October 16, 2021, 10:30:19 PM

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Messages - AnthonyBF2

Anyone with ZeroEditor can see out of bounds props, there's no way in hell anything in BF1/BF2 has gone undiscovered for this long.
You cannot have two sound files at once. You must pick and choose what sounds you're willing to lose.

Alternatively, you can reference a second custom made sound file that contains *only* the missing sounds.
I have no idea how to do that but you can find instructions somewhere on this website.
You cannot have multiple sound files, ever. Errors will occur.
You need to load the Hoth sound file in your mission script then edit the weapon ODFs from the AT-ST to use reference the AT-AT weapon sounds.
SWBF1 Modding / Re: Why BF1 not BF2?
July 29, 2021, 05:37:38 PM
Because BF1 has too many limits and restrictions and worst physics.
SWBF1 Modding / Re: DropItemClass crash issue
July 18, 2021, 02:46:12 PM
all of the msh/tgas used by the ODF must be in the MSH folder
SWBF1 Modding / Re: DropItemClass crash issue
July 17, 2021, 08:12:10 PM
If you're putting the msh/odf assets in your SIDE then the class entries also need to go in the SIDE req, as well as creating a subreq for the class name, then call up those assets alongside the normal SIDE assets in your mission script.

Then apply the class drops to the character ODFs.

I can't say this will work but it seems like it should, I have used similar methods for getting content loaded into BF2.

This is BF1 afterall, one of the jankiest games of all time (Still love it) so it may not work.
SWBF1 Modding / Re: DropItemClass crash issue
July 16, 2021, 10:51:27 PM
Try editing the world REQ file and adding a "class" section then add the name of the ODF that you're trying to make work (make sure those assets exist in world's msh/odf folders).

I did this for BF2 which successfully allowed me to manipulate buildings and props using fake console commands.
The patched ISOs that I prepared don't require manual DNS and the DNAS was removed. All you have to do is load those ISOs I made and make a new network configuration file as you would normally as if Gamespy still existed.
SWBF1 Modding / Re: Objects under the map
June 05, 2021, 06:01:17 AM
I've had this issue several times when making maps in the PSP version of BF2. Every time I solved it by playing around with the sky file values inside NearSceneRange and FarSceneRange. Several times I just copied values from vanilla maps and they worked perfectly.
But editing the maps is unrelated.... changing heroes is done in the mission.lvl scripts
heroes = scripting

You need to build a new mission.lvl and edit the Polis Massa scripts to load different heroes
The method I've used several times is to take a copy of Mos Eisley, toggle terrain off, erase the sky dome block of code from the SKY file, clear out all the regions, paths, props, etc then re-add what I need in any of the layers, then load that after my real world was loaded.
Just make a new "world" without sky dome, terrain, water, etc. and load one of it's layer's filled with the items you need.
Try installing the v1.5 r2 patch, this includes some sort of resolution fix for obscured buttons