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Messages - AnthonyBF2

#301
I don't know what I host file is. It may be something only with swbf1. I don't yet have enough people to test swbf2 pc with on openspy, maybe 3 or 4 max, The game itself lets me reach 64.
#302
The game isn't dead yet on Gamespy network but this should be slightly helpful.

You needn't download anything, you will just make a few edits to BattlefrontII.exe.

Open it with hex editor, and do a text string search for "gamespy.com" and replace each line of that you find
with "openspy.net"

I got this idea from a patcher someone made for swbf1's executable, and when file comparing the bf1 exe with an unedited one, that's the only difference.

I tested this mod by playing swbf2 on 2 separate computers, and I could successfully join my own session.

If a site admin can put this topic in the tutorials, would be nice.
Also if someone can build a patcher, that  would be nice... not everyone can understand hex edit, or even find
the file needed to edit.

Edit By Anyder: as openspy was unstable and used to be down most time, what we use now is GameMaster, which its installation is explained here - http://www.swbfgamers.com/index.php?topic=8070.0
#303
SWBF1 Modding / Re: any mod(s) to improve ai?
May 02, 2014, 12:11:07 PM
Well it still should work. The main files like mission.lvl, side lvls can still be remade for swbf1 using BFbuilder, with the codes added.
I might work on this myself .. both games have dumb bots, but they are naturally better in battlefront one.
#304
SWBF1 Modding / Re: any mod(s) to improve ai?
May 02, 2014, 11:57:17 AM
for the "PC" or Computer versions, you can remake your own side.lvls and other files like mission.lvl and there are a few things you can do to improve the ai hardness. the new files would be replaced over the existing files
inside both person's game(need files to match and play without one crashing)

You can find tutorials about how to do that if not PM me at some point, I always like to meet new peeps at Bf2.

To make it short, you can set LUA coades in the mission scripts that will force ai on each team to do better.
One of them would be
    AddAIGoal(1, "Deathmatch", 100)
    AddAIGoal(2, "Deathmatch", 100) - 1 and 2 represent teams, team 1 is always the attacking team;
like the rebels on death star , or the empire on hoth.
Adding this to ctf modes makes the ai fight more instead of hunting the flag. Another one would be
SetTeamAggressiveness(CIS, 1.0)
   SetTeamAggressiveness(REP, 1.0) -or IMP & ALL for GCW mode, depending on what game mode script.
the 1.0 is max number for that particular code.

On some of the weapon ODF files there is a code called
AIUseBubbleCircle = 1 (1 = yes) the guns that have this code, keep it.
And AIBubbleSizeMultiplier = "0.06" or a differen number for other guns.
The lower that number is, the better the ai bots will do.

That code already exists on the shotgun, sniper rifle, and the award shotgun. If the code is maybe 0.01
the ai engies will be ultra violent and like never ever miss.

I personally never cared to try and put this code on other guns,but it seems maybe to only work on single shot
weapons.

On the rocket launcher ODF files, you can determine if ai can do lock-on vs humans. This will increase the likeliness of ai using rockets. The higher the "TurnRate" (maybe 20.0)the farther the locked shot will twist resulting in a more promised hit.
#305
Again, it takes a while to put enough col blocks to match the outlines of objects. My over all goal was to cram Tantive into swbf1, but it was mentioned someone already done it :/

I can still try other maps. I searched GT, and this site and never saw much about if people made bf2 maps into swbf1.

I am dull of bf2 and looked at BFbuilder for something new. I also want to give something back after all the posts and annoying questions I leave around.
#306
Tech Support / Re: Faster internet
May 01, 2014, 09:24:20 AM
Wireless services are horrible for gaming and hungry programs like Tunngle, Skype and Steam.

From early 2011 to mid 2012 I had some crappy service called "Clearwire"

This was the most horrible thing I ever dealt with in terms of computing, internet, hardware .. etc..

Not only was my best ping around 180 (for swbf2 ps2) but any page took well too much time to load, even for a good computer.

