I looked in the folder and didn't see anything for the HUD. The minimap icons will probably have to be reused from something like the IFT-X.
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#436
SWBF1 Modding / Re: where to get gat hud and icon for the minimap ?
September 03, 2019, 07:43:36 AM #437
Requests / Re: need urgent help fixing my map the cw era crashes for no reason.
August 29, 2019, 08:00:10 PM
That error won't crash a map. There's something wrong that SPTest isn't catching before you crash out. I like to keep track of what I edited last before I munge again so that I can better catch errors like that. I don't know what was and wasn't working before which will make it tough for anyone else to look at.
If it's only in CW, odds are it is something in your mapCW.lua (bes2c or whatever you have it called) and you're probably better off recreating that mission from scratch. After that, you can start figuring out whether your CW side files are bugged or not.
If it's only in CW, odds are it is something in your mapCW.lua (bes2c or whatever you have it called) and you're probably better off recreating that mission from scratch. After that, you can start figuring out whether your CW side files are bugged or not.
#438
General / Re: slow loading
August 23, 2019, 01:29:39 PM
I definitely saw it a couple times this morning but since then it's been good.
#439
Forum News and Forum Rules / Re: MS needs a restart
August 21, 2019, 10:54:34 AM
Restarted, sorry about the downtime.
#440
Star Wars Battlefront: EA Reboots 1 and 2 / Re: Instant Action returns!
August 20, 2019, 07:17:14 AM
I would have just put (if I were EA)
It's just like the old games (or as close as we can get). We should have done this when the game released.
I'm now going to call it "Contextual Spawn" though because that sounds like a fun term for it. I probably would have said "You spawn next to the CP" but it sounds so much cooler.
It's just like the old games (or as close as we can get). We should have done this when the game released.
I'm now going to call it "Contextual Spawn" though because that sounds like a fun term for it. I probably would have said "You spawn next to the CP" but it sounds so much cooler.
#441
There's a bunch of legacy/backwards compatible games available for the Xbox One because Microsoft realized they needed something on the Playstation, so that's something to consider. There's lists of compatible games.

#442
Someone correct me, but the S is a is a light, budget XBone, and the X is a powerhouse. I don't know specifics because I'm a PlayStation player

