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Messages - Ty294

#61
SWBF1 Modding / Re: SPTest Request
August 14, 2021, 04:57:22 PM
Quote from: BAD_AL on August 05, 2021, 09:28:45 PMI just Figured out how to get SPTest.exe to work with the new Game from steam (I do have the 3-CD version installed also).

I encountered a similar issue recently when getting the BF2 debugger to work with the game files from the (SWBFII) Steam update on Feb 9.

SPText.exe crashes for a few reasons.
1. It is incompatible with the new 'binkw32.dll'.
2. There are a few new functions and a new table defined in the latest exe (which are referenced in the new .lvls).

For the new functions & table, I modified 'shell_interface' and 'game_interface' to define them.

The incompatibility with 'binkw32.lvl' forced me to create another folder alongside 'GameData' which I called 'Debug'.

In the Debug folder I have SPTest.exe and the 2004 version of 'binkw32.lvl' in there; and copied 'eax.dll' & 'unicows.dll' from 'GameData' there too.

Then I make directory links to Addon and Data.

Then I can run SPtest.exe from the Debug folder.

I understand this can be confusing so I also posted the solution to the downloads here:
https://www.swbfgamers.com/index.php?action=downloads;sa=view;down=1594
I've included the modified lua source too.

You just have to place the 'Debug' folder next to your 'Gamedata' folder and run the included 'setup_Sptest.bat' file.



And this is working with the 1.3? If so, it sounds great! Looking forward to checking it out when the download is approved.
#62
Requests / Re: rep_inf_ep3_helmetless
August 04, 2021, 06:09:07 AM
Dunno if it is the same one as swgaming was referring to or not, but this one by NullCommando should work:

http://www.mediafire.com/file/0aj9jacymvymi2e/clone_no_helmet.zip/file
#63
SWBF1 Modding / Re: Why BF1 not BF2?
July 29, 2021, 06:10:31 PM
I don't think it's any harder to mod if you are working within the confines of how the game normally works. I think all the base elements of gameplay that are in BF1 are in BF2, so if you master BF2 modding you should easily be able to do any of the basic stuff in BF1. It only gets hard if you try to expand BF1 to have features similar to BF2, or features that were cut from the game, or just anything outside of the base gameplay. Even so, I don't see it as being any more complicated than BF2. BF2 has a lot more going on in it so I see it as the more complicated one.

Then again I haven't tried modding for SWBF2 in over a decade, so my memory might be a little faulty. Only recent experience I have is browsing through the assets.
#64
Quote from: Verranicus on July 27, 2021, 10:22:03 PMJa reminds me of this Rogue Squadron II mission where Wedge Antilles finds himself on Geonosis, fighting both imperials and droids.

Funny thing, I showed screenshots of this map to Ginev a while ago and he said the exact same thing! lol

I never played any of the Rogue Squadron games, so there wasn't any inspiration from it, but after watching a gameplay vid of that level and I can kinda see where people are coming from!

 
#65
I now feel kind of stupid for posting a release thread already. I completely forgot that it automatically posts a release thread when the file is approved. :slap:

Quote from: wsa30h on July 28, 2021, 12:11:18 PMvery awesome map wish you could play the droids but it makes sense story wise that you cant. I have made a gameplay video of your map i havent played the entire map but i played a lot.

Awesome! Thanks for doing that! If you're good with it I'd like to link that video in the opening post and on the Gamefront download page too.

Quote from: PhilMitchell6 on July 29, 2021, 12:44:18 AMGlad to see you back modding. Used to love the platforms map you made back in the day.

It's good to be back! And yeah, good old Ranen: Platforms. Was quite possibly my favorite map of my own back then. Reminds me that I need to make a better texture for the Imperial X-Wing if I ever use that vehicle again.

Quote from: {PLA}gdh92 on July 29, 2021, 01:26:29 AMThis is a great map, I enjoy this sort of level where you have to fight from one end to the other and the increasing challenge as it gets more enclosed is just right. The rearguard giving a story element is a nice touch.

Thanks! It took a lot of trickery with the planning and unit AI to actually get that whole thing to work. I almost abandoned it a few times, but finally got it to function correctly after a while.
#66
Released Maps and Mods / Geonosis Canyon (Redux)
July 28, 2021, 11:50:15 AM
Geonosis Canyon (Redux)

http://www.swbfgamers.com/index.php?action=downloads;sa=view;down=1592

A remake of my very first map, Geonosis: Canyon.

Gameplay video by wsa30h:











README:
Quote==INSTALLATION==

Place GeoCan in your Gamedata/Addon folder.


==DESCRIPTION==

A complete remake of my first ever map of the same name, though it does not resemble the original in any way.
There is a log of experimental stuff in here, and some doesn't function as well as I'd like.


