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Messages - Napseeker

#166
That's true, hadn't thought of that... but was there actually a memory pool type for soldiers/units?  I don't think I ever used one myself, nor recall seeing it used in the sample mission LUAs.   I'm assuming it'd be something like EntitySoldier or EntityUnit.
#167
> I believe about shell.lvl, Psych0Fred made his own a long time ago, with 7 units and
> everything.

In fact, if I recall there was no actual limit on how many units could be added to the selection screen.  You could've had more than 7 even, but the problem was anything more than 7 would be below the visible part of the screen and inaccessible to the mouse.  That said, while the shell allowed 7+ units, the game itself may only have reserved enough memory for 7 soldier units per team and no more, so it's likely anything more than 7 would crash BF1 anyway... or at least the multiplayer engine which seems fragile as heck to any major changes.
#168
SWBF1 Modding / Re: Getting BF2 Maps into BF1?
March 24, 2009, 06:41:36 AM
Now that rebel_scum is back here again, you can also ask him yourself too :)
#169
Welcome Center / Re: new
March 24, 2009, 06:40:21 AM
Welcome back, scum... was wondering when you'd show up again :)
#170
Requests / Re: Clones vs Empire mod
March 23, 2009, 01:31:02 AM
I'll have EvC reuploaded to my site again at the beginning of next month.  I'm on a limited bandwith subcription with my ISP (cutting costs like everyone else) and I'm near using up that allotment for this month so I'll wait til April and put the original files up there again.  Definitely no one should upload my stuff unless it has all of the original readmes and instructions, since giving credit where credit is due is pretty important (and people still misunderstand how to get a mission map working to this day, so the instructions are a must).

Unusual that Filefront did not send me a warning that EvC was going to be deleted. I got notice on some other maps on there and prevented them from being wiped, but nada on EvC.  Pretty unreliable that FF can be...
#171
SWBF1 Modding / Re: 3rd era for maps
March 13, 2009, 03:48:21 PM
Quote from: "The_Pi"Do you know where the map is that he did that on is? I might be able to decompile the shell he made since LUA can be decompiled with no data loss and LVL is just all the files appended to eachother

Unfortunately all he ever posted was that screenshot and never the actual map that he edited. Since he said he no longer had the project, I assumed he meant the munged map as well.  I could be wrong... Teancum over at GT mentioned that he still chats with fred so maybe he'd be willing to ask if he could dig up that map. My bet is that he'll just say it's been erased along with everything else...
#172
SWBF1 Modding / Re: 3rd era for maps
March 13, 2009, 11:50:11 AM
I did pm him once to ask how he did it and if he'd release the files for others to reproduce the same result, but he said he'd forgotten how he did it and didn't have the project anymore. ::shrug::
#173
SWBF1 Modding / Re: 3rd era for maps
March 11, 2009, 01:16:44 PM
@Pi: this is a really cool discovery, congratulations on such a big find!  Perhaps battlebelk will eventually find a way to allow this 3rd era to be shown as an option, but if nothing else, it seems like a cool easter egg type way to include a secret map.

@MHGuy: I still try to come round here every few days if I can and just check my mail and if anyone is having any issues with my maps/mods.  Feel free to pm me if you have any modding questions and I will try to answer as best as I can.  I don't think my approach for the 7-unit sides can ever be fixed for MP, I would imagine that the way that psychofred did it (which I believe involved a shell edit/recompile) is the only way to go here.
#174
Okay, I've upload JvC 1.0 Final to my filefront site and you can update the dead link for JvC on page1 using this now:

http://files.filefront.com/JvC+10+Final ... einfo.html
#175
Quote from: "ggctuk"Thanks, Napseeker. That map was one of my favourites for BF2, now I can play it (still trying to figure out how he managed to port it - BF2 terrain files cannot be opened by BF1 or its editor)

AFAIK, there is no terrain used in the Jedi Temple map... so that part would've been easy (no terrain = no work :) ). The problem was solely with the collision (or lack thereof) from what I remember and having to hack together a fix for that using invisible objects overlayed with where the visible map objects are.  That's basically what I did too when I added some additional collision fixes to their map in JvC (but the way I did it was way, way more tedious and if I ever finish that $%!#! mission map tutorial someday, you'll see what I mean).

The "six-unit mod" you are probably thinking of is in JvC and just an experiment that wasn't entirely successful.  You could theoretically have way more than just 6 units per team... what I was hoping to do was give each person (playing multiplayer) as many as 20 different units per team (i.e. 40 total different units on the map) but sadly this hack only works in SP.  It crashes when you play it in MP, which defeats the entire purpose of what I wanted.   Anyway, go to JvC and you'll see a "Jedi hero" or a "Sith hero" as one of the unit choices.  You spawn as the hero dispenser and can then spawn up to four heroes on the map.  So in that sense, you can pick from four "standard" units and four "hero" units => 8 different units for that team.  It's a hack/trick, and a fun experiment, but not useful for most mods/maps.
#176
I'll be uploading all of the imp_strikeforce/rebel_scum maps to my FileFront site (starting with cor1 Jedi Temple) that are used by my mission maps.  You should be able to download it from here:
http://files.filefront.com/cor1+JediTem ... einfo.html

EDIT: okay, the other strike/scum maps used by my missions have been uploaded and can be found right here:
http://hosted.filefront.com/Napseeker
#177
A very impressive list of maps - easy to forget after all this time how many maps for SWBF1 have been made until you see that compilation.  You'd also get a MOTM nod from me as well if that feature does come back.

I saw that the download links for Final Battle at Utapau and Clones vs Clones didn't exist (forgot that those links died along with MacXG) so I reuploaded them to my FileFront site if you'd like to add them to your existing database: http://hosted.filefront.com/Napseeker

Also, if you get the opportunity please feel free to add the Execution at Geonosis 1.0 and Execution at Geonosis MPE 1.0 (I suppose you could also add the Jedi Temple: Republic vs CIS mission map/patch if only for the sake of completeness, it merely applies the collision fixes of JvC to the normal cor1 map but continues to use the default sides).
#178
Mac, I realize this isn't what you are hoping for but I whipped up a quick mission map for you that will at least let you play the Jedi Temple map with all of my collision fixes and using the regular sides.  For some reason I thought I had already included a version of this mission map in my JvC 1.0 but apparently not... so here it is:

http://files.filefront.com/Jedi+Temple+ ... einfo.html

You do not need JvC installed to use it btw.  It should work fine whether JvC is installed or not.
#179
Quote from: "Master Verik"well i got some problems whit napseekers maps (of corussant city and jedi temple) whit corrusant its ki-a-di-mundi hes BLACK :-S and whit the jedi temple its the screen its blinking black and normal (these are only the mod maps :S)

That's quite odd - I've never encountered this problem myself (else I definitely would've fixed it).  Do you want to post a screenshot of Ki-Adi so I can see what you mean?  Have you tried using higher video settings for the game just to see if that fixes anything?
#180
I'm very happy to announce the release of a new asset for SWBF1 modders... General Grievous, ported from SWBF2 to SWBF1.  He comes with MSH, ODF, and also body parts (for when he explodes).  If you've played my Final Battle at Utapau mission maps, this is the same unit I used there.



LOCAL LINK: https://www.swbfgamers.com/index.php?action=downloads;sa=view;down=1631

Go to my Filefront site to download him!
http://files.filefront.com/GenGrievous+ ... einfo.html

Don't forget that in my main Filefront site, you can download Aayla Secura ported to SWBF1 format as well:
http://hosted.filefront.com/Napseeker



If you have any problems using this asset, please post comments here in this thread.

Edit by Giftheck - local link added