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Messages - Ty294

#106
I can confirm now, it is the bes1_prop_cloud_cluster.odf. Guess I know not to use that now.
#107
I am not sure what it was. I changed a few things and now it doesn't do it anymore. Currently, I have to assume it is do to one of three things:

1. It was due to objects extending below the "bottom" of the map.

2. It was due to clouds.

3. It was due to something in my sky file that I have since removed.

I'm not sure which. I attempted to push an object below the map limit (I say limit, but really there isn't a limit, it's just the height indicator stops at like -327.6 or something like that) and it didn't seem to cause the freeze. I'm going to try adding clouds again (note, these are cloud ODFs placed directly into the map) and see if it starts occurring again.
#108
That doesn't appear to be the cause of the crashing problem. I tried removing all the textures from the map, and it still did it.

I have to imagine it is either due to an ODF issue, or maybe... a LUA issue?

I have a bunch of mesh items that are scaled massively, dunno if that could have an effect or not.

I have multiple boundaries in the map, not sure if that could also cause an issue.

Here are the relevant parts of my LUA:

ReadDataFile("dc:sound\\SFX.lvl;SFXgcw")
    ReadDataFile("sound\\bes.lvl;bes1gcw");
    ReadDataFile("sound\\kam.lvl;kam1cw");
    ReadDataFile("SIDE\\all.lvl",
        "all_inf_basicurban",
"all_inf_lukeskywalker",
        "all_inf_smuggler",
        "all_fly_xwing",
        "all_fly_ywing");

    ReadDataFile("SIDE\\imp.lvl",
        "imp_fly_destroyer_dome",
        "imp_fly_tiebomber",
        "imp_fly_tiefighter",
        "imp_inf_basic_tie",
"imp_inf_darthvader",
        "imp_inf_dark_trooper");

    ReadDataFile("SIDE\\cis.lvl",
    "cis_inf_basic_battledroids");
   
    SetAttackingTeam(ATT);

--      Alliance Stats
    SetTeamName(ALL, "Alliance")
    SetTeamIcon(ALL, "all_icon")
    AddUnitClass(ALL, "all_inf_soldierurban",10)
    AddUnitClass(ALL, "all_inf_vanguard",1)
    AddUnitClass(ALL, "all_inf_pilot",2)
    AddUnitClass(ALL, "all_inf_marksman",2)
    AddUnitClass(ALL, "all_inf_smuggler",1)
    SetHeroClass(ALL, "all_inf_lukeskywalker")

--      Imperial Stats
    SetTeamName(IMP, "Empire")
    SetTeamIcon(IMP, "imp_icon")
    AddUnitClass(IMP, "imp_inf_storm_trooper",10)
    AddUnitClass(IMP, "imp_inf_shock_trooper",1)
    AddUnitClass(IMP, "imp_inf_pilottie",2)
    AddUnitClass(IMP, "imp_inf_scout_trooper",2)
    AddUnitClass(IMP, "imp_inf_dark_trooper",1)
    SetHeroClass(IMP, "imp_inf_darthvader")
   
--  Attacker Stats
    SetUnitCount(ATT, 16)
    SetReinforcementCount(ATT, 200)
--    AddBleedThreshold(ATT, 31, 0.0)
--    AddBleedThreshold(ATT, 21, 0.75)
--    AddBleedThreshold(ATT, 11, 0.75)
--    AddBleedThreshold(ATT, 10, 1.5)
--    AddBleedThreshold(ATT, 1, 3.0)

--  Defender Stats
    SetUnitCount(DEF, 16)
    SetReinforcementCount(DEF, 200)
--    AddBleedThreshold(DEF, 31, 0.0)
--    AddBleedThreshold(DEF, 21, 0.75)
    AddBleedThreshold(DEF, 11, 0.75)
    AddBleedThreshold(DEF, 10, 1.5)
    AddBleedThreshold(DEF, 1, 3.0)

--  Local Stats
    --SetTeamName(3, "locals")
    --AddUnitClass(3, "imp_inf_pilottie",4)
    --SetUnitCount(3, 4)
    --SetTeamAsEnemy(3, ATT)
    --SetTeamAsEnemy(3, DEF)

