk for interface tool and 010 editor scripts
Psych0fred for releasing LUA scripts

Special thanks to Tirpider and Dark Phantom for helping with LUA reconstruction

Quote100% Complete Shell.lvl Builder for SWBF1.2
By Phobos July 2013
------------------------------------------
*To be featured in LVL Builders Toolbox V5.

Information:
This is the first complete shell.lvl builder ever released for SWBF1 modding. Every stock LUA script for BF1.2 is included. Thanks to psych0fred this builder is now 100% complete with all MSH source files too. The munge and clean batch files are updated. Support included for munging all custom files without having to modify anything in Data folder. Also the munged LVL is now saved directly to _LVL_PC folder.

- Copy the TGAs you want to modify from data\shell\msh into custom\shell\msh.
- All files in the Data folder are set to read-only by default. Files copied into custom need to have read-only disabled to modify them, or you can disable read-only for Data folder if you prefer.
- Make changes to shell.req in Custom\Shell folder to call on new files, Data\shell.req is a backup copy.
- Modify LUA scripts directly in the Custom\Shell\LUA folder, Munge.bat takes care of the rest.
- The source LUA for all scripts are included in Custom LUA folder, a backup copy is stored in Data LUA.
- Additional scripts may be called upon by adding them to the req and adding a ScriptCB_Dofile command to shell_interface.LUA, and can be placed in the Custom\Common\LUA\Custom folder if preferred.
- Also included is ifs_mp_sessionlist.LUA for SWBF v1.0 courtesy of psych0fred. To munge this just extract the 1.0 LUA and replace the script in Custom\Shell\LUA.

Credits:
Phobos for shell builder
BattleBelk for 010 editor scripts
Psych0fred for LUA scripts and MSH assets

Special thanks to Tirpider and Dark Phantom for helping with LUA reconstruction
#84
Why do you think the SWBF1 community is suddenly much more interested in zombie mods? There are so many zombie mods being developed now for this game these days than ever before. I am looking forward to playing more of these and hope the interest continues to grow for swbf zombie mods.
#85


http://www.swbfgamers.com/index.php?action=downloads;sa=view;down=1291 

Quote from: ReadMe- Zombie Castle v1.0 by Phobos -
   
Try to defend Helm's Deep from an undead army of rebel zombies. Zombie Castle works in both SP and MP, but it's recommended to play in SP on Hard for maximum challenge. This map is a demo for "Zombie Campaign" an extensive mod being developed by Phobos. Zombie Castle will be released only on mediafire for now.

There are 5 various zombie units you will encounter. Here's a basic description of their attributes:
Average Zombie - Trooper zombie has average health and average speed. They charge at you blindly and do not flinch when shot at.
Rush Zombies - Conehead and Pilot zombies have low health and high speed. They try to outflank you by strafing when you shoot at them.
Tank Zombies - Wookiee and Wampa zombies have high health and slow speed. They act as meat shields for other zombies.

- Included is an extra hard mission LVL with 500 zombie reinforcements instead of 300. Use this for playing online with friends, as they won't need the hard mission.lvl installed only the server does.

Known Bugs:
- Black ground bug because of no detail texture specified in zeroeditor. This cannot be fixed since I don't have the world source assets. Play with texture quality set to low to remove black aura.
- Zombie models dissapear more online and the sounds are glitchier. This is due to built in MP limits and can't be fixed. Look at it this way though, zombies sneak up on and surprise you easier.
- Crashes online if 32 AI. I don't know what the limit is or what's causing the crash, but I was able to play online with ~24 AI.
- Zombies cluster under the first gate CP that gets destroyed. Probably because the CP is directly above them, another mapping bug I can't fix without the source. Drop some landmines there instead.
- Not tested on Mac OS.

----------------------
Universal Zombie Sound Assets Included:
The zombie.lvl in this sound folder I have created as a universal zombie sound.lvl for compatibility with all custom zombie side mods. To include these sounds in your mod:

- Add these lines to your mission LUA:
   ReadDataFile("dc:SOUND\\zombie.lvl");
       OpenAudioStream("dc:sound\\zombie.lvl", "zombie");

- Add these lines to all your unit ODFs you want to have zombie groans:
   HurtSound      = "zombie_hurt"
   DeathSound              = "zombie_death"
   LowHealthSound      = "zombie_chatter"
   LowHealthThreshold      = "1.1"

- Place the zombie.lvl in your mod map's SOUND folder.
- Please remember to credit "Phobos and Sereja" if you include these zombie sounds in your mods. Crediting mod contributors is respectful.
----------------------

