Quote from: DylanRocket on November 16, 2018, 05:44:46 PMI had not noticed that before - great find!
In my testing, I've noticed that Unit 6 on Team 1 actually seems to work just fine without Auto Assign enabled:
[spoiler][/spoiler]
Unit 6 on Team 2 does present the Team Switching issue however.
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#526
SWBF1 Modding Tutorials / Re: How to have 6+ units in your game
November 17, 2018, 05:48:08 PM #527
SWBF2 Modding / Re: RANT (with useless BF2Log)
November 08, 2018, 07:45:38 AMQuote from: i2Bros on November 07, 2018, 05:41:03 PMThe above issues are prevalent in any game that is almost 15 years old. Especially when said game has a "reboot" with the exact same name and is part of one of the most popular franchises in history.
I am sick and tired of new EA BF2 overtaking every single OG BF2 page on google.
I am sick and tired that I can't look for issues with modding anymore using google as a search bar.
I am sick and tired how this community is basically dead.
I am sick and tired how basically three-four groups of modders are working to the exact same project but with different name.
I am sick and tired of the way munging sucks and always breaks for no reason.
I am sick and tired of the fact I can't delete a superfluous file from my lvl files without them crashing.
And above all, I think I am very sick and tired of working alone to a project that barely has a point now.
If you aren't enjoying it anymore, that's a sign you need to take a break or move on to a new project/game. We are fortunate to even have the opportunity to mod this game and keep it alive (try modding SWBF2015/2017 at the degree we can, it's not going to happen). It's all about having fun

#528
SWBF1 Modding Tutorials / Re: How to have 6+ units in your game
November 05, 2018, 05:33:50 AM
At the very least, SWBF1 starts at 0 
Getting that side selector working would be amazing! I'm not going to call it an impossibility, but it seems to me that code lies in whatever "executable" the game has. Still, it's something to look for in the future. I hadn't really thought about it - great idea Gistech.

Quote from: Giftheck on November 03, 2018, 02:27:08 PMShrinking down the unit buttons can be done - One of my pictures somewhere has an old version of it where I have all ten units in one column. Sometimes the buttons didn't line up precisely with the highlighting if I remember right.
I've said it before, but I'll say it again: great work on getting this stable! This might change the game for a lot of people's mods!
I wonder if it's possible to 'shrink down' the unit buttons. to all fit on one side if you want to have less than 10 units (IE like SWBF2's 9).
I'm also curious as to whether it's possible to activate the side-selector as it appears in both the console versions and in PC SWBF2 (where you get a menu before the first spawn screen asking whether you want to be on team 1, 2 or be auto-assigned). If we have to disable the spawn-screen side-selector to get this working, getting the pre-spawn side-selector might be a workaround.
Getting that side selector working would be amazing! I'm not going to call it an impossibility, but it seems to me that code lies in whatever "executable" the game has. Still, it's something to look for in the future. I hadn't really thought about it - great idea Gistech.
#529
SWBFspy (Internet), GameRanger, and GoG / Re: SWBFSpy Halloween Event
October 31, 2018, 07:27:52 PM
I think Saturday would be better.
#530
SWBF2 Modding / Re: Old munging files revamp?
October 29, 2018, 04:18:29 PM
Frankly, right now, you are not making a good showing to those who would show interest. You have shown little respect to those here, and none of us do this for profit, only for fun.
The best way to get others interested is to become an established modder and start garnering a positive reputation. Help those with modding issues, make some small mods. It takes time, but it's worth it.
The best way to get others interested is to become an established modder and start garnering a positive reputation. Help those with modding issues, make some small mods. It takes time, but it's worth it.
#531
Tech Support / Re: SWBFI on Windows 10?
October 29, 2018, 11:48:12 AM
We could use more stats over time on the games. Maybe before the lag the GPU sits at a low % and after it starts lagging it is at a higher %. Or CPU usage is low before and higher afterward. Short story: Get stats before and after the lag.
The AMD issue could be it - but others would have to share their experiences because I have an Nvidia GPU and am also on Windows 7. Other (actually for SWBF2-2017) posts have shown that rolling back the driver does seem to work (people complain that many of their games get really choppy).
