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#11
SWBF1 Modding / Re: Terrain Issue on Hoth
Last post by Miraak49 - March 21, 2024, 05:24:48 PM
After testing, the sound issue seems to be related to the game itself on steam and not my map
I noticed it also happened on those stock maps (a friend with the steam version and a fresh install had the exact same issues on those maps):
-Hoth
-both Bespin CW only
-Tatooine Dune Sea both eras
-Tatooine Mos Eisley GCW only

This only happen when you are using the OpenAl for restored 3D audio, ofc you can just turn it off to fix it but the game just sound much better with it, ill try to find a fix
#12
Welcome Center / Re: Hey Everyone!
Last post by Anyder - March 21, 2024, 12:43:20 PM
Welcome to SWBFGamers  :cheers:
#13
Welcome Center / Hey Everyone!
Last post by Zanza - March 21, 2024, 11:10:33 AM
Hey everyone, I've been playing BF1/2 on the PS2 growing up and I haven't been able to shake my love for the games since. Glad to be here with everybody!
#14
SWBF1 Modding / Re: Terrain Issue on Hoth
Last post by {AR}MetalKiller - March 21, 2024, 09:38:40 AM
I haven't used custom sounds extensively, but your script seems fine.
One thing you might try is to uncomment the remaining gcw stuff that you replaced with cw files:

...
    OpenAudioStream("sound\\hot.lvl", "hot1gcw");
    OpenAudioStream("sound\\hot.lvl", "hot1gcw");
...
Not sure if this will have an effect.

Another thing that you might want to try is loading your "custom" resources first (before the music)
...
    OpenAudioStream("dc:sound\\hot.lvl", "hot1cw");
    OpenAudioStream("dc:sound\\hot.lvl", "hot1cw");
...
#15
3D-Modeling, Animation and Texturing / Re: WIP Model Showcase Thread
Last post by Unit 33 - March 21, 2024, 01:04:22 AM
Quote from: Ty294 on March 20, 2024, 07:04:22 AMWorking on remastering some of the older unused weapon relics that get found here or there. This is the PS2 Imperial pistol that I believe Giftheck uploaded here a while back, alongside my remaster with an improved model and an AI-scaled texture:






This one I have the images in backward order, the new on is on the top.

Looking very sharp! Excellent 
#16
Released Assets / Unit 33's Imperial Jumptrooper
Last post by Unit 33 - March 20, 2024, 11:49:05 AM
Unit 33's Imperial Jumptrooper

https://www.swbfgamers.com/index.php?action=downloads;sa=view;down=1663

Including a munged imp.lvl (online compatible) for SWBF1 for those who just want to have a fly about.

Credits:

- LucasArts
- Pandemic
- Unit 33 - Original Jet Pack Model, textures, UV edits
- NB20026 - The original Rocket Trooper kitbash, upon which this model is based.
- Sleepkiller - Blender msh Addon


#17
SWBF1 Modding / Re: Terrain Issue on Hoth
Last post by Miraak49 - March 20, 2024, 07:55:37 AM
Hey again
Searching helped me alot for previous issues but i had not found that one, ill take a look at it but it seems to concern BF2
I am not trying to implement a completly new loading screen/animation, just trying to using/linking to the vanilla/stock hoth loading animation

i am using custom sound files ye, here is my script

---------------------------------------------------------------------------
-- FUNCTION:    ScriptInit
-- PURPOSE:     This function is only run once
-- INPUT:
-- OUTPUT:
-- NOTES:       The name, 'ScriptInit' is a chosen convention, and each
--              mission script must contain a version of this function, as
--              it is cREPed from C to start the mission.
---------------------------------------------------------------------------

function ScriptInit()
--  Empire Attacking (attacker is always #1)
    local REP = 2
    local CIS = 1
--  These variables do not change
    local ATT = 1
    local DEF = 2

    SetAttackingTeam(ATT);

        AddMissionObjective(CIS, "orange", "level.hoth.objectives.1");
    AddMissionObjective(CIS, "red", "level.hoth.objectives.2");
--  AddMissionObjective(CIS, "red", "level.hoth.objectives.3");
    AddMissionObjective(REP, "orange", "level.hoth.objectives.1");
    AddMissionObjective(REP, "red", "level.hoth.objectives.3");
    AddMissionObjective(REP, "red", "level.hoth.objectives.4");

    SetTeamAggressiveness(REP, 1.0)
    SetTeamAggressiveness(CIS, 1.0)

