Menu

Show posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Show posts Menu

Messages - Dark_Phantom

#436
You need to be able to mod your console, which will not be discussed here.
There are other places for those conversations.
#437
-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.
#438
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.
#439
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.
#440
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? :P  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.
#441
I replied on your comment here: https://www.youtube.com/watch?v=OQV3Hztuuo4&lc=z22pc1nzwmajt5v2jacdp43ai4tpeskm0j040fcqcfpw03c010c

This method is not really practical at all and requires some basic knowledge of how to use Cheat Engine.  However it is the only method that allows you to spawn as locals, which is even surprising that it works given that the game was designed around 2 teams.
#442
You need to give yourself write permissions to the files.  They are currently set to read only.  If you right click on properties and look, you can see read only.
That needs to change throughout the entire folder, and can be time consuming.

Edit:  The ZeroEditor runtime error is caused by ZE having to create/read a file or something of the sort.  Running it again after experiencing the error should fix the problem.
#443
This version of BFBuilder may fix/give you a better idea of where the error is occurring.
#444
You can set how many locals will spawn in "AddUnitClass("tusken",3) and SetUnitCount(3,20)"
Some more information about locals:

  • You cannot set a finite limit to the team. (there isn't a counter like 200 for them, like with teams 1 and 2)
  • Team 3, if unallied or an enemy, will spawn however many units are set in the AddUnitClass/SetUnitCount (should be equal) for the duration of the battle unless they run out of CPs
  • Team 3, if allied with one side, will spawn up to SetUnitCount or the reinforcement count of Ally Team, whichever is less.  So if the Rebels are allied with the Wookiees, the Wookiees will spawn 20 reinforcements until Rebel reinforcement count < 20, then it will count down with it.  If the rebels have 5, Wookiees have 5.
  • To get around this issue, you can use "SetTeamAsNeutral" and "SetTeamAsEnemy".  The neutral team will not have to worry about purposefully getting shot and there is not a limit set like the Ally Team.
#445
Upcoming Xen upgrade with reboot @ 1:30am Eastern Time on June 20

You may need to reboot your servers depending on your location.  I had to restart the MS processes.
#446
SWBF1 Modding / Re: Help Getting Started
June 12, 2019, 08:41:34 AM
You can change around the team structure so that the tuskens are team 1 or 2 (selectable) instead of team 3 (unselectable except with some Cheat Engine wizardry).  However, this will also change the cp alignments, since the CPs are set to team numbers, not the actual team.  A side effect of this is that you should get a yellow CP if you change the team numbers because the game will not know that you are on the Rebs or Imps, so it just makes it Yellow, no matter the team number.

It's kind of confusing, but once you get the hang of it, it's fun.

@Led, in Single Player it actually shows the correct unit.  In Multiplayer it will show the client's unit, even if the server is different.
#447
General / Re: Discord????
June 11, 2019, 07:28:53 PM
Quote from: {PLA}gdh92 on June 11, 2019, 12:13:39 PM
If it's for finding games there's one for SWBFspy and AR clan has a fairly active one.

That sounded like a slam at the BOBclan discord, GDH!



Nah it goes days without any activity, AR server is definitely more active.
#448
There's an .odf file for invisible_cp or something like that in Common\odf\  for your project.
#449
Is jabbout the name of your map?  Kind of switching routes here now that I see the SPTest log

The folder doesn't exist.  I'm assuming that it's looking for sounds that don't exist.
ReadDataFile("sound\\nab.lvl;nab2cw");
ReadDataFile("dc:sound\\tat.lvl;tat3gcw");

I don't know why it is looking there.  I would assume that the dc: is messing up tat.lvl.

"DC:" only looks in your map's folder.  You could try looking at the structure of the tat3 (jabba's palace) sound file structure and see where it is looking for jabbout.  Make a jabbout folder in a couple different places and copy the sound.lvl.

This is not my area of expertise :(
#450
That looks ok except for the fact you may be loading too many sound banks.
Does SPTest give any errors when you load your map and try to play?