There are plenty of different driver options, but before running down that dark, dark road, we should try to find where the issue is.
The AMD issue could be it - but others would have to share their experiences because I have an Nvidia GPU and am also on Windows 7. Other (actually for SWBF2-2017) posts have shown that rolling back the driver does seem to work (people complain that many of their games get really choppy).
There are plenty of different driver options, but before running down that dark, dark road, we should try to find where the issue is.
#532
SWBF2 Modding / Re: New Server Announcement
October 29, 2018, 10:56:06 AM
You do have to realize these are 13 and 14 year old games. There aren't hundreds of people left and they probably have projects of their own that they want to work on - for now, working alone and searching the forum and asking for help on specific issues is your best bet.
#533
SWBF1 Modding Tutorials / Re: How to have 6+ units in your game
October 27, 2018, 09:37:06 AM
Psych0fred said at one point the spawn screen was done by a third party in Battlefront 1, but in 2 was done in-house. The max number of units (12) is actually defined. See here:
[spoiler]
The rest of this gold mine is a discussion for another post, but you get an idea of what you're working with in regard to maximums.
@Red04 - depends on how you do the scripting. By default yes. My code in the video said something akin to "if numSlot = 5 then define new location" which is how you get the nicely laid out screen. See here:
[spoiler]
edit: fixed due to the fact I had 2 fake buttons in there - if anyone wants the fake button code for a player select situation I can post it.
[spoiler]
Quote from: Psych0fredYes, theoretically, as long as the rest of the code wasn't dependent on the limit. In BF1 I think it was in SpawnParams.h. That's the file where the limits were set as I've pasted them from that file below. Keep in mind that spawn display screen has a memory restriction so if you load too many different models it wouldn't be able to hold them.[/spoiler]
const int PLAYER_TEAMS = 2; // max number of player teams
const int MAX_TEAMS = 8; // 0 is neutral, 1 and 2 are player teams, the rest are nonplayer teams
const int MAX_CLASSES = 12; // max number of classes per team
#ifdef PC
const int TEAM_SIZE = 200; // allow padding for soldiers, vehicles, dead units (dulicated briefly during spawning)
const int MAX_UNITS = 450;
#else
const int TEAM_SIZE = 40; // allow padding for soldiers, vehicles, dead units (dulicated briefly during spawning)
const int MAX_UNITS = 64;
#endif
const int MAX_DROIDS = 16;
const int MAX_ENEMIES = TEAM_SIZE;
const int MAX_FLY_UNITS = 20;
The rest of this gold mine is a discussion for another post, but you get an idea of what you're working with in regard to maximums.
@Red04 - depends on how you do the scripting. By default yes. My code in the video said something akin to "if numSlot = 5 then define new location" which is how you get the nicely laid out screen. See here:
[spoiler]
Code (lua) Select
local i
for i = 0,numSlots do
local tag = format("SlotUnitName%d",i)
-- this.Info[tag] = NewIFText --the Unit's name/soldiertype/title
-- {
--- x = SlotTextOffsetX, --SlotUnitNameOffsetX , -- center-x position
--- y = SlotYOffset + i * ( boxh + textheight ), -- just touching box below (my height = 32, but is centered)
-- width = barw * 10,
---- font = fontsize,
-- halign = "left",
-- valign = "top",
-- -- textw = barw , -- usable area for text
-- texth = 32, --boxh ,
-- font = fontsize,
-- string = "UnitTitle",
-- ColorR = 255, ColorG = 255, ColorB = 255, -- white
-- --flashy = 0,
-- rotY = 20,
-- bgleft = "headerbuttonleft",
-- bgmid = "headerbuttonmid",
-- bgright = "headerbuttonright",
--
-- textw = boxw, -- usable area for text
-- }
tag = format("SlotWindow%d",i)
--this.Info[tag] = NewBorderRect
--{
-- ZPos = 190, -- behind most
-- x = SlotUnitNameOffsetX + 65,