    SetMaxFlyHeight(70)
    SetMaxPlayerFlyHeight(70)
   
--    ReadDataFile("sound\\hot.lvl;hot1gcw");
    ReadDataFile("dc:sound\\hot.lvl;hot1cw");
    ReadDataFile("SIDE\\rep.lvl",
        "rep_hover_speederbike",
        "rep_inf_basic",
        "rep_fly_jedifighter",
        "rep_inf_macewindu",         
        "rep_inf_jet_trooper")
    ReadDataFile("SIDE\\cis.lvl",
        "cis_inf_basic",
        "cis_inf_countdooku",       
        "cis_inf_droideka",
        "cis_hover_mtt",
        "cis_hover_aat")
    ReadDataFile("SIDE\\imp.lvl",
        "imp_droid_probe")


--  Republic Stats
    SetTeamName(REP, "Republic");
    SetTeamIcon(REP, "rep_icon");
    AddUnitClass(REP, "rep_inf_clone_trooper",14)
    AddUnitClass(REP, "rep_inf_arc_trooper",3)
    AddUnitClass(REP, "rep_inf_clone_pilot",4)
    AddUnitClass(REP, "rep_inf_clone_sharpshooter",4)
    AddUnitClass(REP, "rep_inf_jet_trooper",3)
    SetHeroClass(REP, "rep_inf_macewindu")

--  CIS Stats
    SetTeamName(CIS, "CIS");
    SetTeamIcon(CIS, "cis_icon");
    AddUnitClass(CIS, "cis_inf_battledroid",14)
    AddUnitClass(CIS, "cis_inf_assault",3)
    AddUnitClass(CIS, "cis_inf_pilotdroid",4)
    AddUnitClass(CIS, "cis_inf_assassindroid",4)
    AddUnitClass(CIS, "cis_inf_droideka",3)
    SetHeroClass(CIS, "cis_inf_countdooku")

--  Level Stats
    ClearWalkers()
    AddWalkerType(0, 16) -- 0 droidekas
    SetMemoryPoolSize("CommandHover", 2)
    SetMemoryPoolSize("EntityFlyer", 4)
    SetMemoryPoolSize("EntityHover", 12)
    SetMemoryPoolSize("MountedTurret", 48)
    SetMemoryPoolSize("PowerupItem", 60)
    SetMemoryPoolSize("EntityMine", 40)
    SetMemoryPoolSize("OrdnanceTowCable", 8) -- need extra for wrapped/fREPen cables
    SetMemoryPoolSize("EntityLight", 120)

    ReadDataFile("dc:HOT\\hot.lvl")
    SetSpawnDelay(10.0, 0.25)
    SetDenseEnvironment("false")
    SetDefenderSnipeRange(170)
    AddDeathRegion("Death");

--  Local Stats
    SetTeamName(3, "Local")
    AddUnitClass(3, "imp_droid_probe", 4);
    SetUnitCount(3, 4)
    SetTeamAsEnemy(3,DEF)
    SetTeamAsFriend(3,ATT)

--  Attacker Stats
    SetUnitCount(ATT, 28)
    SetReinforcementCount(ATT, 250)
    AddBleedThreshold(ATT, 31, 0.0)
    AddBleedThreshold(ATT, 21, 0.75)
    AddBleedThreshold(ATT, 11, 2.25)
    AddBleedThreshold(ATT, 1, 3.0)
    SetTeamAsFriend(ATT, 3)

--  Defender Stats
    SetUnitCount(DEF, 28)
    SetReinforcementCount(DEF, 250)
    AddBleedThreshold(DEF, 31, 0.0)
    AddBleedThreshold(DEF, 21, 0.75)
    AddBleedThreshold(DEF, 11, 2.25)
    AddBleedThreshold(DEF, 1, 3.0)
    SetTeamAsEnemy(DEF, 3)

--  Sound Stats
    OpenAudioStream("sound\\hot.lvl", "hotgcw_music");
    OpenAudioStream("sound\\hot.lvl", "hot1gcw");
    OpenAudioStream("sound\\hot.lvl", "hot1gcw");
    OpenAudioStream("dc:sound\\hot.lvl", "hot1cw");
    OpenAudioStream("dc:sound\\hot.lvl", "hot1cw");
    OpenAudioStream("sound\\cw.lvl", "cw_vo");
    OpenAudioStream("sound\\cw.lvl", "cw_tac_vo");