And on top of this the "tech support" monkeys didn't know jack sh!t. All they ever told me was "reset your device" or call this number to get a signal reset.

My point here is that most wireless systems are bad. I mean Clear was soooooo bad, they have hate sites(google it)

I  have now the At&t service for $51 a month, I get about 2-3 megabit and with about 1m upload. It's very stable for gaming, with swbf2 pc pings being around 40 and around 70 on the ps2 version. I can handle any site fine and get large downloads that don't take an eternity as if I was using 150kbs on Crapwire.

If you put money into something, you have a right to demand a better service. Threaten to leave the service, when I told Crapwire I was leaving, they tried to make up some offer that sounded good but I knew wasn't gonna be any better.

If you demand a better service you can maybe get it, or bother them constantly until they will do something for you to satisfy you.

Also I read somewhere on google, that google is placing fiber optic services with over gigabit speeds in some parts of the nation.
#307
General / Re: Gametoast down?
May 01, 2014, 07:58:04 AM
I have not been able to access Gametoast in 3 days, to give an idea how long it has been down. I've tried several times in the last 2 days.
#308
To be specific, the objects are a majority of Tantive items. Finding existing shaped models would be impossible for these objects. Also if you were referring to invisible collision blocks, it would take a century to place enough to match the contours of each object.

I'm hoping there is some sort of tool that can do something? to convert these items into supported models for
Swbf1.

I am willing to dedicate myself to any harder methods, this map I want to finish for real unlike the dozens of half made maps and data folders I have laying around.
#309
I am trying to make a swbf1 map. It's simple to explain the problem: some objects don't have collision.
I placed the models, odfs and images all where they need to go, when playing the map I just fall out and hit the
stock terrain.

Fix? :D

Edit: Some objects are from the assets from the Swbf2 mod tools.
#310
I will go ahead hereand post small but needed instruction to loading the campaign levels into the dedicated server.

First remember  this still will not work for Polis Massa and space levels.

You first need to edit the server manager's player menu to build admin commands for each map.

Paste this anywhere inside the document for PlayerMenu.cfg:

Campaign Maps>Coruscant"/admin /changemap cor1c_c"|cmd
Campaign Maps>Kamino"/admin /changemap kam1c_c"|cmd
Campaign Maps>Death Star"/admin /changemap dea1g_c"|cmd
Campaign Maps>Mygeeto"/admin /changemap myg1c_c"|cmd
Campaign Maps>Tantive"/admin /changemap tan1g_c"|cmd
Campaign Maps>Naboo"/admin /changemap nab2g_c"|cmd
Campaign Maps>Utapau"/admin /changemap uta1c_c"|cmd
Campaign Maps>Geonosis"/admin /changemap geo1c_c"|cmd
Campaign Maps>Yavin"/admin /changemap yav1g_c"|cmd
Campaign Maps>Hoth"/admin /changemap hot1g_c"|cmd
Campaign Maps>Kashyyyk"/admin /changemap kas2c_c"|cmd
Campaign Maps>Mustafar"/admin /changemap mus1c_c"|cmd
Campaign Maps>Felucia"/admin /changemap fel1c_c"|cmd
Campaign Maps>Polis"/admin /changemap pol1g_c"|cmd
Campaign Maps>Space>Yavin"/admin /changemap spa1g_c"|cmd
Campaign Maps>Space>Corucant"/admin /changemap spa2c_c"|cmd
Campaign Maps>Space>Kashyyyk"/admin /changemap spa3c_c"|cmd
Campaign Maps>Space>Mustafar"/admin /changemap spa4g_c"|cmd

This adds a option to launch a campaign map while the server is running. Right-click the player tab while the server is running to find the new options.

This is where the modding comes in. You need to hex edit your mission.lvl in the server so go  on and open it up.

You will be breaking 1 string of text per each mission. Our test example will be cor1c_c  - Knightfall
Search mission.lvl for cor1c_c text string and you will be taken to it. Scroll down until you see ScriptPostLoad

ScriptPostLoad is the code you need to break. Replace any character with anything else. Mine says
ScripP-stLoad

You need to do this for all campaign scripts inside mission.lvl, again Polis and space levels will still crash.

