January 25, 2022, 08:30:57 AM

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Messages - Dark_Phantom

General / Re: Merry Christmas
December 21, 2021, 06:11:03 AM
Hope everyone has a great holiday season!
"lub" files are extracted compiled scripts. There's no practical way to get them back into the original file after extracted.  I guess it could be hex edited but that's pretty difficult and probably is not going to work the way you expect.

I can't fully answer your question for you because I generally do BF1, but I do know that the "warm up time" (spawn timer?) is hard coded and requires a custom exe. The rest will require learning lua scripting and recompiling the shell.lvl.

Your best bet is Gametoast for BF2, specifically at the .lua section here: https://gametoast.com/viewtopic.php?f=27&t=13806  - I don't know specifically what they would recommend for your situation, which (like I said) requires a shell recompile.  All the scripts are included in the BF2 mod tools which I assume could be used for that purpose.
Requests / Re: .LVL File Translator
October 15, 2021, 04:08:51 PM
The odds of unmunge getting any more work are very low.
Led's method would be the only way to edit existing files or creating brand new ones using the tools provided.
Requests / Re: .LVL File Translator
October 15, 2021, 08:01:40 AM
the core lvl tool has a "Multi-Language Tool" exe with it.  That's how you edit the localizations, and it's the only way to do it at this time.
Released Maps and Mods / MP Monday 10/11/21
October 11, 2021, 11:13:30 AM
MP Monday 10/11/21


EXTREME version of MP Monday, probably going to bomb out, but oh well.
Bespin Escape by Jendo7
Geonosis Arena (2 versions) by Napseeker
Ord Mantell NGG by Rippentuck
Theed Xbox Beta conversion by Dark_Phantom
fixed link, should be good.
10-4-2021 Multiplayer Monday Mod Map pack


This week's Multiplayer Monday brings back Mod Maps!

Maps included:
Kashyyyk Wookieeland by Rends
Eddie's Kastel by Eddie
Geonosis Arena by ?
Coruscant: Streets by Rends
Rhen Var: Bridge by newguy99

Program in this thread can extract from MVS.  However, ps2 files are not in bink format, they're in PSS format.  You need a program called PSS demux to split it into sound and video, then you'll need your favorite video editing program to turn it into what format you want.

Seems kinda overkill for the PS2 demo though.
Yeah and the CP is for the Gamorreans.  That's been known by the modding communities for a while.

We just don't have the exposure that Oddheader does.  Love his videos lol.
SWBF2 Modding / Re: binkw.32dll error
September 15, 2021, 12:12:21 PM
The binkw32.dll error is most likely caused by not having the BF2_modtools.exe in the same folder as your regular Battlefront2.exe.
You'll need to move that exe over to the Steamapps/common/BF2/Gamedata, then you use that to test your mod and get better logging.
The SWBF1 Speedruns community would like to announce our version of "Challenge Mode".
I would like to thank Skinny, Dlemmor, and the KoTOR speedruns moderators (for jumpstarting the idea) in making this come to life.  We would like to try this as an engagement tool for new and experienced runners.  The challenges will be generally shorter, but times may adjust depending on the community's input.

Challenge Mode adds a new layer of depth to BF1, and is implemented in the same way as an Addon map on PC.  That doesn't mean console players can't participate!  For the speedrun challenge, there is NO requirement to download the mod, but it will make it easier to get right in the action.  However, we have NOT limited the challenge mode, so console players may want to think about getting SWBF1 on Steam/GOG if the Challenges Mode is what they want.

IN FACT, it's so small it's an attachment at this point.  Just unzip, place in your addon folder, and go!

Speedruns will (obviously) be based on time and Challenges, at this point, will be judged based on reinforcement count. If you would like to participate and get some bragging rights, you can submit your times in the SWBF1 Speedruns Discord at this point.  The current one will run two weeks and we will reassess whether two weeks is appropriate for future editions.

Our permanent link is here: https://discord.gg/g9GvkyXAKz

We hope to see you on the front!

SWBF1 Modding Tutorials / New Screens through Addon
September 07, 2021, 07:21:03 AM
Ok, we've been down this road before, and it's probably about 10 years too late, but I'm here to tell you how to add NEW screens through the addon folder.

I have attached the demo in the attachments on this post.  This is what we are using for "Week 1" of the SWBF1 Speedruns challenges.

  • You need to modify how the ifs_movietrans_PushScreen() function works.
  • You need to define a new screen in the addme.lua file
--Original concept by BAD_AL, modified by Dark_Phantom
--This modifies the ifs_movietrans_PushScreen function, or more accurately, catches one situation where we want to switch the screen.
origMovieTrans = ifs_movietrans_PushScreen
ifs_movietrans_PushScreen = function(screenName)
    if( screenName == ifs_sp ) then --THIS IS NOT A STRING
        --ScriptCB_PushScreen("ifs_sp2") --you can use this to just push the new screen if you don't have a movie transition

--Now we add the new screen...
ifs_sp2_vbutton_layout = {

ifs_sp2 = NewIFShellScreen {
ifs_sp2.CurButton = AddVerticalButtons(ifs_sp2.buttons,ifs_sp2_vbutton_layout)

I didn't copy my code straight up but you can copy that section from ifs_sp, and then modify one of the fields, like add a button to the list, you should be able to modify the screen accordingly.

After this, you can then save and munge your addme.lua file.
You're then going to create a folder in addon (I use challenge) then just drop it in there.
There's plenty of extensibility too... obviously I wouldn't recommend locking people out of screens, but using it for modification.  It's a much slimmer way to modify (or create new) screens we already have WITHOUT a total conversion mod.  As you can see from my attachment, it's 3 KB to add A WHOLE NEW (very basic) MODE

In a future episode, we will be talking about how to tie more screens together and make the script extremely generic for your purposes.  This way is the "hard-coded way" which is really convenient for one or two screens, but we can leverage some ScriptCB_SetDCMap() calls to go even further.
Are you adding anything other than stock objects?
Are you looking a certain direction when you crash?

Usually with just a bunch of objects and a large space, the game will not crash.  It usually has to do with a broken object or some other factor, like water.
SWBF1 Modding / Re: EXE Memory Pool hacking
August 30, 2021, 04:32:34 AM
No.  At this point it should be accepted that the limits we have are the limits we get.
I don't think any of the official BF1 distros has a no-cd version (like BF2's BoPC did).  I believe my BoPC version needed a CD.

1.3 was only available as a download and had an updated version of SecuROM that we've all since abandoned hope of cracking except apparently wsa30h (it was a beta anyway). It cannot be run unless you have the original 1.0 disc version (BoPC isn't detected)