    SetBleedingVoiceOver(REP, REP, "rep_off_com_report_us_overwhelmed", 1);
    SetBleedingVoiceOver(REP, CIS, "rep_off_com_report_enemy_losing",   1);
    SetBleedingVoiceOver(CIS, REP, "cis_off_com_report_enemy_losing",   1);
    SetBleedingVoiceOver(CIS, CIS, "cis_off_com_report_us_overwhelmed", 1);

    --SetLowReinforcementsVoiceOver(REP, CIS, "REP_hot_transport_away", .75, 1);
    --SetLowReinforcementsVoiceOver(REP, CIS, "REP_hot_transport_away", .5, 1);
    --SetLowReinforcementsVoiceOver(REP, CIS, "REP_hot_transport_away", .25, 1);

    SetLowReinforcementsVoiceOver(REP, REP, "rep_off_defeat_im", .1, 1);
    SetLowReinforcementsVoiceOver(REP, CIS, "rep_off_victory_im", .1, 1);
    SetLowReinforcementsVoiceOver(CIS, CIS, "cis_off_defeat_im", .1, 1);
    SetLowReinforcementsVoiceOver(CIS, REP, "cis_off_victory_im", .1, 1);

    SetOutOfBoundsVoiceOver(2, "Repleaving");
    SetOutOfBoundsVoiceOver(1, "Cisleaving");

    SetAmbientMusic(REP, 1.0, "all_hot_amb_start",  0,1);
    SetAmbientMusic(REP, 0.99, "all_hot_amb_middle", 1,1);
    SetAmbientMusic(REP, 0.1,"all_hot_amb_end",    2,1);
    SetAmbientMusic(CIS, 1.0, "imp_hot_amb_start",  0,1);
    SetAmbientMusic(CIS, 0.99, "imp_hot_amb_middle", 1,1);
    SetAmbientMusic(CIS, 0.1,"imp_hot_amb_end",    2,1);

    SetVictoryMusic(REP, "all_hot_amb_victory");
    SetDefeatMusic (REP, "all_hot_amb_defeat");
    SetVictoryMusic(CIS, "imp_hot_amb_victory");
    SetDefeatMusic (CIS, "imp_hot_amb_defeat");

    SetSoundEffect("ScopeDisplayZoomIn",  "binocularzoomin");
    SetSoundEffect("ScopeDisplayZoomOut", "binocularzoomout");
    --SetSoundEffect("WeaponUnableSelect",  "com_weap_inf_weaponchange_null");
    --SetSoundEffect("WeaponModeUnableSelect",  "com_weap_inf_modechange_null");
    SetSoundEffect("SpawnDisplayUnitChange",       "shell_select_unit");
    SetSoundEffect("SpawnDisplayUnitAccept",       "shell_menu_enter");
    SetSoundEffect("SpawnDisplaySpawnPointChange", "shell_select_change");
    SetSoundEffect("SpawnDisplaySpawnPointAccept", "shell_menu_enter");
    SetSoundEffect("SpawnDisplayBack",             "shell_menu_exit");

    SetPlanetaryBonusVoiceOver(CIS, CIS, 0, "CIS_bonus_CIS_medical");
    SetPlanetaryBonusVoiceOver(CIS, REP, 0, "CIS_bonus_REP_medical");
    SetPlanetaryBonusVoiceOver(CIS, CIS, 1, "");
    SetPlanetaryBonusVoiceOver(CIS, REP, 1, "");
    SetPlanetaryBonusVoiceOver(CIS, CIS, 2, "CIS_bonus_CIS_sensors");
    SetPlanetaryBonusVoiceOver(CIS, REP, 2, "CIS_bonus_REP_sensors");
    SetPlanetaryBonusVoiceOver(CIS, CIS, 3, "CIS_bonus_CIS_hero");
    SetPlanetaryBonusVoiceOver(CIS, REP, 3, "CIS_bonus_REP_hero");
    SetPlanetaryBonusVoiceOver(CIS, CIS, 4, "CIS_bonus_CIS_reserves");
    SetPlanetaryBonusVoiceOver(CIS, REP, 4, "CIS_bonus_REP_reserves");
    SetPlanetaryBonusVoiceOver(CIS, CIS, 5, "CIS_bonus_CIS_sabotage");--sabotage
    SetPlanetaryBonusVoiceOver(CIS, REP, 5, "CIS_bonus_REP_sabotage");
    SetPlanetaryBonusVoiceOver(CIS, CIS, 6, "");
    SetPlanetaryBonusVoiceOver(CIS, REP, 6, "");
    SetPlanetaryBonusVoiceOver(CIS, CIS, 7, "CIS_bonus_CIS_training");--advanced training
    SetPlanetaryBonusVoiceOver(CIS, REP, 7, "CIS_bonus_REP_training");--advanced training