    SetTeamName(3, "CIS")
    SetTeamIcon(3, "CIS_icon")
    AddUnitClass(3, "cis_inf_battledroid_inf",4)
    SetUnitCount(3, 4)
    SetTeamAsEnemy(3, ATT)
    SetTeamAsEnemy(3, DEF)

--  Level Stats
    ClearWalkers()
    AddWalkerType(0, 0)
   -- AddWalkerType(1, 4)
    AddWalkerType(2, 0)
    --SetMemoryPoolSize("EntityHover", 12)
    SetMemoryPoolSize("EntityFlyer", 15)
--  SetMemoryPoolSize("EntityBuildingArmedDynamic", 16)
--  SetMemoryPoolSize("EntityTauntaun", 0)
--  SetMemoryPoolSize("MountedTurret", 22)
    SetMemoryPoolSize("PowerupItem", 60)
--    SetMemoryPoolSize("SoundSpaceRegion", 85)
    SetMemoryPoolSize("EntityMine", 40)
    --SetMemoryPoolSize("Aimer", 200)
--    SetMemoryPoolSize("Obstacle", 725)
    --SetMemoryPoolSize("EntityLight", 150)

    SetSpawnDelay(10.0, 0.25)
    ReadDataFile("dc:SepanV\\SepanV.lvl")
    SetDenseEnvironment("false")
    --AddDeathRegion("Sarlac01")
  --  SetMaxFlyHeight(90)
  --  SetMaxPlayerFlyHeight(90)
-- SetMinFlyHeight(30)
  --  SetMaxFlyHeight(350)
--    SetMaxPlayerFlyHeight(350)
    SetAIVehicleNotifyRadius(64)
    SetStayInTurrets(1)

--  Sound Stats
    OpenAudioStream("sound\\bes.lvl",  "bes1gcw_music");
   -- OpenAudioStream("dc:sound\\mod.lvl",  "SepanV");
   -- OpenAudioStream("dc:sound\\mod.lvl",  "SepanV");
    OpenAudioStream("sound\\gcw.lvl",  "gcw_vo");
    OpenAudioStream("sound\\gcw.lvl",  "gcw_tac_vo");
    OpenAudioStream("sound\\kam.lvl",  "kam1cw");
    OpenAudioStream("sound\\kam.lvl",  "kam1cw");
   --  OpenAudioStream("dc:sound\\mod.lvl",  "SepanV_emt");
   --OpenAudioStream("dc:sound\\tat.lvl",  "tat3_emt");
    OpenAudioStream("dc:sound\\SFX.lvl",  "SFX");
    OpenAudioStream("dc:sound\\SFX.lvl",  "SFX");
#109
This was very helpful to me! Thanks for sharing!
#110
SWBF1 Modding / Game freezes when you Restart Mission?
January 07, 2020, 05:19:51 PM
Hey guys, wondering if anyone has seen this problem before or knows what could cause it. I have a map I'm working on that seems to be working fine for the most part, except for one thing. When I hit "restart mission" in the menu, the game completely freezes, and if I'm running the regular game instead of SPTest, it freezes so hard I have to log out on my computer.

I've tested some of my other maps and this error does not occur in them. It appears to be this one map. Problem is, SP test doesn't seem to be able to log the error that causes the freeze, so I have no idea what it is.

Only Level 3 error I'm finding in the log is this:

Message Severity: 3
.\graphics\pc\shaders\pcTerrainShader.cpp(176)
pcTerrainShader: detail texture expects L8 format!


Anyone got any ideas what could cause this?
#111
Bespin: Platforms

I love the dogfighting aspect, plus it can be fun to hop in a ship and try to seize the enemy's points from behind. But let's be real... the main reason to love Bespin: Platforms is for missile launching the otherwise invulnerable Heroes off the side and getting credit for the kill. :happy:
#112
General / Re: The Rise of Skywalker Thoughts and Opinions
December 29, 2019, 05:38:12 PM
Quote from: Ginev on December 22, 2019, 05:17:22 AM
When The Force Awakens come i was so excited.After the failure and the next Eipsode 8 i simply do not care for episode 9.I do not plan to even watch it.I do not even accept thouse 3 new movies for Star Wars...and im a big star wars fan.Just my opinion.