Credits:
Phobos - Mission Side and Sound LVLs, Midnight Castle Reskin, Zombie Conehead skin
Vonfrank - Helm's Deep Map
411Remnant - Zombie Rebel Trooper and Pilot skins
Unit 33 - Zombie Wookiee and Wampa skins
Sereja - Zombie Sound Recordings
Tirpider - Wookiee Antlers and Rebel Trooper No Backpack Models
#86
I found this in gcw.snd and cw.snd

----- All Units -------------------------------
all_inf_soldier - rifle, pistol, thermal
all_inf_vanguard - torpedo, pistol, mine dispenser
all_inf_smuggler - bowcaster, pistol, powerup dispenser
all_inf_pilot - pistol, haywire, fusioncutter
all_inf_marksman - sniper, pistol, thermal
all_inf_spy - spyrifle, charge dispenser, disguise
all_inf_lukeskywalker - lightsaber, force pull


----- Imp Units ----------------------------------------
imp_inf_storm_trooper - thermal(g)
imp_inf_shock_trooper - launcher, mine dispenser
imp_inf_pilottie - haywire(g), fusioncutter(g)
imp_inf_pilotatst - haywire(g), fusioncutter(g)
imp_inf_pilotatat - haywire(g), fusioncutter(g)
imp_inf_scout_trooper - thermal(g)
imp_inf_dark_trooper - jump pack, shotgun, thermal(g)
imp_inf_officer - powerup dispenser, orbital strike
imp_inf_darthvader - breathing, lightsaber, force choke

----- CIS Units ------------------------------------------------
cis_inf_battledroid - torpedo launcher, pistol
cis_inf_super_battledroid - wrist blaster, wrist rocket
cis_inf_pilotdroid - pistol, haywire, fusioncutter
cis_inf_tacticaldroid - sonic blaster, pistol, powerup dispenser
cis_inf_droideka - roll, walk, shield, repeater
cis_inf_assassindroid - sniper, pistol, thermal
cis_inf_dooku - lightsaber, lightsaber deflects

----- Rep Units ----------------------------------------------------
rep_inf_clone_trooper - rifle, pistol, thermal(g)
rep_inf_clone_pilot - pistol, haywire, fusioncutter(g)
rep_inf_arc_trooper - torpedo, pistol, mine dispenser
rep_inf_clone_sharpshooter - sniperrifle, pistol, thermal
rep_inf_clone_commander - launcher, remote droid, power up dispenser
rep_inf_macewindu - lightsaber, lightsaber deflect, force push
rep_inf_jet_trooper - jet pack, arccaster, pistol, thermal
#88
Released Assets / Blaine The Scientist Assets
July 06, 2013, 09:22:50 PM
Download
MEDIAFIRE

Credits
[spoiler]Blaine The Scientist Assets
by Phobos, Tirpider, Unit 33, Sereja, and Ares

- Unit & Weapon ODFs + Character invented by Phobos based on zombie dream
- "Luke Dooku" Kitbashing Dooku head to Luke body by Tirpider
- Scientist lab coat by Unit 33
- ACP Array Gun Model by Sereja
- ACP Purple Reskin by Phobos
- Rainbow laser by Ares

You may use these assets in your mods but please include these credits. Blaine's enhanced shotgun (based on BF2 flechette) is more deadly than the regular BF1 blast cannon at close range, but worse at medium/long range.[/spoiler]
#90
heres preview HD screenshots for my new mod map zombie castle midnight based on helm's deep
some of the low msh are deformed but only look like that in freecam

http://s22.postimg.org/mto4rwxyn/image.png
http://s22.postimg.org/9qsi8n7qn/image.png
http://s22.postimg.org/in3ackycv/image.png
#91
There are 67 commands in the dedicated battlefront executable.

/spawn
/logfinalscore
/audiomaxchannels
/audiosamplerate
/audionoenhance
/audiomixbuffer
/ppass
/email
/name
/connect
/install
/fixedfunction
/win
/nocheckcd
/log
/resolution
/gameslice
/difficulty
/noteamdamage
/noaim
/password
/noframelock
/tps
/nomovies
/randomize
/heroes
/netregion
/bots
/sideselect
/netplayers
/throttle
/crashed
/noai
/soundwarning
/quakecam
/skill
/team
/fixedrate
/nostartupmusic
/nosound
/nowait
/lan
/gamename
/playerlimit
/playercount
/autonet
/nodrag
/loss
/latency
/bandwidth
/nonames
/firstperson
/nointro
/ShowAllServers
/ShowAllSessions
/notvalues
/playback
/record
/loadspam
/lang
/demomode
/unlimitedammo
/invincible
/framerate
/ainotext
/ai
/profile

We know what most of these do. What about some of the more obscure commands like gameslice, skill, and quakecam?
#92
SWBF1 Modding / rendercollision
July 02, 2013, 08:59:00 PM
what is rendercollision for in fake console and why does it crash the game?

why does vixo flame mods?
#93
Requests / Black Limousine
July 02, 2013, 01:31:44 AM
This would be really cool vehicle to have in SWBF1. I have a cop car and hippy van MSH file but am not sure who made them.