==STORY==

Several years after the end of the Clone Wars, the former battleground world of Geonosis once again forced its way to the forefront of galactic attention.
A hive of rebellous Geonosians, after secretly collecting and reactivating thousands of Separatist battledroids and war machines, had begun restoring their deep underground factories to working order.
Imperial agents eventually learned about these activities, but by then the Geonosians had already assembled a significant army, coordinated by a massive droid control mainframe build deep within the planet itself.
Their operations no longer secret, the Geonosians lashed-out on the local Imperial Army garrison, quickly slaughtering most of the inexperienced troops.
However, one battalion managed to mount an assault on what was believed to be an access point to the mainframe control, but overwhelming droid and local resistance halted this advance.
The army unit managed to hold a clearing further up the canyon long enough for reinforcements to arrive; a legion of the Empire's elite Stormtroopers, along with new, top-line equipment.
It was time for the Empire to make these bugs wish they'd all died mercifully during the Clone Wars...


==CREDITS==

God because in the end, all things are his assets
Pysch0fred for the Vehicle Pad texture and misc. assets and information
Vyse for the custom sound tutorial
Phobos for the music tool
Gistech/giftheck for the DLT-19s (and OOM Droid (I think))
Sereja for the DH-17, Blaster Effects
AQT for the scaled SBD animations
FragMe! for the terrain cutters
WhiskeyTangoFoxX for Imperial Officer
tirpider for Imperial ATAT Commander
DarthD.U.C.K for Unversal Dead Units
Anyone I missed if you find something of yours in here, please let me know and I will update the credits!

And the good folks at SWBFGamers and Gametoast for all the help on various other matters!


==NOTES & BUGS==

This map is optimized for maximum graphic levels only. Playing this map with lower graphics settings will result in a drastic drop-off in visual quality.

There is an easter egg hidden in plain sight on this map!

Known Bugs:

 *Hangar sometimes does not render, resulting in weird visible holes in the terrain
 *AI sometimes get stuck on objects
#67
Released Maps and Mods / Geonosis: Canyon (Redux)
July 27, 2021, 09:19:12 PM
Hello all, popping in to announce the release of my first completed map since my "return" to active modding. Geonosis: Canyon is an attempted remake of my very first map, of the same name. This one does not resemble the original in any way though, with new, experimental sides and numerous other gameplay features I learned about from my time reading threads here and sampling the work of various modders.

I've been obsessing over every little detail with this map, to a point where I just had to force myself to consider it good enough, so I could get it released and focus on other projects I'm neglecting. That said, if enough feedback shows some glaring bugs or issues, I'll maybe release an update at some later time.

Anyway, map is Empire vs Geonosians and Battledroids, set in the interwar years after the Clone Wars. It doesn't align with either canon precisely, but since I much prefer the Legends Canon it's what I generally used as references for various specs and such. The map features some slightly different weapon setups (recharge for most everything, similar to the DICE Battlefronts), more powerful damage but lesser accuracy, and some other experimental ideas gameplay changes. Also movie-accurate sounds for the blasters (to the best of my ability).

Some pics of the map:









Currently it is available on Gamefront, but I will add the link to one I uploaded here as soon as staff approves the download.

DOWNLOAD HERE!

Also some added notes:

- I realized after I'd already done the upload that I forgot to add wsa30h to the credits. So added thanks to him for his cross-era announcer fix, as well as his work on making cross-era stuff work in general.

- The screenshot of the Imperial Officer on the download page is outdated, some of the weapon loadouts are different than shown and there is a proper functional minimap as well.
#68
SWBF1 Modding / Re: Why BF1 not BF2?
July 27, 2021, 05:22:01 PM
I think SWBF1 Modders are more active here, but over on Gametoast I think SWBF2 modders outnumber the SWBF1 modders by a lot.
#69
SWBF1 Modding / Re: Why BF1 not BF2?
July 27, 2021, 10:08:08 AM
Back when I first started modding it was simply because I had SWBF1 and didn't have SWBF2, and SWBF2 wasn't as readily available for purchase like it is now (this is back in like 2008ish).

