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Messages - Dark_Phantom

#406
SWBF1 Modding / Re: how to have cross era announcers ?
October 16, 2019, 11:46:21 AM
Did you make sure to change it for all the CPs?  Otherwise, I don't know.
#407
SWBF1 Modding / Re: how to have cross era announcers ?
October 16, 2019, 08:42:52 AM
Well, fun fact, I believe those specific lines are stored in the world file. 
The reason is because that the game doesn't recognize that it is cross era.  I don't know how it picks - it's kind of finicky.
If the droids are using the rebel announcer, then you could hex edit the world file (or change in your custom map) -

Here's the three sound files - I've trimmed out some of the fluff, but not too much so you know what they are.  Replace
All_AllCapture("all_off_com_report_captured_commandpost");
All_AllLost("all_off_com_report_lost_commandpost3");
All_ImpCapture("all_off_com_report_lost_commandpost");

CIS_RepCapture("cis_off_com_report_lost_commandpost");
CIS_CISCapture("cis_off_com_chatter_goodjob2");
CIS_CISLost("cis_off_com_report_lost_commandpost3");

So, if you're hex editing (beware of "Replace" because of similarity), change all instances of all_off_com_report_lost_commandpost to cis_off_com_report_lost_commandpost, and then all_off_com_report_lost_commandpost3 to cis_off_com_chatter_goodjob2, and so on.  If you have two cross era maps, this could wreak havoc, but you'll have to play with it.  If you have the source, just use zero edit and change those fields in the individual CPs

*may be different for different maps.  I had Hoth handy, so look at other source maps too.
#408
I was going to say "It should be in the assets of BFbuilder" but I am wrong.
Psych0fred's Chain Isle assets has it if I'm not mistaken.  You should probably use that version instead of an extracted one.
#409
SWBF1 Modding / Re: how to have cross era announcers ?
October 16, 2019, 06:49:10 AM
In the "Open Audio Stream" sections in the mission, you need to call the appropriate sounds - like "gcw.lvl cw_vo" and "gcw.lvl gcw_vo".  All the individual VO streams are contained in these files.
Then you would set all the individual commands (like SetBleedingVO and SetLowReinforcementsVO)
#410
Released Maps and Mods / Re: BFBuilderPro 2.01.hta
October 09, 2019, 08:31:33 PM
I had considered it and kind of had it laid out.  I can add it to the list of things to do and update this download.
#411
Released Maps and Mods / BFBuilderPro 2.01.hta
October 09, 2019, 06:51:23 PM
BFBuilderPro 2.01.hta

http://www.swbfgamers.com/index.php?action=downloads;sa=view;down=1519

This is an unofficial release of BFBuilder with various fixes that I meant to release a while ago.

  • Added support for importing stock maps and automatically fixing permissions
  • Better error handling on some VBscript functions (ReadAllData is pretty bad)
  • Less likelihood of projects breaking when files are removed


Just put this in the same folder as your current BFBuilder application and you can use it.

Credits to Pandemic Studios for SWBF1 and the mod tools, and myself for creating the extra content.

Edit:
I made a video about this a long time ago:
https://www.youtu.be/fWgy46tiaN8
#412
Is your req named tat4.req and also not read only?  It looks like everything else completed correctly but it didn't levelpack.
#413
The Xbox version should have the same tutorials - they are probably the same quality but I don't know for sure.
I did successfully extract all the FMV videos from both PS2 and PC.  The process also works for BF2 PC for FMVs.  I am working on cleaning up a lot of my code and making sure I have as much information as possible to correctly create wav files.
#414
Yep, your second code should work fine since the pool is big enough.
#415
Well, I didn't test that, so now I know that they don't work in the PC version!  (they do on PS2, obviously).  They are contained in the shell.mvs on PS2, so I'll have to improve my code and tear that apart.

You can activate the menu by:
ifs_opts_top in common, comment out "unlocks.hidden if platform is pc"
in the missionlist you can:
Reactivate tutorials!  I did include tutorial01cw and gcw, it is included in tuteng.mvs.
uncomment the unlockable code (unlockable = 1).

In the meantime, I will work on extracting those FMV for usage.  I may put them in their own file for convenience and distribute a common.lvl and the source lua to go with it.

Edit: I will make a video as well once this is done so that everyone can enjoy crappily upscaled Battlefront FMV on PC.
#416
This is part of a larger project I am working on to extract all sounds and videos from the game files.  As most of you know, the tutorial videos do not exist for PC version, but the code is in there to work with them.  If you are interested (this is a big download, FYI, almost 500 MB), you can download tuteng.mvs and place it in your Data\_LVL_PC\Movies\ folder
http://www.mediafire.com/file/temkp9x6jgou0jk/tuteng.mvs/file

To save download space and time, I separated the shell.lvl needed for this.  This should be an almost stock shell with the exception of two things:

ifs_main - disable two instances of tutorials where hidden on PC (just comment the code)
ifs_tutorials - change movie_width to 620 and movie height to 480 (don't judge me, I know it's not a proper resolution)

You have to hit escape to back out of the tutorials screen.  The back button does not work for any reason that I can discern.
http://www.mediafire.com/file/bd22720qim5coxg/shell.lvl/file

Now, I give a caveat to the first file - I spent a lot of time converting them because of their PS2 format being goofy.  My extractor did not really do a great job because I didn't quite have all the information to rip everything perfectly (in fact it totally crapped out on tutorial03, which I had to do manually, and one of them has flickering at one point which I didn't notice until ingame testing).  I think I know where my issues lie but I didn't find them until after I made this.  I do plan to release my source for this, but not until I actually have the videos exactly as they should be.  They sound great though - I was pleased with the sound quality.
When all the files are in "perfect" condition and I fix the tutorial screen, I will release a final version of this.  As of now, consider it 90% complete.

Edit: I forgot that I added two ancillary videos in here that can't be accessed by normal means.  You can access them by adding another button (or replacing another) on the tutorial screen.  They are "tutorial01cw" and "pandemic_logo"

-updated links:
https://www.mediafire.com/file/y8j37cn84t6vjar/shell.mvs/file
https://www.mediafire.com/file/mhngjc8m4c5fu45/shellcommonwithfeatures.zip/file
#417
Star Wars Battlefront 2 (2005 Original) / Re: mods
October 02, 2019, 05:14:12 AM
I would add .dll to your list of files to be wary of.
If you are unsure about a mod, and it is any one of these files, make sure you check the source, and also look at reviews and stuff.
#418
You can set any walker to commandwalker if the odf is set up correctly.
#419
Yeah we keep in touch on our discord server that's on our guestbook on the BOB website.  LION, Sauce, Norwood, and there are a couple others that check in.
That's not Yodasam, but I know he still plays under the name -={1.0}=-Sammy.
#420
Hey Fire,
I know there's people that usually frequent the weekends, but maybe it wouldn't be a bad idea to schedule a few events.  I know that November/December is 15-year anniversary time, but even casual organization of events could give a spark before then.
I know that I'd try to make it.  :shrug: