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Messages - Dark_Phantom

#406
As far as I know, the only thing you can use is PilotType = self (you have to modify the recon droid) but I don't remember how well it works.  You can't assign it a team in BF1.
The functionality for autoturrets is pretty bare in BF1.
#407
SWBF1 Modding / Re: how to lower visibility range ?
November 04, 2019, 02:31:17 PM
I believe what you are looking for is "NearSceneRange" and "FarSceneRange"
There might also be something like a fog option for more hiding of the map.
#408
So if you have been keeping up, I have been releasing some of the sounds from the demos and also ported the tutorials/special features from consoles for PC.  If you're interested, you should check them out.  This is the magical tool that does the legwork, receiving its first public release:
https://github.com/phantom567459/SoundFMVextractor/releases

I won't go into the details (there's a readme and source code for that), but essentially, you can take any file from the BF1 sound folder (common.bnk or .lvl files), follow the instructions on running it, and receive mostly playable sounds from it.  I say mostly because you need a program to listen to the compressed sounds from the .lvl files, but they can be converted and munged back in without much loss at all (there's not really a recompression phenomenon).

Right now, it only does BF1 sounds, but next on the "Features" list is BF2 support.  Common.bnk for BF2 already works (same exact format) but you should make sure you use the BF2 switch for compatibility reasons anyway.

If you want the program, up above links to the release quality exe.  If you're so inclined, hopefully I commented the source code well enough for those who want to look at it to understand it.

I would also like to ask anyone that has the language localizations to please contact me - For a bigger project I am hunting down the alternate languages.
#409
SWBF1 Modding / Re: how to spawn vehicles for team 4 ?
October 25, 2019, 10:32:33 AM
What I'm saying is that you can't specify a difference between team 3 and team 4.  Team 3 and 4 are going to get the exact same vehicles, as a hard-coded limitation. (if it works at all)
#410
SWBF1 Modding / Re: how to spawn vehicles for team 4 ?
October 25, 2019, 05:56:00 AM
The calls are hard coded - I think you would have to use ClassLocals("") and accept that if team 3 takes the CP that they can use the vehicles as well.
I spent a lot of time looking at CPs yesterday and this is one of those things that seems hard coded.
#411
I think there is a set of side builders with the probe droid included for exactly this problem, which does occur on PC.  However, I don't remember which one.  However, what Gistech says will work - you could probably unmunge the stock sides for PC as well and get the same result.  I'd be interested if the demo one is any different.



#412
Released Assets / Xbox Demo Sounds
October 21, 2019, 09:46:48 PM
Xbox Demo Sounds

http://www.swbfgamers.com/index.php?action=downloads;sa=view;down=1521

Included is all the sounds in the Xbox demo of the game.  This should be most of the included sounds because there wasn't really that much.  There's some tactical VO, shell VO, sounds, background sound clips, and other goodies.  Same issues as with PS2, you're going to have to dig through the hashes (and some of them didn't name correctly anyway).

I've already done the work of converting them back to a munge-friendly format that should play on any media player.
#413
The clone commander and tactical droid assets still exist in the builders.
Looks like clone commander is still intact somewhat, but the tac droid is just a msh and tga (cis_inf_ig88).
Keep in mind that Pandemic was extremely generous and did throw a bunch of their cut content in the mod tools (there's a solid chance it also exists in the stock .lvl files as well).
Just want to tell people that there are many threads on here and gametoast discussing cut content:
Gametoast: http://www.gametoast.com/viewtopic.php?f=1&t=18192
http://www.swbfgamers.com/index.php?topic=2936.msg31231#msg31231
http://www.swbfgamers.com/index.php?topic=7793.msg84024#msg84024

I'm not killing discussion (I love cut content discussions), but much of this has been discussed before.
#414
Released Assets / Extracted Shell VO (PS2 Demo)
October 18, 2019, 08:14:45 PM
Extracted Shell VO (PS2 Demo)

http://www.swbfgamers.com/index.php?action=downloads;sa=view;down=1520

Here's some shell (not in-battle) VO that we don't get to hear in the PS2 demo but is included.  I have extracted and converted them back into a standard format for hearing and usage.
Of note:

  • Raxus Prime
  • GC Bonuses
  • DSKAS001
  • Just cool temp/beta VO all around

This is part of a bigger project I am working on.  Many of these files do not have names and are just hashes from the .lvl.  There's two possible reasons for this - I don't have all the hashed names (unlikely), or those names were removed and never used again (very likely).
#415
I'm going to have to guess size constraints.  Adding another 200 MB of movies might not have been worth it spacewise but I don't know for sure.  Especially when you throw in the tutorials that's another 500 MB to an already 3 disk set.
I don't know that I changed ifs_unlockables at all, so it pretty much works out of the box with the other files.  If you notice anything like artifacts or distortion, blame the conversion and upscaling process.
#416
Update:
An updated shell.mvs, tuteng.mvs, shell.lvl, and common.lvl have been uploaded to my Mediafire.
Shell and common - https://www.mediafire.com/file/mhngjc8m4c5fu45/shellcommonwithfeatures.zip/file
Shell.mvs (beware, 1 GB) - https://www.mediafire.com/file/y8j37cn84t6vjar/shell.mvs/file
tuteng.mvs - https://www.mediafire.com/file/temkp9x6jgou0jk/tuteng.mvs/file

To use, just replace your current files (I recommend to always keep a backup) with these ones.  Unlockables will NOT unlock until you complete the campaign missions again, even if you already have the campaigns complete.  These were merged with the stock files to keep compatibility with the base game with as little edits as possible.
#417
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.
#418
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.
#419
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.
#420
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)