We are on the same team here, my old friend! I'm back to considering Legends canon! lol




Anyway, I rank the movies like this:

1. Empire Strikes Back (10/10)
2. Revenge of the Sith (9/10)
3. Return of the Jedi (9/10)
4. Rogue One (9/10)
5. The Phantom Menace (7/10)
6. A New Hope (7/10)
7. The Force Awakens (6/10)
8. Attack of the Clones (5/10)
9. Rise of Skywalker (5/10)
10. Solo (5/10)
11. The Last Jedi (4/10)
12. The Clone Wars Movie (2/10)

Empire Strikes Back is the best movie, but also the first Star Wars movie I ever saw (dad's fault, he didn't have ANH on video at the time), and possibly my earliest memory ever is of watching that movie. The Battle of Hoth remains my favorite ground battle in the Star Wars continuity. Revenge of the Sith has possibly the best soundtrack and some of the most beautiful moments in Star Wars period. It is also possibly the most quotable and meme-able movie of the lot, which I consider a good thing. Saying "Gooooood Anakin" instead of just "good" is almost a natural way for me to speak these days. Return of the Jedi was the second Star Wars movie I ever saw, so it gets nostalgia bias points. Rogue One had some weaknesses, but it was bold enough to kill all the main protagonists, which is a positive check mark. Also Vader at the end there... Epic. It's the only Disney movie I consider worthy of being counted as Canon.

I seriously don't understand the hate for The Phantom Menace. Jar Jar may be dumb, but you can dismiss his stupidity as him being a half-wit alien. How is it any less cringe-worthy than anything Anakin and Padme say or do in the two subsequent movies? Also, I felt it had a better film quality (film grain ftw) and I liked that they still used more props and sets. A New Hope is great, but I appreciate more for what it did for Star Wars and movies as a whole than what it is in and of itself. The Force Awakens probably deserves less than 6/10, but for a time I did like it a lot, and I feel it was an "okay" start to the new trilogy; the subsequent movies just botched doing anything good with it. Attack of the Clones was one of my least favorite movies for a time, but I've come to appreciate it more in recent years, if for nothing else than realizing that Lucas's creative vision, even if poorly executed, is still greater than anything Disney can think up.

Rise of Skywalker, I will admit, was enjoyable for most of the movie. Then the ending was an absolute joke, which really killed my goodwill toward the film. Also after-the-fact analysis of the movie (aka, the more I think about it) the more dumb and wasted of an opportunity I realize it was. At least C-3PO was funny. Solo was a forgettable movie that had little in the way of great OR terrible moments, just a lot of "meh". I did at least appreciate making the Imperial Army Troopers canon though, and Tobias Beckett was a good character. The Last Jedi had some high points, but it also had some really dumb points, and on the whole, just felt like less than the sum of its parts. It didn't help that I felt like the movie was more for pushing the studio's agendas rather than actually an effort to make a good Star Wars film. The Clone Wars movie might be unanimously the worst movie, but I will at least forgive it for the fact that it was a dumb kids movie, and the TV series it spawned got to be really good by the time it was over.
#113
SWBF1 Modding / Re: BF1 Randomizer
December 18, 2019, 08:50:05 PM
Ah, I see! I put it into the LUA of one of my test maps and made it work. This is definitely something I will consider in future maps. Too bad we can't make it work in ODFs, but oh well.

