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Messages - Giftheck

#2356
SWBF1 Modding / Re: BF Main Play Mod Final
April 16, 2009, 02:50:15 PM
I went for continuity over sheer balance with the fighters, hence why the TIEs are faster than X-Wings, and take more of the X-Wing's fire than the X-Wing can the TIE's fire.

I think perhaps lowering the transport health might do as well. In BF2 it's understandable to have tons of health for transports, but in BF1 it makes fighting them tedious and dragged out.
#2357
SWBF1 Modding / BF Main Play Mod Final
April 16, 2009, 01:20:50 PM
GT topic: http://www.gametoast.com/forums/viewtop ... =1&t=17098

So, I'm working on the absolute final version before I betray you all and start looking to buy Battlefront II. But before I do... any thoughts on what I should incorporate in this final version?

New features:

-Swapped weapons for the Heavy Troopers and Pilots - now the Clone Pilot will use the Commando Pistol before the ARC Caster.
-Separating the "Prototype" Stormtroopers, adding the Imperial 501st seen at the beginning of TFU to Kashyyyk only.
-Various other minute changes

After the final version:

-Complete assets release. You get EVERYTHING inside my sides folders. You CAN NOT, however, use them to continue the mod as I will be using them in the BF2 Main Play Mod.

Anything else to add?
#2358
Hey, welcome UNIT33. Enjoy your stay.
#2359
Yes, it is rather annoying. Obviously though a deal was struck between the old owner and the original founders that kept the site alive.
#2360
SWBF1 Modding / Re: Single Player Enhancements
April 03, 2009, 10:03:38 AM
Hence the SWBF. I think it is a Star Wars game for a reason, though I think ZeroEngine should be released commercially.
#2361
SWBF1 Modding / Re: Single Player Enhancements
April 02, 2009, 01:40:39 PM
You'd certainly have to replace scripts to get GC to work properly. You'd also need the SOURCE models, but perhaps BF2's Mod Tools has those.
#2362
SWBF1 Modding / Re: Single Player Enhancements
April 02, 2009, 02:51:58 AM
BattleBelk says "chunks" can be extracted from a compiled LVL file with a hex editor and saved as a munged file. You might worry about a shell.req but Psych0Fred sorted it out. Here is the shell.req file from his site:

ucft
{
   
    REQN
    {
        "script"
        "shell_interface"
        "ifs_vkeyboard"

        "ifelem_mappreview"
        "ifelem_titlebar_large"

        "ifs_boot"
        "ifs_legal"
        "ifs_start"
        "ifs_login"
        "ifs_main"

        "ifs_missionselect"
        "ifs_missionselect_pcMulti"
        "missionlist"

        "ifs_sp"
        "ifs_difficulty"
        "ifs_sp_era"
        "ifs_sp_briefing"
        "ifs_sp_yoda"

        "ifs_instant_top"
        "ifs_instant_side"

        "metagame_state"
        "metagame_util"
        "ifs_meta_top"
        "ifs_meta_main"
        "ifs_meta_main_logic"
        "ifs_meta_main_input"
        "ifs_meta_main_display"
        "ifs_meta_battle"
        "ifs_meta_deathstar"
        "popups_meta_main"
        "metagame_ai"
        "ifs_meta_new_load"
        "ifs_meta_load"
        "ifs_meta_opts"
        "ifs_meta_configs"
       
        "ifs_unlockables"
        "ifs_tutorials"
        "ifs_credits"

        "ifs_mp"
        "ifs_mpgs_login"
        "ifs_mp_main"
        "ifs_mp_gameopts"
        "ifs_mp_joinds"
        "ifs_mp_lobbyds"
        "ifs_mp_maptype"
        "ifs_mp_sessionlist"
        "ifs_mp_autonet"

        "ifs_split_map"
        "ifs_split_profile"

        "popup_ok_large"

        "ifs_mp_leaderboard"
        "ifs_mp_leaderboarddetails"
        "ifs_pckeyboard"
        "ifs_movietrans"
        "ifs_meta_movie"
        "ifs_attract"
        "ifs_mp_lobby_quick"
        "ifs_meta_tutorial"
    }

    REQN
    {
        "script"
        "platform=xbox"

        "ifs_mpxl_login"
        "ifs_mpxl_optimatch"
        "ifs_mpxl_silentlogin"
    }

    REQN
    {
        "script"
        "platform=ps2"

        "ifs_mpps2_netconfig"
        "ifs_mpps2_dnas"
        "ifs_mpps2_eula"
        "ifs_mpps2_patch"
    }

    REQN
    {
        "script"
        "platform=pc"
        "ifs_mpgs_pclogin"
    }

