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Messages - {AR}MetalKiller

#1
SWBF1 Modding / Re: Sidemod crashing once NPC units spawn
February 18, 2026, 07:09:01 AM
Sorry, should have been more specific.
Your first guess is right.
However, that should not be the problem since you were able to replace the marksman with the new unit.
I initially misread your first post.

ReadDataFile("dc:SIDE\\all.lvl"

How exactly have you set up your project?
Do you add the new unit class to the all.req file and copy the munged all.lvl file over to the GameData/Data/lvl_pc/Sides/ folder?
Or did you munge the tat2 map and use it from the addon folder?



Regarding your changes to the soldier class: It would be helpful to see what lines you changed in the odf.
#2
SWBF1 Modding / Re: Sidemod crashing once NPC units spawn
February 18, 2026, 04:17:28 AM
You need a "dc" infront of your SIDE\\all.lvl.
The ReadDataFile function specifies a filepath.
If no dc is put infront the default all.lvl is loaded. Because the default lvl does not know about the flanker it crashes.
#3
Released Maps and Mods / Re: AKIVA: VILLAGE
January 26, 2026, 10:22:54 AM
One final update: I added the download link for the SWBF2 Version.
#4
Released Maps and Mods / Re: AKIVA: VILLAGE
January 22, 2026, 08:03:09 AM
I just released version 1.0 and updated the download links in the original post.

Thanks to Dave (wsa30h) for porting it to the classic collection!
#5
If you are familiar with modding already, you could take a look at this thread: https://www.swbfgamers.com/index.php?topic=14877.0
However, this will take a bit longer than 5 minutes  ;)

If you aren't familiar with modding, and you want to share the map(s) name(s), there is a high probability that you will receive some help.
#6
Released Maps and Mods / Re: AKIVA: VILLAGE
November 20, 2025, 11:14:51 PM
Thanks  ;)
All models were made with blender.
#7
Released Maps and Mods / AKIVA: VILLAGE
November 17, 2025, 11:17:06 AM
Hi all,

after several months of work, my map is finally in a playable state.
This is still a preview version and a few things need polishing, but I'd really appreciate any feedback you can give.

The map takes place on the jungle planet Akiva, in a small village inspired by various Asian architectural styles.
Although the planet exists in Star Wars lore (you can find it on Wookieepedia), this map is not connected to canon.

Below are some impressions of the map.

If you would like to have the loading screen for the map, download it from the loading screen link.
Be advised to make a backup of your original files!
Extract the contents (aki1.lvl, load.lvl) to GameData/Data/_LVL_PC/Load.
Click the Intro movie link to see how the intro looks.

SWBF2 Download links:
- Version 1.0 for the original game (Steam classic version compatible): https://mega.nz/file/FWslHDZC#IoMfdT_YWBEx5M-GZyyt4tJEIWDM50kCHXUKmE45LDE
- Preview Version (Steam classic version compatible): https://mega.nz/file/5X1gXIJb#yOsIzAt3mtXcIUk-DgSLCWoGShcX57kZG57_h-T2jDM

SWBF1 Download links:
- Version 1.0 for the original game (Steam classic version compatible): https://mega.nz/file/UC0gFbRJ#U_iW6m0xeuxSZMjVdK_YaYtH1zvU3npLgkYt2hCvwZI
- Version 1.0 (Steam classic collection version compatible): https://mega.nz/file/gScinAAI#GYU3nqqScSUOiIcX3oebkfWebMJvQ6S8TmCSpAjGTTA
- Preview Version (Steam classic version compatible): https://mega.nz/file/oDtSDDaJ#Ih0EMAZQVCBy8hKWnp61io3BavLMBEhuf0oRu-0DkZU

Here is the link to the loading screen resources:
https://mega.nz/file/RaUAXKxZ#Hr0ympqn_wY7kvCo3O9bCpQM7zH3Xt4HflmgPyJGZvM

Intro movie:
https://mega.nz/file/cL8DjbID#OZJBSu6QLysNQdIUvT8rLmg0weoDk-cnWYy0h424cd4

Resources:
Vegetation images: https://vecteezy.com
Sounds: https://pixabay.com
Textures: http://polyhaven.com
Paintings: CCO from Wikipedia
Land Sattelite image: https://earthobservatory.nasa.gov/images/144637/chinas-fields-of-gold
Planet image: https://starwars.fandom.com/wiki/Akiva?file=Akiva.png
Temple song: Roam the sea with traditional Chinese quartet 'Big Fish'


Big thanks to the GameToast and SleepKillers discord servers for educating me on several topics.  8)
Thanks to Dave (wsa30h) for porting to the classic collection.


It's very likely that we will play the map on multiplayer on the AR server (SWBFspy) in the next weeks.
Feel free to join us.
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#8
You need to load the rebel sound file in your script.
Look at the section where it says:

--start soundlvl
ReadDataFile("sound\\tat.lvl;tat1gcw");    -- or "cw" in your case
--end soundlvl

Should be straight forward from here.
#9
There is also another way for chrome-based browsers.

- Right-click the download link
- Select "Copy link address"
- Paste the link in a new tab

The download is started, but you still have to confirm an "unsafe" download.
#10
SWBF1 Modding / Re: lua4dec - Lua 4.0 Decompiler
May 16, 2025, 11:38:38 PM
For completeness...
Lua 5 and Lua 4 follow completely different concepts under the hood. Lua 5 is register-based while Lua 4 is stack-based. My library only supports the stack-based approach.

Good thing that you found a solution  ;)
#11
It's probably a win 11 problem. Last idea I have would be to run the cmd in compatability mode
#12
... /bin is supposed to be a placeholder to the bin folder.
Just cd into the bin folder and then run the command.
#13
Quote from: Kit Fisto on April 29, 2025, 09:22:00 AMHow do I run this command? When I try to run it in command prompt it won't work.

Using the command with CMD inside the binary folder produces a *.script file for me.

Maybe start fresh with a plain mission_lvl folder?

Another thing you could try is running your initial command in an admin CMD.
#14
What happens if you run the most simple command?
...\bin>ScriptMunge.exe -inputfile ..\scripts\BES\bes1a.lua -outputdir .
#15
SWBF1 Modding / Re: Flyer/Hover movement animations
April 08, 2025, 02:45:38 AM
Got the animations working.

The "takeoff" animation just needs to be named that.

Regarding fin animations, I found an older post from Sereja: https://www.swbfgamers.com/index.php?topic=7145.msg77156#msg77156
Each type of movement is assigned one keyframe in the animation (i.e. 0 = foward left).

However, combining a takeoff and fin animation seem to bite each other.