#95
can anyone translate this gibberish popup to english?

http://s21.postimg.org/7am064vwl/gibberish.png
#96
SWBF1 Modding / Stock Sky
June 21, 2013, 09:15:15 AM
Here is the default sky file from dataTEMPLATE for reference purposes

SkyInfo()
{
    ObjectVisibility(40.000000, 80.000000, 1600.000000);
    FogColor(252, 252, 252);
    FogRange(0.000000, 3000.000000);
    NearSceneRange(50.0, 220.0, 60.0, 300.0);
    FarSceneRange(450.000000, 1000.0);
    AmbientColor(120, 101, 76);
    TopDirectionalAmbientColor(120, 101, 76);
    BottomDirectionalAmbientColor(126, 70, 35);
    CharacterAmbientColor(209,156,73);
    VehicleAmbientColor(189, 136, 53);
    Enable(1559);
    FogRamp(3);
}

SunInfo()
{
    Angle(140.000005, -10.000011);
    Color(120, 120, 120);
    Texture("");
    Degree(90.000011);
    BackAngle(180.000022, 0.000000);
    BackColor(128, 128, 128);
    BackDegree(0.000000);
}


DomeInfo()
{
    Texture("SKY_Geonosis.tga");
    Angle(190.000005);
    Ambient(128.000038, 128.000038, 128.000038);
    Filter(1);
    Threshold(150);
    Intensity(50);

    Softness(1);
    SoftnessParam(60);

    PC()
    {
        TerrainBumpTexture("geo1_bump", 1.0);
    }



    DomeModel()
    {
        Geometry("geo_sky_dome");
    }

    DomeModel()
    {
        Geometry("geo_sky_arena");
        Offset(-20.0);
        MovementScale(0.995);
    }
    DomeModel()
    {
        Geometry("geo_sky_spire");
        Offset(-20.0);
        MovementScale(0.995);
    }
    DomeModel()
    {
        Geometry("geo_sky_dome_rim");
        Offset(10.0);
        MovementScale(0.995);
    }

    LowResTerrain()
    {
        Texture("geo1");
        PatchResolution(7);
        FogNear(300.0);
        FogFar(700.0);
        FogColor(142,82,38, 128);
        DetailTexture("geo1_far_detail");
        DetailTextureScale(0.25);
    }
}


//Big rep flyer
SkyObject()
{
    Geometry("rep_fly_assault_DOME");
    NumObjects(2);
    Height(200, 300);
    VelocityZ(20, 50);
    Distance(1500);
    InDirectionFactor(2);
}

//Rep fighters
SkyObject()
{
    Geometry("rep_fly_gunship_DOME");
    NumObjects(20);
    Height(80, 140);
    VelocityZ(80, 120);
    VelocityY(-10, 10);
    Distance(600);
    InDirectionFactor(0.5);
}

//CIS fighters
SkyObject()
{
    Geometry("cis_fly_droidfighter_DOME");
    NumObjects(20);
    Height(80, 140);
    VelocityZ(80, 100);
    VelocityY(-10, 10);
    Distance(300);
    InDirectionFactor(0.5);
}

//CIS rockets
SkyObject()
{
    Geometry("cis_fly_techounion_DOME");
    NumObjects(8);
    Height(0, 0);
    VelocityY(10, 12);
    Acceleration(0.0, 2.0, 0.0);
    Distance(1000);
    LifeTime(80.0);
}



#98
SWBF1 Modding / melee damage radius
June 09, 2013, 07:10:05 PM
Can you change the lightsaber maximum damage radius?


MinRange            = "0"
OptimalRange        = "1.5"
MaxRange        = "3"


this code is from all_weap_lightsaber.odf

has anyone tried increasing these values and noticed a difference in the melee damage radius, or is it hardcoded?
#99
Requests / Rotated Missiles
June 05, 2013, 06:15:03 PM
Can someone rotate these missile models so that they are facing down?
http://www.speedyshare.com/QvsJZ/z-missile.7z

I want to use them in place of orbital lasers for mortar airstrikes so they must be facing down for this to work properly. Thanks.
#100
SWBF1 Modding / classlabel specific death regions
June 03, 2013, 05:37:00 PM
what i am wondering is if it's possible to create a death region in zeroeditor that 'filters out' certain unit types. for example a classlabel "pilot" unit would be exempt from dying but other units die in the region. is this sort of filtration possible?

i know the log traps on endor kill walker type vehicles, not units. so maybe this code could be modified to kill only certain types of infantry.