#443
3D-Modeling, Animation and Texturing / Re: Open .msh file
August 11, 2019, 05:32:34 PM
Ok, I'm going to say this now:
Your questions you are posing have already been answered. The first place to start looking is the pinned messages for your game, then using the tutorials board and search page. I copied the answer from here: http://www.swbfgamers.com/index.php?topic=4449.0
I copied the answer:
The Question: How do I make custom msh. tga. and odf. files?
The Person(s) who asked: Snake
The Answer: You must have a modeling program like Softimage or 3DSMax to make custom .msh files. .tga files can be made with photoshop.odf files can be made by simply making a new text document and changing the ending to odf.
The Person(s) who answered: Snake & JediKiller
Notes: You CANNOT change the ending of anything else like with .odf files.
Your questions you are posing have already been answered. The first place to start looking is the pinned messages for your game, then using the tutorials board and search page. I copied the answer from here: http://www.swbfgamers.com/index.php?topic=4449.0
I copied the answer:
The Question: How do I make custom msh. tga. and odf. files?
The Person(s) who asked: Snake
The Answer: You must have a modeling program like Softimage or 3DSMax to make custom .msh files. .tga files can be made with photoshop.odf files can be made by simply making a new text document and changing the ending to odf.
The Person(s) who answered: Snake & JediKiller
Notes: You CANNOT change the ending of anything else like with .odf files.
#444
General / Re: If servers are a problem... What then?
August 04, 2019, 03:48:13 PM
You are complaining about a problem that we have already "resolved" and this argument was the cause between the parties. It doesn't need brought up again. The only thing that SWBFgamers staff is going to fix is inappropriate server names, not interpersonal relations.
#445
Released Maps and Mods / Re: The SWBF2 PSP Conversion Pack (Version 6)
July 29, 2019, 12:04:41 PM
First, I would read the description and the Gametoast tutorial to learn how to do it. That's your best bet.
Messaging AnthonyBF2 would be next. There are very few to none of us here who know how to do it.
Messaging AnthonyBF2 would be next. There are very few to none of us here who know how to do it.
#446
Released Maps and Mods / Re: The SWBF2 PSP Conversion Pack (Version 6)
July 29, 2019, 09:03:12 AM
You need to be able to mod your console, which will not be discussed here.
There are other places for those conversations.
There are other places for those conversations.
#447
SWBF1 Modding / Re: what are all of theses errors is my script unfixable ?
July 19, 2019, 08:08:27 AM
-Need an EntityHover memory pool.
-Game wants you to use a custom core.lvl to localize objectives
-EntityCloth doesn't exist in BF1
-Command post labeling and spawns have errors in them.
There's more, but I think these all need fixed first. You aren't going to get them all fixed, but if there are features not working, you definitely need to look for the exact errors and diagnose them.
-Game wants you to use a custom core.lvl to localize objectives
-EntityCloth doesn't exist in BF1
-Command post labeling and spawns have errors in them.
There's more, but I think these all need fixed first. You aren't going to get them all fixed, but if there are features not working, you definitely need to look for the exact errors and diagnose them.
#448
SWBF1 Modding / Re: what is this error and how serious? seems to be related to the terrain.
July 17, 2019, 05:21:19 AM
If you have a hole in your map or a spot that vehicles can clip through, this is what can happen. You can look at the x and z coordinate through SPTest but not sure of any other way.
#449
SWBF1 Modding / Re: how to find coordinates for addcamera shot?
July 17, 2019, 05:20:25 AM
What worked for me was to reinstall the game on Windows 10. It seemed that there was a registry value that wasn't present that causes it to fail on W10 (when on W7 it worked fine).
I do not know if the Steam version sets the correct flags for SPTest.
I do not know if the Steam version sets the correct flags for SPTest.
#450
Requests / Re: tutorial on how to play as locals via cheat engine ?
July 13, 2019, 10:03:21 PM
I probably could reasonably make a tutorial on it. The problem I have is the same problem I had with the 6+ unit changes. Because we are editing the exe, and there is no source, problems started arising that I could not fix. I posted the 6+ unit method anyway because there was some usage for it.
The CE method to play as team 3 is convoluted, and I have even less clue why it is than with the 6+ units. Theoretically, the method should not work at all because the game was designed with two player teams in mind and the game is basically running on failovers at that point. The game decides that it will take on team 2's statistics for the purposes of the player, but you are actually on team 3 (when you die, not counted against team 2). This works for up to team 7 (for a total of 8 teams, for those counting at home. Did you forget to count team 0?
This method does not work for team 0)
In my video, I did this:
Team 2 has to be less than (startingUnits)/(10) -->this is the value for hero death. There can be no hero on team three, thus making this value make a little more sense. Even when nulling out a ton of checks, this still crashes if above said value. If this worked correctly, I would release it.
I have purposely nulled out victory conditions and bleed conditions after this point to get the best possible experience.
Switch to team 3 (the easy part)
Another thing is that I never narrowed down the pointers for reinforcement counts, I go find them manually every time like the CE noob that I am. I am NOT the correct person to show anyone how to use Cheat Engine - it sounds kind of mean but it's too time consuming and there are too many issues that could arise and I am not that good at it. That would be much better left to the numerous YouTube tutorials and forums about finding and editing values of running processes using CE. I would much rather give you the roadmap (and some offsets) like above. Oh yeah, and be prepared to crash your game/system many times, usually because you forget to turn on DBVM
For the public: No this method does not work in MP. I tried to make it work and I only succeeded in confusing my game to the extreme.
The CE method to play as team 3 is convoluted, and I have even less clue why it is than with the 6+ units. Theoretically, the method should not work at all because the game was designed with two player teams in mind and the game is basically running on failovers at that point. The game decides that it will take on team 2's statistics for the purposes of the player, but you are actually on team 3 (when you die, not counted against team 2). This works for up to team 7 (for a total of 8 teams, for those counting at home. Did you forget to count team 0?

In my video, I did this:
Team 2 has to be less than (startingUnits)/(10) -->this is the value for hero death. There can be no hero on team three, thus making this value make a little more sense. Even when nulling out a ton of checks, this still crashes if above said value. If this worked correctly, I would release it.
I have purposely nulled out victory conditions and bleed conditions after this point to get the best possible experience.
Switch to team 3 (the easy part)
Another thing is that I never narrowed down the pointers for reinforcement counts, I go find them manually every time like the CE noob that I am. I am NOT the correct person to show anyone how to use Cheat Engine - it sounds kind of mean but it's too time consuming and there are too many issues that could arise and I am not that good at it. That would be much better left to the numerous YouTube tutorials and forums about finding and editing values of running processes using CE. I would much rather give you the roadmap (and some offsets) like above. Oh yeah, and be prepared to crash your game/system many times, usually because you forget to turn on DBVM

For the public: No this method does not work in MP. I tried to make it work and I only succeeded in confusing my game to the extreme.