-- y = SlotYOffset + i * ( boxh + textheight ) + boxh,
-- width = boxw,
-- height = textheight + boxh,
-- alpha = 128,
--}
if (i<5) then
this.Info[tag] = NewButtonWindow
{
ZPos = 200,
x=SlotUnitNameOffsetX + SlotUnitNameOffsetX * 2.5,
y = SlotYOffset + i * ( boxh + textheight + ScriptCB_GetFontHeight(fontsize)+10 ) + boxh ,
--ScreenRelativeX = 0.0, -- center
--ScreenRelativeY = 0.0,
width = boxw,
height = textheight + boxh,
----height=boxh,
titleText = "Debug Build",
rotY = leftsideRot,
font = fontsize
}
else
--go bonkers
this.Info[tag] = NewButtonWindow
{
ZPos = 200,
x=SlotUnitNameOffsetX + SlotUnitNameOffsetX * 9,
y = SlotYOffset + (i-6) * ( boxh + textheight + ScriptCB_GetFontHeight(fontsize)+10 ) + boxh , ----changed from i-4(5) for fake buttons
--ScreenRelativeX = 0.0, -- center
--ScreenRelativeY = 0.0,
width = boxw,
height = textheight + boxh,
----height = boxh,
titleText = "ifs.profile.list",
rotY = -20,
font = fontsize
}
end
this.Info[tag].bHotspot = 1
this.Info[tag].fHotspotW = boxw
this.Info[tag].fHotspotH = textheight + boxh
this.Info[tag].InfoText = NewIFText --the equipment/weapon text
{
--x = 0, --SlotTextOffsetX ,
--y = 0, --SlotYOffset + i * ( boxh + textheight ) + ScriptCB_GetFontHeight(fontsize) + 30 ,
width = barw * 10,
halign = "hcenter",
valign = "vcenter",
textw = boxw, -- usable area for text
texth = textheight,
font = fontsize,
string = "InfoText",
ColorR = 255, ColorG = 255, ColorB = 255, -- white
--rotY = 20,
flashy = 0,
--x = -boxw,
--y = -textheight,
}
end
[/spoiler]edit: fixed due to the fact I had 2 fake buttons in there - if anyone wants the fake button code for a player select situation I can post it.
#534
SWBF1 Modding Tutorials / How to have 6+ units in your game
October 27, 2018, 08:17:00 AM
Well I released a video a long time ago that it was possible, and now I'm going the tutorial route with it. This does require modification of the .exe file, which may leave some of you wary, but all it does is change a hard-coded spawn screen limit from 5 to 6. If you haven't seen it:
https://youtu.be/jopdQhFSHYY
The three things you have to do are this:
You need a common.lvl builder. (local link needed)
1.) Edit the ifs_pc_spawnselect.lua file and raise numslots accordingly. If you want one extra unit (6) you raise it by one (to 5, lua generally starts at 1 but in this case starts at 0). Replace the common.lvl in your game's folder. Oh yeah and you probably want to do some scripting like above because your units will run off the screen.
2.) Edit/create a mission file for the level you want to use. Mission.lvl builder here: http://www.swbfgamers.com/index.php?action=downloads;sa=view;down=319
--------->You're going to add a 6th AddUnitClass line to one or both of the teams.
3.) Have a hex editor, I use PSPad (http://www.pspad.com/). Find these offsets in the Battlefront.exe: 1A9985 and 1A94B2. Change the 05 to 06 (or whatever, just remember that 0A in hex is 10, not 10) at both offsets. If you do not wish to edit your .exe, you can do the same thing in Cheat Engine (Battlefront.exe+offset) and it will only adjust the value while the game is running.
It should work in your game now. This is online and offline compatible as far as I know.
Notes that you need to read:
https://youtu.be/jopdQhFSHYY
The three things you have to do are this:
You need a common.lvl builder. (local link needed)
1.) Edit the ifs_pc_spawnselect.lua file and raise numslots accordingly. If you want one extra unit (6) you raise it by one (to 5, lua generally starts at 1 but in this case starts at 0). Replace the common.lvl in your game's folder. Oh yeah and you probably want to do some scripting like above because your units will run off the screen.
2.) Edit/create a mission file for the level you want to use. Mission.lvl builder here: http://www.swbfgamers.com/index.php?action=downloads;sa=view;down=319
--------->You're going to add a 6th AddUnitClass line to one or both of the teams.