Thanks for sharing this! I didn't think even this much was possible in BF1, so it's definitely a revelation to me!
#114
SWBF1 Modding / Re: BF1 Randomizer
December 17, 2019, 05:39:51 PM
Quote from: Led on December 16, 2019, 06:42:52 PM
https://www.swbfgamers.com/index.php?topic=4503.0

Quote from: Dark_Phantasmagorical on December 17, 2019, 06:53:26 AM
I prefer consistency in this department.  I'm probably going to write a function to randomize which sound set it will pick (r,i,c,a), but I want them all to sound like they are from the same team.  So yes, but not completely.Led hits it on the head, and there's a ton of relevant information in there about randomization.  The big points are that online is a pain (what I'm going to try to work out to transfer the seed from the server, we'll see how it goes), and that you just have to make sure that all the units you want randomized are loaded in.  This is actually how I do it:

*code abbreviated for readability*
Code (lua) Select

ReadDataFile("SIDE\\all.lvl","all_inf.....","all_inf_luke_skywalker");
--load all sides and subreqs, make sure you have CIS, REP, gam, etc.
classes = { "all_inf_soldier", "cis_inf_droideka", "all_inf_luke_skywalker","rep_inf_jet_trooper","gam_inf_gamorreanguard" } --all the classes you want loaded in to a table

for i=1,5 do --do this section 5 times
  k = random(1,getn(classes)) -- select a number between 1 and classes, this is flexible so you can just add more units, getn gets number of entries in table
AddUnitClass(1, classes[k],5) -- on team 1, use random class, 5 units declared
end


This is pretty simplified, but is the jist of the code I wrote to do it.  Actually, I moved all that stuff to its own function for readability - I plan to upload the source when I'm done but it's pretty rough right now.  I run the exact same type of randomizer on everything individually - bonuses, team names, etc.

Oh, fascinating! Would it be possible to share a more full example of that lua, just so I can better see the structure?

Also, this would work for SP too right? Or is this MP specific?

Essentially my ultimate goal would be where I each time you spawn, your unit potentially has a different weapon loadout and or model (so you could pick say the Rebel trooper, and it might select randomly between you getting an E-11, A280 or DH-17, for example), but I'm not sure if that is possible in BF.

I dunno if ODFs can be randomized too? Or is just Lua?
#115
SWBF1 Modding / Re: BF1 Randomizer
December 16, 2019, 06:38:46 PM
Wow, that is really cool!

How did you manage to randomize the unit choices? I've been meaning to ask if there is a way to have a random unit selection (albeit a slightly more controlled one) in Battlefront 1, similar to the BF2 Dark Times mod (I think).
#116
SWBF1 Modding / Re: "Object Cutter"
December 05, 2019, 05:59:28 PM
Okay, thanks. I figured, but wanted to be sure.
#117
SWBF1 Modding / "Object Cutter"
December 04, 2019, 08:07:20 PM
So, I know there is such a thing as a Terrain Cutter, but what I'm really curious about is if there is such a thing as an "Object Cutter". Say I have an object that is just a big shape, but I want to be able to punch a hole in it and put a tunnel inside of it, can this be done without having to modify the .MSH?

I've tried looking it up before, but I haven't found any search results that seem relevant.

Thanks in advance!
#118
Kind of related to this topic, but I assume the fact that there are no more colors than just yellow also means that it is still impossible to localize more than just one local faction? Meaning if say I wanted to have two local factions and call one "Geonosians" and one "Wookiees", I'd still be limited to only having one name or the other?

I'd been meaning to look into this again, but since this topic is right along those lines I figured I'd bring it up here.
#119
SWBF1 Modding / Re: Localization tool won't load...
November 20, 2019, 06:51:15 PM
I appear to have found the problem on my own, somehow. I was missing the MultiLanguageTool.exe from my ToolsFL folder for some reason... I guess it got lost along the way of file transfers and compressions and stuff that my tools have undergone since I last modded. I downloaded the tools again and replaced it and now it works.

Thanks for the help anyway guys! I think making me look at the .bat closer helped me figure this out.
#120
SWBF1 Modding / Localization tool won't load...
November 19, 2019, 07:04:21 PM
Hey guys,

So, trying to get all my modding tools working again, and everything so far has been fine (or I've figured it out) except for one thing. The Localization Tool.

When I click it, the command prompt appears briefly, then immediately closes, and the tool never loads. I'm running on Windows 10, if that has anything to do with it.

I've tried looking around both here and on Gametoast but I can't seem to find my exact problem.