    SetPlanetaryBonusVoiceOver(REP, REP, 0, "REP_bonus_REP_medical");
    SetPlanetaryBonusVoiceOver(REP, CIS, 0, "REP_bonus_CIS_medical");
    SetPlanetaryBonusVoiceOver(REP, REP, 1, "");
    SetPlanetaryBonusVoiceOver(REP, CIS, 1, "");
    SetPlanetaryBonusVoiceOver(REP, REP, 2, "REP_bonus_REP_sensors");
    SetPlanetaryBonusVoiceOver(REP, CIS, 2, "REP_bonus_CIS_sensors");
    SetPlanetaryBonusVoiceOver(REP, REP, 3, "REP_bonus_REP_hero");
    SetPlanetaryBonusVoiceOver(REP, CIS, 3, "REP_bonus_CIS_hero");
    SetPlanetaryBonusVoiceOver(REP, REP, 4, "REP_bonus_REP_reserves");
    SetPlanetaryBonusVoiceOver(REP, CIS, 4, "REP_bonus_CIS_reserves");
    SetPlanetaryBonusVoiceOver(REP, REP, 5, "REP_bonus_REP_sabotage");--sabotage
    SetPlanetaryBonusVoiceOver(REP, CIS, 5, "REP_bonus_CIS_sabotage");
    SetPlanetaryBonusVoiceOver(REP, REP, 6, "");
    SetPlanetaryBonusVoiceOver(REP, CIS, 6, "");
    SetPlanetaryBonusVoiceOver(REP, REP, 7, "REP_bonus_REP_training");--advanced training
    SetPlanetaryBonusVoiceOver(REP, CIS, 7, "REP_bonus_CIS_training");--advanced training


--  Camera Stats
--Hoth
--Hangar
AddCameraShot(0.944210, 0.065541, 0.321983, -0.022350, -500.489838, 0.797472, -68.773849);
--Shield Generator
AddCameraShot(0.371197, 0.008190, -0.928292, 0.020482, -473.384155, -17.880533, 132.126801);
--Battlefield
AddCameraShot(0.927083, 0.020456, -0.374206, 0.008257, -333.221558, 0.676043, -14.027348);


end

But like i said all sounds are working perfectly fine, except for the announcer but if i restart the map (just by pressing escape and "restart mission") the announcer will work without any issue (and this also happen if i play GCW wich use the stock script and looks for the stock sound file)
#18
3D-Modeling, Animation and Texturing / Re: WIP Model Showcase Thread
Last post by Ty294 - March 20, 2024, 07:04:22 AM
Working on remastering some of the older unused weapon relics that get found here or there. This is the PS2 Imperial pistol that I believe Giftheck uploaded here a while back, alongside my remaster with an improved model and an AI-scaled texture:






This one I have the images in backward order, the new on is on the top.
#19
SWBF1 Modding / Re: Terrain Issue on Hoth
Last post by {AR}MetalKiller - March 20, 2024, 01:18:16 AM
You might want to try out the search functionality of this forum  ;)

Here a discussion about custom loading screens: https://www.swbfgamers.com/index.php?topic=13131.msg119776#msg119776

Quote from: Miraak49 on March 19, 2024, 05:12:55 PMthe first time i start my map the voice announcer will not play (when capturing/loosing CP, announcing the hero is on the battlefied) but if i press escape and restart mission then it will work just fine (this is the case for every eras)
Are you using custom sound files?
In that case it would be helpful if you could share your scripts.
I believe that sound files have to be loaded at a certain place before using them.
#20
SWBF1 Modding / Re: Terrain Issue on Hoth
Last post by Miraak49 - March 19, 2024, 05:12:55 PM
Well thats strange as i didn't modified those or the terrain at all, anyway since i was not sure yet about how to cover it as you suggested
i thought that maybe my source files were bad so i tried and edited the .wld file directly in a text editor (to add the vehicles) and it worked perfectly fine, no terrain issue
So the issue does arrise only when i try to save the map in ZeroEditor for some reasons even if i don't touch terrain at all...  :(

Btw i have 2 other minor "issues" maybe u can help me
do you know how can i add a loading screen animation to the map ?
the first time i start my map the voice announcer will not play (when capturing/loosing CP, announcing the hero is on the battlefied) but if i press escape and restart mission then it will work just fine (this is the case for every eras)