3.) Have a hex editor, I use PSPad (http://www.pspad.com/). Find these offsets in the Battlefront.exe: 1A9985 and 1A94B2. Change the 05 to 06 (or whatever, just remember that 0A in hex is 10, not 10) at both offsets. If you do not wish to edit your .exe, you can do the same thing in Cheat Engine (Battlefront.exe+offset) and it will only adjust the value while the game is running.
It should work in your game now. This is online and offline compatible as far as I know.
Notes that you need to read:
- You NEED Auto Assign for this to work properly. Units 6 and 7 will be assigned to switching teams and you won't be able to select your unit.
- The max BF1 can support is 12 units (13 with hero). However, unless testing, I recommend you limit yourself to 10. You won't be able to spawn if you do (same cause as above). Buttons seem to be based on indexing and the spawn screen was never meant for more than 5 units
- Always make a backup of your .exe
- Never actually could fix the loadout and unit name mismatch
- There are other notes I wanted to make but don't remember them.
#535
SWBFspy (Internet), GameRanger, and GoG / Re: SWBFSpy Halloween Event
October 25, 2018, 09:03:26 AM
I'm interested - preferably on a Saturday would be best (this one or next - probably next to give people more time).
In addition to the maps listed, I particularly enjoy the first Hyperion map. However, if you want to have it on Wednesday, maybe in the afternoon? (could start at 3:00 EDT)
I made a Zombie Endor map once upon a time - would anyone be interested and see if it should be added? If I can find the source I can recompile with the dc:side code instead of replacing the stock ewk.lvl (or I can just rebuild a new mission.lvl). It's located here:
http://www.mediafire.com/file/21j8iv8h43623hr/Endor+Zombie+Invasion.zip
In addition to the maps listed, I particularly enjoy the first Hyperion map. However, if you want to have it on Wednesday, maybe in the afternoon? (could start at 3:00 EDT)
I made a Zombie Endor map once upon a time - would anyone be interested and see if it should be added? If I can find the source I can recompile with the dc:side code instead of replacing the stock ewk.lvl (or I can just rebuild a new mission.lvl). It's located here:
http://www.mediafire.com/file/21j8iv8h43623hr/Endor+Zombie+Invasion.zip
#536
Forum News and Forum Rules / Re: Test Master Server up and Running
October 25, 2018, 05:46:29 AM
From what I could tell, the buddy system is not really implemented at all in the MS replacement.
Was it a console thing or just SWBF2 in general? I didn't use BF2 very much.
Was it a console thing or just SWBF2 in general? I didn't use BF2 very much.
#537
Tech Support / Re: SWBFI on Windows 10?
October 17, 2018, 05:20:25 AM
That really sounds like some bottleneck or leak. You could try the same game before and after the lag (if it does it only after a certain amount of time after a reset).
#538
Star Wars Battlefront (2004 Original) / Re: SWBF1 Activity
October 09, 2018, 04:40:52 AM
There are a couple people still floating around, but I think we're kind of in the situation now where we should schedule something if we want more than one person in a server.
I think between a small player base and school starting back up, playing during the week especially is tough. A few people playing on a weekend could give a spark.
I think between a small player base and school starting back up, playing during the week especially is tough. A few people playing on a weekend could give a spark.
#539
Tech Support / Re: SWBFI on Windows 10?
October 07, 2018, 06:51:13 PM
-Have you tried playing other games, and which ones?
-What are your graphics settings set at ingame and in the ATI Catalyst Control Center (I think that's the AMD thing)?
-What are your graphics settings set at ingame and in the ATI Catalyst Control Center (I think that's the AMD thing)?
#540
Released Maps and Mods / Re: Endor Demo Maps recompiled
September 26, 2018, 08:50:41 AM
That makes sense. That's actually pretty cool if I could get it working.
Edit: Actually just watched the Demo part of that video again. In the Xbox version, a destructible door is used on the shield generator, and that's how you blow it up. Instead, there is a hole there because it is not in the released assets.
Also that jump animation is funny.
Edit: Actually just watched the Demo part of that video again. In the Xbox version, a destructible door is used on the shield generator, and that's how you blow it up. Instead, there is a hole there because it is not in the released assets.
Also that jump animation is funny.