After  you edited the mission and the player menu start the server and let a stock map run about 30 seconds.

Then go to the players tab and you can choose to load any of the levels.

The bad news, breaking ScriptPostLoad makes the server load the map, but kills the game script totally. You will only have an empty map. That is the result for each level. It's basically good for exploring and goofing off with extra objects and what not.

The best thing I could fine use for was the Mustafar level. Me and some friends did 5 vs 5 inner scrim since each side gets soldier, mortar, rocket, engy, and sniper. Empire has dark trooper but the cis is missing the droideka for that map.

The locked side that were not meant to be played like Rebels, CIS, and other factions usually have missing classes, and don't have heroes assigned.

This is far as I ever got with hosting campaign on a dedi server. If you find a way to load Polis, let me know.

Another note is an admin command on the server or directly from the server is needed to end each map since the script is broken, the reinforcements for what ever team for each map will not drop. If you mod each CP to become capturable, the map will still not end since it is not conquest.

Final notes:
-your game client will want to play the game movies for each map, you must skip them or the server will time you out and force you to rejoin.

-Do not score award weapons for any of the hidden sides like Coruscant temple guards. They do not have award guns assigned and if you score stuff like 6 pistol kills, your stock gun will disappear and usually crash your game client.

-You may find trapped places like the doors in Coruscant and Kamino. These won't open since they are scripted and you know.. the script has been killed. You can mod out the doors so they become hollow(they are  there but you walk through them)

Extra:

The player menu can also be used to load the stock XL maps. But it's gonna lag like a b!tCh

Those commands are:

XL Maps>"/admin /changemap hot1g_xl"|cmd
XL Maps>"/admin /changemap geo1c_xl"|cmd
XL Maps>"/admin /changemap kas2g_xl"|cmd
XL Maps>"/admin /changemap kas2c_xl"|cmd

If you are using a modded Hoth and Geonosis map file, those XL maps will crash. Stock server file must be played for those.

Kashyyyk XL still crashes at random(probably lag?).

Have fun, see what else you can get from  this.



#311
I have absolutely no skill with cheat engine and memory editing
#312
A landing region is what controls if or not you can land your ship, not if you can exit your ship

Hoth has no landing regions, that's why you can land anywhere

my goal is to be able to jump from a moving ship in space or on hoth with or without a landing region
#313
This is my most favorite part of swbf1 and would like to make it possible in swbf2 to exit ships while flying.

I cannot find anything that might even come close to making it work. I assume it's something hard coded and may not exist in the asset scripts included with bf2 mod tools or bf builder.

Any tips what so ever will be so great.
#314
I have successfully done this, at some costs.

1. There are no objectives, just an empty map loads
2. there are no bots aka AI units for any of the teams or NPC teams
3. The amount of bugs are substantial:
-auto assign is forced, but you can use admin swap to organize players
-space levels + polis massa crash, they are the only ones I can't make work even if it's an empty map
-you can't score award weapons for some sides or it will crash the players
-some parts of maps are blocked off like all those doors in Coruscant and Kamino, spawning in certain places traps         you but  you can mod stuff out like doors.
-maps will never end, no timer... reinforcements frozen the only way to end map is with an admin command on the server.
The plus side of some of this  is you can do stuff like cis vs empire on the mustafar level
or Republic vs temple guards on Coruscant + hooded Anikin for the clones

I have not yet attempted to really share all this  publicly bcuz I mainly hadn'y prepared most of it to determine all the bugs and what is stable.

How ever you can easily play campaign maps online if you host your own non-dedicated game(not a server manager) without any bugs or errors

how to play campaign online with hosting non-dedicated game:
read description

if you want the stuff I use to make it work on a dedicated server send me a pm, I don't want to make it public.

edit: I might later toss in the swbf2 forum in this site the stuff needed to run the broken campaign maps on a server manager, check back once in a while
#315
Thanks to Sleepkiller's post. I got my new files.  :cheer:

Using the upgraded bf builder