Now, even though I have 2 and do play it, I don't mod for it because it because I like the gameplay of 1 better, I know how to mod for it better, and frankly it just has a special place in my heart that 2 never really obtained. Not that I think 2 is bad, it's just 1 was my first (non-tactical) FPS and its just very special to me...
#70
SWBF1 Modding / Re: DropItemClass crash issue
July 18, 2021, 10:19:55 PM
Quote from: AnthonyBF2 on July 18, 2021, 02:46:12 PMall of the msh/tgas used by the ODF must be in the MSH folder

Did that, still crashes. Also added:

REQN
{
"model"
"item_powerup_health25"
}
REQN
{
"texture"
"item_powerup_health"
}

To both the individual .req in the REQ folder, and to the side REQ. Still crashes. Not sure what else to try. I mean, I guess the easier way to do this is just make a dummy soldier who has it as a weapon, just so it loads, and do it that way. At this point this is not so much on getting it to work in a general sense as much as it is seeing if we can get it work using only .reqs and such without the dummy unit.
#71
SWBF1 Modding / Re: DropItemClass crash issue
July 18, 2021, 07:22:04 AM
Quote from: AnthonyBF2 on July 17, 2021, 08:12:10 PMIf you're putting the msh/odf assets in your SIDE then the class entries also need to go in the SIDE req, as well as creating a subreq for the class name, then call up those assets alongside the normal SIDE assets in your mission script.

Then apply the class drops to the character ODFs.

I can't say this will work but it seems like it should, I have used similar methods for getting content loaded into BF2.

This is BF1 afterall, one of the jankiest games of all time (Still love it) so it may not work.

I tried this and still crashed, but I might not have your setup 100% correct. I'm gonna share it here and maybe you can spot something I failed to do:

In ODF Folder

com_item_powerup_health50.odf

In REQ Folder

com_item_powerup_health50.req

REQ File:

ucft
{
REQN
{
"class"
"com_item_powerup_health50"
}
}

In Side .REQ

ucft
{
REQN
{
"lvl"
"emp_inf_basic"
"emp_inf_army"
"emp_walk_atat"
"emp_walk_atst"
"emp_walk_atte"
"imp_fly_tiefighter_DOME"
"imp_inf_droids"
"emp_hover_speederbike"
"com_item_powerup_health50"
}
REQN
{
"class"
"com_item_powerup_health50"
}
REQN
{
"model"
"item_powerup_health25"
}
}

In Mission LUA

    ReadDataFile("dc:SIDE\\emp.lvl",
        "emp_inf_basic",
"emp_inf_army",
"emp_walk_atat",
"emp_walk_atst",
"emp_walk_atte",
"imp_fly_tiefighter_DOME",
"emp_hover_speederbike",
"com_item_powerup_health50");

Am I missing any steps here?
#72
SWBF1 Modding / Re: DropItemClass crash issue
July 17, 2021, 08:05:58 AM
I figured it had something to do with classes, but I wasn't sure.

I tried what you suggested AnthonyBF2, but it still crashes out. World .req:

ucft
{
    REQN
    {
        "config"
    }

    REQN
    {
        "class"
"com_item_powerup_health50"
    }

    REQN
    {
        "texture"
        "GeoCan_map"
    }


    REQN
    {
        "texture"
        "platform=pc"

    }

    REQN
    {
        "path"
        "GeoCan"
    }
    REQN
    {
        "congraph"
        "GeoCan"
    }
    REQN
    {
        "envfx"
        "GeoCan"
    }
    REQN
    {
        "world"
        "GeoCan"
    }
    REQN
    {
        "prop"
        "GeoCan"
    }
    REQN
    {
        "boundary"
        "GeoCan"
    }
    REQN
    {
        "config"
        "flyerspray"
        "walkerstomp"
        "bigwalkerstomp"
        "hailfire_wake"
        "dustwake"
    }

}

I also tried adding it to numerous .reqs in the side's folder, but that didn't work.

So far, the one way to make it work is if I add it to a unit as part of a weapon ODF, like Dark_Phantom suggested. Then it works perfectly fine. Is there something else that needs to be added? Like a line in the LUA or some tweak the munge files or whatnot?

Appreciate your guys help and input on this!

#73
SWBF1 Modding / DropItemClass crash issue
July 16, 2021, 02:56:42 PM
Heyo people,

So, I was experimenting with the section at the bottom of your average unit class, this being the original form for reference:

DropItemClass = "com_item_powerup_ammo"
DropItemProbability = 0.40
NextDropItem = "-"
DropItemClass = "com_item_powerup_health100"
DropItemProbability = 0.30
NextDropItem = "-"
DropItemClass = "com_item_powerup_dual"
DropItemProbability = 0.10

So, you'd think if you made a modified version of one of those items (from the common folder) and just put it in your side ODF, you should be able to load it in, right? Like if I made a "com_item_powerup_health50", and replaced the ammo one. Well, if you do that, it crashes the game, even if the ODF is correctly connected and even if you don't do anything to change it other than the name.

You can, however, link to certain other common items in the common ODF folder (which is obviously in the common.lvl). For example, com_weap_inf_landmine. If you put this in, when your character dies they will actually drop a landmine upon death (pretty cool), but if you take that landmine and make a name-changed one in your side folder, it doesn't read it and crashes the game.