    REQN
    {
        "texture"
        "active_glow"
        "arrow_l"
        "arrow_large"
        "arrow_r"
        "bonus_bes"
        "bonus_end"
        "bonus_geo"
        "bonus_hot"
        "bonus_kam"
        "bonus_kas"
        "bonus_nab"
        "bonus_none"
        "bonus_rhn"
        "bonus_tat"
        "bonus_yav"
        "bootESRB"
        "bootlegal"
        "cis_own_icon"
        "despayre_pick_ok"
        "his_brief_BG"
        "movie_BG"
        "movie_BG2"
        "holoplanet"
        "oval_icon_full"
        "oval_icon_empty"
        "iface_bgmeta_space"
        "imp_own_icon"
        "lucasarts_logo"
        "map_bes1"
        "map_bes2"
        "map_end1"
        "map_geo1"
        "map_hot1"
        "map_kam1"
        "map_kas1"
        "map_kas2"
        "map_nab1"
        "map_nab2"
        "map_rhn1"
        "map_rhn2"
        "map_tat1"
        "map_tat2"
        "map_unk"
        "map_yav1"
        "map_yav2"
        "meta_charge_icon"
        "meta_none"
        "naboo_pick_ok"
        "naboo_shielded_overlay"
        "pandemic_logo"
        "passive_bonus_hilight"
        "shell_planetholo"
        "planet_Bespin"
        "planet_Endor"
        "planet_geonosis"
        "planet_Hoth"
        "planet_Kamino"
        "planet_Kashyyyk"
        "planet_Naboo"
        "planet_Rhenvar"
        "planet_Tattoine"
        "planet_yavin"
        "planet_frame"
        "planet_pick_yes"
        "planet_select_no"
        "planet_select_yes"
        "planet_x"
        "reb_own_icon"
        "rep_own_icon"
        "rhenvar_pick_ok"
        "ring_mask"
        "ring_small"
        "seal_all"
        "seal_cis"
        "seal_imp"
        "seal_rep"
        "side_a"
        "side_alt_a"
        "side_alt_c"
        "side_alt_i"
        "side_alt_r"
        "side_c"
        "side_i"
        "side_r"
        "small_title"
        "teamicon"
        "teamicon_glow"
        "titlebar_large"
        "warstatus_arrow"
        "yavin_pick_ok"
        "gc_cfg1"
        "gc_cfg2"
        "gc_cfg3"
        "gc_cfg4"
        "gc_cfg5"
        "gc_cfg6"
        "gc_cfg7"
        "gc_cfg8"
        "planetgraphic_halo"
        "planetgraphic_cursor"
        "common_radardish"
        "com_weap_lightsaber"
        "imp_weap_inf_rifle"
        "lock_icon"
        "version_icon"
        "dolby_logo"
        "gamespy_logo_256x64"
        "gamespy_logo_128x32l"
        "gamespy_logo_128x32r"
    }

    REQN
    {
        "texture"
        "platform=pc"
        "eax_logo"
        "eaxhd_logo"
        "nvidia_logo"
        "gc_screen"
        "generic3_screen"
        "generic2_screen"
        "hoth_screen"
        "coreship_screen"
        "ATTE_screen"
        "ATAT_screen"
        "main"
    }

    REQN
    {
        "texture"
        "platform=ps2"
        "dnas_logo"
        "dnas_logo2"
    }

    REQN
    {
        "texture"
        "platform=xbox"
        "movie_BG2_wide"
    }

    REQN
    {
        "model"
        "planet_x_icon"
        "planet_holo"
        "planet_BES"
        "planet_END"
        "planet_GEO"
        "planet_HOT"
        "planet_KAM"
        "planet_KAS"
        "planet_NAB"
        "planet_RHN"
        "planet_TAT"
        "planet_YAV"
        "planet_KAS_halo"
        "planet_cursor"
        "bonusplanet_YAV"
        "bonusplanet_TAT"
        "bonusplanet_RHN"
        "bonusplanet_NAB"
        "bonusplanet_KAS"
        "bonusplanet_BES"
        "bonusplanet_KAM"
        "bonusplanet_HOT"
        "bonusplanet_GEO"
        "bonusplanet_END"      
    }

    REQN
    {
        "bin"
        "platform=ps2"
        "clonehead_ico"
        "icon_sys"
        "dnasdata"
        "QDNASLib"
    }
   
    REQN
    {
        "config"
        "shell_movies"
    }
}

I'm certain some of BF2's scripts work with BF1 since there are some BF1 scripts still intact. We just need to figure out what is LUA 5 (SWBF2) and LUA 4 (SWBF).

I would be willing to release my Main Play Mod assets, or use them in conjunction of this project as a group project.
#2363
The categories have returned, makes me wonder if it were an April Fools joke. If it were, FileFront has just lost a hell of a lot of the SWBF community,
#2364
I hope you got them all. FileFront is officially closed.
#2365
SWBF1 Modding / Re: Bypassing map limit
March 27, 2009, 02:16:27 PM
If this works what you could do is release edited munge bat files that go inside the DataTEMPLATE folder.
#2366
The new version can be found here:

http://www.gametoast.com/forums/viewtop ... =1&t=17098
#2367
SWBF1 Modding / Re: Getting BF2 Maps into BF1?
March 26, 2009, 04:23:00 PM
Actaully, that's what I've been doing with Docks too, only I added more vehicles (I don't know if the Snail Tank can be added, I have made ODF files for it but it uses a different, BF2-only tread system). I've only used the BF2 platforms though to 'outline' the docks like in the film, and I didn't stick just to BF1 assets but used some of dragonum's Kashyyyk assets too. I considered removing the bushes from the back of the Docks and having something like Kachircho's entrance there, and Yoda's Star Destroyer out back.
#2368
You said something about 6 units on SWBFFiles?
#2369
I'm downloading everything I can off Napseeker's page. I'll reupload it to MegaUpload if you want.
#2370
SWBF1 Modding / Re: Getting BF2 Maps into BF1?
March 26, 2009, 04:18:06 AM
Some maps I guess can be actually physically "remade", since several maps are object-dependant mapsinstead of terrain-dependant maps. I would have liked to see BF2 Kashyyyk in BF1 though...