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Messages - Dark_Phantom

#1126
Released Assets / Re: metagame_state.LUA
January 10, 2013, 05:17:49 PM
That would be me  :P
#1127
Quote from: -RepublicCommando- on December 20, 2012, 09:46:23 AM
I made a giant droideka shield once, unfortunately, there are 2 different parts of the sheild.. The part you see, and the invisible one that actually protects you, I never did figure out how to make that scale up though.  And the bream thing sound cool!

I did this before (I think I got it just about right with size).  Made a type of Squad Shield for stormtrooper that matched up with it.  You have to take the effects over in the side effects folders too and then you can change color, size, and all the visual stuff.  I think the Radius is a little tricky which is why they didn't match up right away
#1128
I think that the Multiplayer mode is confused when it comes to objects that are units at the same time.  You set the number of units, say to 0 (for no AI).  The level reads a file that contradicts that (because that Ewok thing is classified as a unit technically), so what happens?  Crash.
And 1 AI won't fix the problem, because even though it is a unit, what team does it fall under?

Edit:
Fix for this (until a new version comes out without the Ewok):
Go to the hunger2.lvl file in a hex editor
Hit "Find" or "Search" and type in "end_inf" (no quotes).  Scroll up slightly and you will see
BASE....soldier.TYPE....ewk_inf.
Go over to the hex side and put zeroes (00) in for 65776B5F696E66 which is "ewk_inf" on the text side.
The game will then load in multiplayer.  But don't expect to be able to use it online unless everyone uses it.
Once again, thank you for this awesome level Snake.
#1129
I'm running Vista 64 bit (yes, Vista is awful, but it suffices.  Nice specs too).  I can also try on my Windows 7 laptop and old XP sitting around.
I wonder why this is happening?  I'm redownloading it.
#1130
Quote from: SnowFlakeSnake on December 19, 2012, 02:35:55 PM
Yeah, that is probably what I'll have to do, which could take a while. Hmm.. I have no idea. It should work fine in multiplayer, I've played it in MP before. Do you have any mods on?
I felt sure that I turned them all off (its in my "everything stock or should be" BF folder) but I'll go through and try everything.  I can't possibly think of what is wrong...  maybe I'll have to try a redownload
#1131
Eastern Standard Time (GMT -5)  or otherwise known as American Eastern time
#1132
This map is great :)  Can't wait for the single player mode to come out.  Have you tried making all the Mandos locals to fix it? 
I have a question (or more of a problem):
Maybe it's just my computer being funny, but whenever I go to try this in Multiplayer (I tried in SP first and it did work) just to work my way around with no AI, my game crashes. Every time.  I have no clue what could be causing this because my other levels work, I reextracted the folder and placed it in 2 different BF folders (modding and original).  I can see the Mandalorian image and then I crash.  I have all my visual settings on low (but SP still works, like I said), and no AI, no heroes, etc.  Any clues, anyone?
#1133
I'd like to join as a contestant.  The map looks interesting and even though I've only heard things about the books and movie, this SWBF version I think will be cool.
If it's on Tunngle, I'm going to have to find more obscure ways to speed up my dialup even more, but on GR I shouldn't have any bad issues. 
And most of all I need to PRACTICE LoL.
#1134
I still play DF2, I started up again when I figured out they made an installer for Vista (Dedicated gamers LoL) and despite the fact you could probably never find a server except through JKHub, it's still fun to do SP and also Bar and Grill 1/2 on MP.
#1135
Cloud City does get old sometimes, but it still is better than Mos to me.  So many different ways to fight across the level, and i get claustrophobic on Mos sometimes :)
#1136
SWBF1 Modding / Native Side modding
August 21, 2012, 10:56:02 AM
I have been trying to make native side mods (my favorite is Ewoks).  I have made this work on Endor without much trouble as everything is pretty much clear-cut, just some Ewok odf edits and simple mission.lvl changes.  Moving past Endor though, there have been some hitches in it.

All: Don't know how to localize spawn screen names.  0001af085xx whatever.  Also have problems with skinning.  Only 2 stock skins.  I'm just not good at it  :wacko:  And Ewoks only make noises on Endor.

Cloud City: [NULL] is team name and AI name.  Tried adding "local" add-in like on levels with local teams but I still get [NULL].

Kashyyyk Docks:  Did successfully localize to an extent by changing "Wookiees" team name to "Ewoks" because it really has no effect unless i did Ewoks vs Wookiees, but it's Ewoks vs Rebs with Wookiees. I would like to keep the Wookiees but I don't think that's possible without "Ewok killed %name%" when a Wookiee kills someone.

Hoth: Can't believe it actually worked but did some req editing and added in like half of the imp odf files (Ewoks vs Rebs). Problem: still says Empire when I edit everything in hoth.lua. Only level that this happens with (cps are green instead of typical yellow).

I don't know if anyone could help with these problems but anything would be appreciated. Thanks!
#1137
I've noticed that looking through original hex that things like MTT, Hovernaut, binoculars, and other stuff like that was cut. I always wondered why?  People wouldn't have had to rebuild them then. Probably time constraints
#1138
Requests / Re: Mission.lvl changes request
July 14, 2012, 10:40:41 AM
Before I found out there were tools that people like Battlebelk and Phobos and others had made, I did a lot of Hex Editing on the .lvl files.  Time consuming until I found what I was looking for.
As far as I know (and what has been stated earlier), you cannot replace a shorter one with a longer one (there are a few exceptions that I have found, but the mission.lvl won't let you get a longer one).
To change the units, first you must call up the all_inf_basic(*null*,desert,jungle,urban,snow) that you want.  Don't type in *null* LoL.  For example:
Search tat2.lvl and go up a little to see the units.  Stop at SIDE\all.lvl
Change all_inf_basicdesert to all_inf_basicjungle. Then go down and change all_inf_soldierdesert to all_inf_soldierjungle.  Note that you cannot change the rest because only soldier has "desert".
Save and go ingame.  Only the Soldier (jungle), pilot, and wookiee will show up because I think that the .req for "jungle,urban,etc." doesn't recognize the vanguard and marksman unless they are jungle too.  (But jungle looks the same as if you had just all_inf_basic so someone got lazy somewhere or I'm missing something... So i would just use all_inf_basic until someone finds any difference...) 
I have not found how to Hex Edit reinforcement counts. And those objectives are set in the core.lvl I think.

Edit: Soldier is only class with urban extension that i see...
#1139
SWBF1 Modding / Re: Health Recharge self
July 14, 2012, 10:03:43 AM
I'm such an idiot! LoL. When i thought of radius, i thought of primary weapons, and forgot about the thermal detonator!
::)
#1140
SWBF1 Modding / Re: Health Recharge self
July 13, 2012, 08:09:15 AM
I was looking for a weapon with an effect radius, but the fusion cutter is nice to know too. Thanks Unit 33 and Sereja :)
Bamdur's post is more along the lines of what I wanted. Would I just input AddHealth = "5" or something like that and then add Radius into the weapon odf, or do i need to edit an _ord file to achieve this?

Edit: Also, what weapon on BF1 has a Radius command?