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Messages - Giftheck

#1
There's no complications. I am not, and have no plans to bring this to the Classic Collection version. It's not even worth talking about at this point. They won't fix the issues which caused me to make this decision.
#2
SWBF1 Modding / Re: Endor: Imperial Base [WIP]
June 07, 2024, 05:11:58 AM
Quote from: Luna on June 07, 2024, 02:51:23 AMOoh. If it's out then I'll have to check it, but if it's not out yet then I'll wait patiently to try the map out. My favourite part of the Naboo map in BF2 2017 is the palace interior.

Ah, my map is exclusively the exterior. If I did the palace interior I'd want to do it as a separate map.
#3
SWBF1 Modding / Re: Endor: Imperial Base [WIP]
June 06, 2024, 01:22:35 PM
Quote from: Luna on June 06, 2024, 11:43:10 AMDamn Giftheck! I'm really liking the look of this!

Question on the side - Do you also plan in the future to demake some BF2 2017 maps? One I'd like to see if Naboo!

Keep up the super awesome work on this!

Thank you!

It's funny you should mention Naboo, because my Theed Supremacy map can be considered a loose remake of it as it's inspired by the layout. I have actually begun adding stuff to it when I can to bring it even closer.
#4
SWBF1 Modding / Re: Endor: Imperial Base [WIP]
May 26, 2024, 12:43:15 AM
Quote from: jonjonshell21 on May 26, 2024, 12:17:51 AMWhen are you planning on releasing this map?

When it's finished.
#5
Quote from: jonjonshell21 on May 26, 2024, 12:19:56 AMQuick Question, are you going to have two separate version of this mod like one for Star Wars Battlefront 1 2004 and another version for Star Wars Battlefront Classic Collection due to the fact that Aspyr have a lot of issues that create a big mess?

I am not making a version for Classic Collection.
#6
Quote from: vonfrank on May 11, 2024, 03:36:07 PMI figured it was something like this...

Any ya, that sounds difficult to specifically narrow down and fix. It would likely require somehow determining the specific file causing the crash. I guess there's no console or error logger to figure this out?


Unfortuntately not for multiplayer.
#7
Sounds like a client/host mismatch. If you have heroes in your script that aren't present in the scripts of other players in the match, it'll crash.
#8
For SWBF2, the LUA format is unchanged, so you should be able to change and munge a new mission.lvl.
#9
As an addendum, unless you're modding the Classic Collection version of the game or the console versions, you are restricted to a total of 5 unit choices per side.
#10
Quote from: Zelenium on April 18, 2024, 11:29:56 AMCool result!

Don't bump topics, please.
#11
SWBF1 Modding / Re: Sniper range
April 15, 2024, 08:14:11 AM
Most of those commands do not exist in SWBF1. The only one that does is SetTeamAggressiveness,.
#12
SWBF1 Modding / Re: Sniper range
April 15, 2024, 06:33:06 AM
Before I respond, I need to ask: is this question specifically for SWBF1, or was this for SWBF2 and you've put it in the wrong board?
#13
Released Maps and Mods / Re: Scarif: Beach
April 14, 2024, 12:41:53 PM
I have a new version!  :cheer:

Download it here (Temporary, will replace the link in this post and OP with the new ModDB link when it's approved)

Here's a couple of glamour shots I took:





Quote*************************
CHANGES FROM V1.1
*************************

-Reworked some skins
-Tweaked barriers and AI planning
-Tweaked bleed thresholds - destroying the AT-ACT will result in Empire bleed as intended.
-Tweaked weapon stats on pistols, rifles and hero weapons
-Added foliage and extra props to the east of the map. Please note that owing to
-Tweaked AI unit priorities to favour the Rebel Soldier on the Rebels side
-Replaced the Rebel Smuggler's MPL Homing Shot (which AI didn't use) with a DH-17 Blaster Rifle
-Reduced health on hero units
-Implemented new animations
-Added an option to play the map with stock sides
-Increased fly heights for starfighters
-Created first-person and third-person models for weapons

And the customary credits list:
Quote*************************
CREDITS:
*************************

Pandemic Studios - Mod Tools
Myself - weapon models (A180 pistol, A180 rifle, A280CFE Rifle, A280CFE Pistol, A300, DL44, DH17, M45, Time Bomb, E11, E11D, DLT-19, DLT19D, EC-17, MPL-57, HH-12, RPS-6, Sonic Imploder), additional world models
Sereja - weapon models (SE-14C, DL18)
icemember/Designated Days Team - base models for the Death Trooper and Shore Trooper
Gogie - Scarif buildings and assets
Netmarble Games - Death Trooper texture, and Director Krennic parts from Star Wars: Force Arena
Disney - Scarif Trooper helmet from Star Wars: Rivals
Zen Studios - DT-27 model, AT-ACT model, U-Wing model
InspectorJ - Ambient sound (https://freesound.org/people/InspectorJ/sounds/400632/)
Mark Griskey - music from The Force Unleashed II
Michael Giacchino - music from Rogue One: A Star Wars Story
John Powell - music from Solo: A Star Wars Story
Ben Burtt and Matthew Wood - sound effects from Star Wars films and games
Ryan Hank - animations for the rifle
Snakey - A280 Scope texture
#14
SWBF1 Modding / Re: [WIP] Scarif: Beach
April 11, 2024, 10:37:06 PM
So I have been thinking on one possible big change for Scarif, and I'd like some input. I've seen one or two reviews that say the map is too small for vehicles and should be ground combat only, or they'repointless. Any thoughts on that? I've got a few solutions:

1 - Keep everything as-is. To hell with people who say they're pointless.
2 - Remove the X-Wings and TIE Strikers, keep the AT-ACT and U-Wing.
3 - Remove all the starfighters entirely, keep the AT-ACT.
4 - Remove all the vehicles, have Scarif a pure ground combat map.
#15
What I had to do was use the PRIMA game guide for overhead maps, and then take a ton of reference screenshots ingame for object placement.

Unfortunately, there is unlikely to be a map viewer for SWBF2015 anytime soon. They have just begun being able to make custom maps in SWBF2 2017, but I have no idea what their method is.