This looks like, for some reason, the DropItemClass line only reads stuff in the existing common.lvl and won't read anything new in your map's .lvl files. Why is this? I can't get SPTest to work (Steam version, also tried the Gog.com version with the same result), so I can't check the error log, so I'm wondering if someone who does have it could experiment on this and see what they find out?

I think this would be very interesting because it would allow you to not only have soldiers drop unique ammo and health items, but also things like mines or grenades or the like.
#74
SWBF1 Modding / Stock Streams Munge Error
June 19, 2021, 12:12:40 PM
Hey guys, I seem to have this ongoing issue that I just cannot solve, and that doesn't seem to have an easy to find solution. Basically I've gotten almost everything down sound-wise, except that for some reason my tools refuse to locate stock streams. This has resulted in me not being able to load the stock voiceovers or stock music. Here is an example of the error:

Quotesoundflmunge.exe : Error : Unable to open file ..\hot\Streams\all_hot_amb_start01.wav  - while munging D:\BF1ModdingStation\BFBuilder\DataGeoCan\Sound\worlds\GeoCan\phobosgcw_music.stm
soundflmunge.exe : Error : Unable to open file ..\hot\Streams\all_hot_amb_start01.wav, format may be invalid  - while munging D:\BF1ModdingStation\BFBuilder\DataGeoCan\Sound\worlds\GeoCan\phobosgcw_music.stm
soundflmunge.exe : Error : Unable to read file list D:\BF1ModdingStation\BFBuilder\DataGeoCan\Sound\worlds\GeoCan\phobosgcw_music.stm  - while munging D:\BF1ModdingStation\BFBuilder\DataGeoCan\Sound\worlds\GeoCan\phobosgcw_music.stm

This is what the .stm file looks like:

// ----- Ambient Bleed Music -----
..\hot\Streams\all_hot_amb_start01.wav all_hot_amb_start01
..\hot\Streams\all_hot_amb_start02.wav all_hot_amb_start02
..\hot\Streams\all_hot_amb_start03.wav all_hot_amb_start03
..\hot\Streams\all_hot_amb_middle.wav all_hot_amb_middle
..\hot\Streams\HothRebAmbMid2.WAV all_hot_amb_middle02
..\hot\Streams\HothRebAmbMid3.WAV all_hot_amb_middle03
..\hot\Streams\all_hot_amb_end.wav all_hot_amb_end
..\hot\Streams\HothImpAmbStart3.WAV imp_hot_amb_start02
..\hot\Streams\imp_hot_amb_middle01.Wav imp_hot_amb_middle01
..\hot\Streams\imp_hot_amb_middle02.Wav imp_hot_amb_middle02
..\hot\Streams\imp_hot_amb_end.Wav imp_hot_amb_end
// ----- Ambient Vehicle Music
..\hot\Streams\all_hot_amb_veh01.wav all_hot_amb_veh01
..\hot\Streams\all_hot_amb_veh02.wav all_hot_amb_veh02
..\hot\Streams\all_hot_amb_veh03.wav all_hot_amb_veh03
..\hot\Streams\imp_hot_amb_veh01.Wav imp_hot_amb_veh01
..\hot\Streams\imp_hot_amb_veh02.Wav imp_hot_amb_veh02
..\hot\Streams\imp_hot_amb_veh03.Wav imp_hot_amb_veh03
// ----- Win Lose Music -----
..\hot\Streams\all_hot_amb_defeat.wav all_hot_amb_defeat
..\hot\Streams\all_hot_amb_victory02.wav all_hot_amb_victory02
..\hot\Streams\imp_hot_amb_victory.Wav imp_hot_amb_victory
..\hot\Streams\imp_hot_amb_defeat.Wav imp_hot_amb_defeat

I'm frankensteining various things together for this sound setup, so I'm using files from Phobos's music making tool. So that's why it looks like that if you are wondering.

In any case, I'm pretty sure all the .reqs and such are lined-up perfectly, it's just the munge does not like to load stock streams files themselves. Anyone know why this might be and what the solution is?

EDIT: I'm realizing it might be that Streams have to be loaded in locally on each map, but if that's the case then it I would appreciate it if someone could confirm that. Thanks.
#75
SWBF1 Modding / How to remove color from mesh?
May 29, 2020, 06:53:59 AM
Hey all, I have a bit of an issue going on with the Rhen Var ice cave meshes, which I am just giving a minor retexture for my map. Problem is, despite me removing the greenish color from the .tgas, there are still blotches of it within the meshes in-game:



Whatever is causing it, it results in a non-uniform appearance to the cave walls, which just makes the whole thing look bad. I'm wondering if anyone knows what causes this and if it is possible to hex-edit it out of the mesh somehow?

Thanks.